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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Survivalist83</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Survivalist83"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Survivalist83"/>
	<updated>2026-04-06T02:40:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Survivalist83&amp;diff=147560</id>
		<title>User:Survivalist83</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Survivalist83&amp;diff=147560"/>
		<updated>2024-07-06T20:12:22Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! If you are not me and visiting my page, it might be because you want to let me know a either that I made a mistake in editing somewhere or a better way to edit. Either way, feel free to tell me [[User_talk:Survivalist83|on my talk page]]! Thank you for being polite and helping me learn.&lt;br /&gt;
&lt;br /&gt;
==Todo==&lt;br /&gt;
This is a list of the main things I am trying to add/fix about the wiki currently:&lt;br /&gt;
*Adding pages or fixing redlinks on [[Special:WantedPages]]&lt;br /&gt;
*Adding content recently added in 1.5 or by Anomaly&lt;br /&gt;
*Adding missing images from [[Special:WantedFiles]]&lt;br /&gt;
*[[RimWorld_Wiki:To-do|To-do list]]&lt;br /&gt;
*[[Chopped stump (Polluted)]], [[Smashed stump (Polluted)]]&lt;br /&gt;
*Adding bioferrite/day and power/day to all [[entity]] pages&lt;br /&gt;
&lt;br /&gt;
==List of links I like to have on hand==&lt;br /&gt;
I am putting these links here so that I can quickly access them easily and so that I can close my tabs (I have had many of these open for a while).&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
*[[Quality#How_quality_is_determined|Quality]]&lt;br /&gt;
*[[Weapon comparison table]]&lt;br /&gt;
===Royalty===&lt;br /&gt;
*[[Royalty (DLC)|Royalty main page]]&lt;br /&gt;
*[[Psycasts#Regular_psycasts|Psycasts]]&lt;br /&gt;
*[[Titles#Table_of_Requirements|Titles]]&lt;br /&gt;
===Ideology===&lt;br /&gt;
*[[Ideology (DLC)|Ideology main page]]&lt;br /&gt;
*[[Ideoligion]]&lt;br /&gt;
**[[Ideoligion#Memes|Memes]]&lt;br /&gt;
**[[Ideoligion#Precepts|Precepts]]&lt;br /&gt;
**[[Ideoligion#Specialists|Specialists]]&lt;br /&gt;
**[[Ideoligion#Rituals|Rituals]]&lt;br /&gt;
**[[Ideoligion#Development_points|Development points]]&lt;br /&gt;
===Biotech===&lt;br /&gt;
*[[Biotech (DLC)|Biotech main page]]&lt;br /&gt;
*[[Genes]]&lt;br /&gt;
*[[Children]]&lt;br /&gt;
**[[Children#Growth_score|Growth score]]&lt;br /&gt;
*[[Mechanitor]]&lt;br /&gt;
**[[Mechanitor#Controllable_mechanoids|Friendly mechanoids]]&lt;br /&gt;
*[[Diabolus]]&lt;br /&gt;
**[[Signal chip]]&lt;br /&gt;
*[[War queen]]&lt;br /&gt;
**[[Powerfocus chip]]&lt;br /&gt;
*[[Apocriton]]&lt;br /&gt;
**[[Nano structuring chip]]&lt;br /&gt;
===Anomaly===&lt;br /&gt;
*[[Anomaly (DLC)|Anomaly main page]]&lt;br /&gt;
*[[Psychic rituals]]&lt;br /&gt;
*[[Monolith]]&lt;br /&gt;
*[[Entities]]&lt;br /&gt;
&lt;br /&gt;
==Youtube videos I like to have to link to other people==&lt;br /&gt;
All of these videos are very helpful. If you are not me and reading this, I strongly recommend watching these to get better at the game.&lt;br /&gt;
*Mortal Smurph&lt;br /&gt;
**Full playlist https://www.youtube.com/playlist?list=PLAk9CsjwOK1V7kiwRNf9WYrcNob4PEcjL&lt;br /&gt;
**7 Rimworld Combat Techniques (doesn't use killboxes, explains things like melee blocking, double thick walls, etc) https://youtu.be/wlAgInghogE&lt;br /&gt;
**Standard enemy pathing + collision https://youtu.be/wpJNq3XEW9s&lt;br /&gt;
**Collision mechanics https://youtu.be/cfeO7jtOjhU&lt;br /&gt;
*Adam Vs Everything&lt;br /&gt;
**Full playlist https://www.youtube.com/playlist?list=PLQWnHloPSfq69y_d-NeJNQj1FbrCtzVIH&lt;br /&gt;
**Clothing creation + clothing assign tab https://youtu.be/KwNq8mItaQQ&lt;br /&gt;
&lt;br /&gt;
==Reminders to myself of how to do things==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Reason goes here}}&lt;br /&gt;
*''Italics''&lt;br /&gt;
*'''Bold'''&lt;br /&gt;
*'''''Both'''''&lt;br /&gt;
*Text{{Check Tag|Brief description|Longer on-hover description that more accurately describes the specific issue}}&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chopped_stump_(Polluted)&amp;diff=147497</id>
		<title>Chopped stump (Polluted)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chopped_stump_(Polluted)&amp;diff=147497"/>
		<updated>2024-07-05T04:57:21Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: add main image + gallery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Merge|destination=Chopped stump|reason=Probably no differences in stats.}}&lt;br /&gt;
{{Image wanted|reason=Main page image}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
{{infobox main|plant&lt;br /&gt;
| name = Chopped stump&lt;br /&gt;
| image = Stump chopped polux a.png&lt;br /&gt;
| description =&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| hp = &lt;br /&gt;
| flammability = &lt;br /&gt;
| beauty outdoors =&lt;br /&gt;
| grow days = &lt;br /&gt;
| harvest work = &lt;br /&gt;
| min fertility = &lt;br /&gt;
| fertility sensitivity = &lt;br /&gt;
| nutrition = &lt;br /&gt;
| livesin_temperateforest = &lt;br /&gt;
| livesin_borealforest = &lt;br /&gt;
| livesin_tundra = &lt;br /&gt;
| livesin_aridshrubland =&lt;br /&gt;
| livesin_desert =&lt;br /&gt;
| livesin_extremedesert =&lt;br /&gt;
| livesin_tropicalrainforest =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''{{PAGENAME}}''' is a wild [[plant]] added by the [[Biotech DLC]] that can be found in the {{Habitats}} biomes.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Stump chopped polux a.png|Chopped stump variant a&lt;br /&gt;
Stump chopped polux b.png|Chopped stump variant b&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]] [[Category:Tree stumps]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smashed_stump_(Polluted)&amp;diff=147496</id>
		<title>Smashed stump (Polluted)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smashed_stump_(Polluted)&amp;diff=147496"/>
		<updated>2024-07-05T04:55:06Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: add main image + gallery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Merge|destination=Smashed stump|reason=Probably no differences in stats.}}&lt;br /&gt;
{{Image wanted|reason=Main page image}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = &lt;br /&gt;
| image = Stump smashed polux a.png&lt;br /&gt;
| description =&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| hp = &lt;br /&gt;
| flammability = &lt;br /&gt;
| beauty outdoors =&lt;br /&gt;
| grow days = &lt;br /&gt;
| harvest work = &lt;br /&gt;
| min fertility = &lt;br /&gt;
| fertility sensitivity = &lt;br /&gt;
| nutrition = &lt;br /&gt;
| livesin_temperateforest = &lt;br /&gt;
| livesin_borealforest = &lt;br /&gt;
| livesin_tundra = &lt;br /&gt;
| livesin_aridshrubland =&lt;br /&gt;
| livesin_desert =&lt;br /&gt;
| livesin_extremedesert =&lt;br /&gt;
| livesin_tropicalrainforest =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''{{PAGENAME}}''' is a wild [[plant]] added by the [[Biotech DLC]] that can be found in the {{Habitats}} biomes.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Stump smashed polux a.png|Smashed stump variant a&lt;br /&gt;
Stump smashed polux b.png|Smashed stump variant b&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]] [[Category:Tree stumps]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Dread_leather_a.png&amp;diff=147495</id>
		<title>File:Dread leather a.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Dread_leather_a.png&amp;diff=147495"/>
		<updated>2024-07-05T04:15:58Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images - Textiles]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Dread_leather_a.png&amp;diff=147494</id>
		<title>File:Dread leather a.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Dread_leather_a.png&amp;diff=147494"/>
		<updated>2024-07-05T04:15:51Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: == Licensing ==
{{Copyright game}}
Category:Images - Textiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images - Textiles]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Adrenal_heart&amp;diff=147493</id>
		<title>Adrenal heart</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Adrenal_heart&amp;diff=147493"/>
		<updated>2024-07-05T03:35:57Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: add main image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Adrenal heart&lt;br /&gt;
| image = Health_item_ghoul.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
ACQUISTION TEXT&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Hunger rate offset: +15%. This is applied as a permanent multiplier to food consumption.&lt;br /&gt;
&lt;br /&gt;
Grants &amp;quot;Ghoul frenzy&amp;quot; ability, with cooldown of 0.7 hours, which gives for 15 seconds the &amp;quot;Ghoul frenzy&amp;quot; effect: x0.7 melee cooldown and +4.00 move speed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
ANALYSIS TEXT&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrosive_heart&amp;diff=147492</id>
		<title>Corrosive heart</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrosive_heart&amp;diff=147492"/>
		<updated>2024-07-05T03:34:42Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: add main image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Corrosive heart&lt;br /&gt;
| image = Health_item_ghoul.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
ACQUISTION TEXT&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Heart efficiency: 85%.  This means 85% [[blood pumping]], which on an otherwise unmodified pawn means 97% consciousness and manipulation and 94% moving.&lt;br /&gt;
&lt;br /&gt;
Grants &amp;quot;Corrosive spray&amp;quot; ability, with cooldown of 2 hours and casting time of 0.25 seconds, which deals 2 x 15 acid burn damage to a 3x3 target area within a range of 11.9 from the ghoul.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
ANALYSIS TEXT&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalblood_heart&amp;diff=147491</id>
		<title>Metalblood heart</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalblood_heart&amp;diff=147491"/>
		<updated>2024-07-05T03:33:25Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: add main image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Metalblood heart&lt;br /&gt;
| image = Health_item_ghoul.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A special bioferrite prosthetic that can pump a small amount of metalblood into a ghoul's bloodstream, making it more resistant to damage for a short period of time. Metalblood also makes the ghoul more vulnerable to fire. The prosthetic causes widespread swelling, slowing the ghoul down.&amp;lt;br&amp;gt;Due to the extremely painful nature of the prosthetic, only ghouls can tolerate this enhancement.&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Ghoul enhancements&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| work to make = 13200&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| hp = &lt;br /&gt;
| tradeTags = &lt;br /&gt;
| techHediffsTags = Ghoul&lt;br /&gt;
| thingCategories = BodyPartsGhoul&lt;br /&gt;
}}&lt;br /&gt;
A '''metalblood heart''' is an [[artificial body part]] added by the [[Anomaly DLC]] that acts as a replacement for a [[ghoul]]'s heart. It gives ghoul the ability to become more resistant to damage for a short period of time at the cost of [[move speed]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
It can sometimes spawn on hostile [[ghoul]]s,{{Check Tag|Starter colonist?|Can they spawn on ghoul starter colonists?}} however they cannot be harvested from them.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Image wanted|section=1|reason=Metalblood injection gizmo}}&lt;br /&gt;
{{Stub|section=1|reason=Can ghouls have heart attacks or artery blockages at all (even if they regenerate them)? When installing a metalblood heart, do you get am organic [[heart]] back?}}&amp;lt;!--The below are copy pasted from the other pages but unsure if they're relevant&lt;br /&gt;
&lt;br /&gt;
Artificial hearts are also immune to [[heart attack]]s and [[artery blockage]]s, preventing future cases and curing existing ones.&lt;br /&gt;
&lt;br /&gt;
By installing a bionic heart, the pawn's natural [[heart]], if perfectly healthy, is harvested without a penalty. This organic heart can then be sold or stored for later use.&lt;br /&gt;
--&amp;gt;{{Quote|Use the metalblood heart to release metalblood serum into the bloodstream, reducing incoming damage for a short period of time.|Metalblood injection description}}&lt;br /&gt;
The metalblood heart is a [[ghoul]] exclusive body part, it cannot be installed into non-ghouls at all. It has a part efficiency of 100%. This fully replaces the functionality of a normal heart but provides no statistical enhancement - when coupled with the heart body part having a [[Blood Pumping]] importance of 100%, it results in a directly proportional increase in blood pumping when replacing a heart with impaired efficiency. Blood pumping, in turn, affects [[Moving]]. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. For further details, see those pages.&lt;br /&gt;
&lt;br /&gt;
Pawns with the heart installed have access to the &amp;quot;Metalblood injection&amp;quot; ability while [[draft]]ed. The injection must be manually initiated by the player through use of a gizmo available while the ghoul is drafted and selected. Colonist ghouls will never independently use the injection. It is currently unknown whether NPC ghouls will use the ability.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
The injection lasts for {{Ticks|2400}} and provides the same &amp;quot;Metalblood&amp;quot; effect as [[metalblood serum]], namely:{{Check Tag|Stacking?}}&lt;br /&gt;
* {{Good|x50%}} [[Incoming Damage Multiplier]], stacking multiplicatively with our sources such as the [[Tough]] trait.&lt;br /&gt;
* {{Bad|x400%}} [[Flame]] damage&lt;br /&gt;
* {{Bad|x400%}} [[Burn]] damage&lt;br /&gt;
The injection has a cooldown of {{Ticks/gametime|15000}}.&lt;br /&gt;
&lt;br /&gt;
Finally, the metalblood heart inflicts a {{--|0.20 {{CS}}}} penalty to [[move speed]] - this applies at all times, not just while the metalblood injection ability is active.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
{{Stub|section=1|reason=Missing data, also Anesthetic?}}&lt;br /&gt;
Installing the part requires ? of work, ?x medicine of ? quality or better, and a [[Skills#Medical|Medical skill]] of 4.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires ? of work, ?x medicine of ? quality or better, and has no [[Skills#Medical|Medical skill]] requirements.{{Check Tag|Verify?}}&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul_plating&amp;diff=147490</id>
		<title>Ghoul plating</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul_plating&amp;diff=147490"/>
		<updated>2024-07-05T03:32:48Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: add main image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Image wanted|reason=1) Main icon - the coloring is off since the exact RGB value is not known 2) Images on ghouls}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| description = Bioferrite plates that can be surgically attached to a ghoul, protecting vulnerable areas. The plates will reduce incoming damage significantly but also slow the ghoul down.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to the extremely painful nature of the prosthetic, only ghouls can tolerate this enhancement.&lt;br /&gt;
| name = Ghoul plating&lt;br /&gt;
| image = Health_item_ghoul.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| marketvalue = 85&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| hp = 50&lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Bioferrite shaper&lt;br /&gt;
| research = Ghoul enhancements&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ghoul plating''' is an [[Artificial body part|implant]] that gives a [[ghoul]] increased resistance against damage at the cost of movement speed.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Detail, also how long does it take to install the part. Medicine? Anesthetized?}}&lt;br /&gt;
Once implanted into a ghoul, it provides a {{Good|x50%}} incoming damage multiplier and {{Bad|-0.70}} {{CS}} [[Move speed]] .&lt;br /&gt;
&lt;br /&gt;
This can stack multiplicatively the [[Tough]] trait and the [[Robust]] gene.{{BiotechIcon}} &lt;br /&gt;
&lt;br /&gt;
A ghoul with ghoul plating, the Tough trait and the Robust gene will see their total incoming damage reduced to 19%.&lt;br /&gt;
&lt;br /&gt;
Installing the part cannot fail and has no skill requirements.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing section}}&lt;br /&gt;
ANALYSIS TEXT&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul_barbs&amp;diff=147489</id>
		<title>Ghoul barbs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul_barbs&amp;diff=147489"/>
		<updated>2024-07-05T03:31:59Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: add main image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Image wanted|reason=1) Main icon - the coloring is off since the exact RGB value is not known 2) Images on ghouls}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Ghoul barbs&lt;br /&gt;
|image = Health_item_ghoul.png&lt;br /&gt;
| description = A number of barbed bioferrite spikes that can be surgically attached to a ghoul. They drastically increase a ghoul's melee damage but also limit its range of motion, slowing it down.&amp;lt;br&amp;gt;Due to the extremely painful nature of the prosthetic, only ghouls can tolerate this enhancement.&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| work to make = 6000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 35&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Ghoul enhancements&lt;br /&gt;
| techHediffsTags = Ghoul&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| thingCategories = BodyPartsGhoul&lt;br /&gt;
}}&lt;br /&gt;
'''Ghoul barbs''' are an [[artificial body part]] added by the [[Anomaly DLC]] that improves the melee damage of [[ghoul]]s at the cost of slowing [[Move Speed]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Missing section}}&lt;br /&gt;
&lt;br /&gt;
{{Good|x150%}} Melee Damage Factor. &lt;br /&gt;
{{Bad|-0.25}} {{CS}} [[Move speed]]&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing section}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Health_item_ghoul.png&amp;diff=147488</id>
		<title>File:Health item ghoul.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Health_item_ghoul.png&amp;diff=147488"/>
		<updated>2024-07-05T03:28:38Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This isn't a very accurate replica of the item in-game; it is a bit off-color. If someone knows where to find the RGB value of the item, please tell me (Survivalist83) and I can fix it.&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images - Medical_items]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Health_item_ghoul.png&amp;diff=147487</id>
		<title>File:Health item ghoul.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Health_item_ghoul.png&amp;diff=147487"/>
		<updated>2024-07-05T03:28:07Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: This isn't a very accurate replica of the item in-game; it is a bit off-color. If someone knows where to find the RGB value of the item, please tell me (Survivalist83) and I can fix it.

== Licensing ==
{{Copyright game}}
Category:Images - Medical Items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This isn't a very accurate replica of the item in-game; it is a bit off-color. If someone knows where to find the RGB value of the item, please tell me (Survivalist83) and I can fix it.&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images - Medical Items]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Dread_leather_b.png&amp;diff=147481</id>
		<title>File:Dread leather b.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Dread_leather_b.png&amp;diff=147481"/>
		<updated>2024-07-04T22:31:51Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images_-_Textiles]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Dread_leather_b.png&amp;diff=147480</id>
		<title>File:Dread leather b.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Dread_leather_b.png&amp;diff=147480"/>
		<updated>2024-07-04T22:28:19Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: == Licensing ==
{{Copyright game}}

Category:Images_-_Textiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images_-_Textiles]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Polux_tree&amp;diff=147411</id>
		<title>Polux tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Polux_tree&amp;diff=147411"/>
		<updated>2024-07-03T01:28:33Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: made it more consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub|reason=Artificial building mechanics, analysis}}{{infobox main|plant|&lt;br /&gt;
| name = Polux tree&lt;br /&gt;
| image = PoluxTreeB.png&lt;br /&gt;
| description = After generations of exposure, these trees have evolved to metabolize pollutants. By drawing pollutants from the ground through wide root networks, they slowly clean polluted terrain in their vicinity. However, they cannot do this if buildings are constructed over their roots.&amp;lt;br&amp;gt;Unlike most methods of cleaning polluted terrain, polux trees do not create toxic wastepacks.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| hp = 300&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| sow work = 400&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 30&lt;br /&gt;
| harvest work = 1000&lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
}}&lt;br /&gt;
The '''Polux tree''' is a tree added by the Biotech DLC. It grows within [[polluted]] environments and is capable of absorbing pollution in an area similar to a [[pollution pump]] (7 tile wide circle). Unlike pollution pumps, polux trees do not generate any [[toxic wastepack]]s after absorbing the surrounding pollution. This makes them a safer way to remove pollution. &lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
Like the [[gauranlen tree]]{{IdeologyIcon}}, the polux tree does not naturally occur in any ecology. It naturally appears on maps with [[pollution]], and can be spawned by the &amp;quot;polux tree&amp;quot; [[event]],&lt;br /&gt;
&lt;br /&gt;
Every 15 days, the current pollution level and current tree population are checked. If the current amount of trees are below the assigned value, a tree may be spawned.{{Check Tag|Chance?|% Chance, if applicable.}} These numbers also determine the amount of starting trees in your colony.&lt;br /&gt;
* No pollution (0-25%): 0 polux trees&lt;br /&gt;
* Light pollution (25%-50%): 0 polux trees&lt;br /&gt;
* Moderate pollution (50%-75%): 1 polux tree&lt;br /&gt;
* Extreme pollution (75%-100%): 3 polux trees&lt;br /&gt;
&lt;br /&gt;
Polux trees never spawn within 16 tiles of each other.&lt;br /&gt;
&lt;br /&gt;
[[Polux seed]]s can also be bought from [[trader]]s or obtained from [[quest]] rewards.{{Check Tag|Other ways?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* Cleans 1 tile of [[pollution]] every {{ticks/gametime|25000}}.&lt;br /&gt;
* Needs {{Ticks/gametime|150000}} to clean 1 deteriorated [[toxic wastepack]] (6 tiles). &lt;br /&gt;
* Is only 20% as fast as a [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
Polux trees are considered &amp;quot;super&amp;quot;, meaning that pawns with the [[Ideoligion#Trees|Trees: Desired precept]]{{IdeologyIcon}} will receive the &amp;quot;amazing tree&amp;quot; thought after seeing one. Unlike the [[Anima tree|anima]]{{RoyaltyIcon}} and [[gauranlen tree]]s,{{IdeologyIcon}} polux trees will still be eaten by [[thrumbo]]s. All trees can also be eaten by [[alphabeaver]]s. They are immune to [[blight]].&lt;br /&gt;
&lt;br /&gt;
They technically take damage from [[toxic spewer]]s and [[toxic fallout]], but regenerate faster than they take damage.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason = Missing detail on use, utility as natural spawns, and pro-use side etc Also what is there is rough}}&lt;br /&gt;
The easiest way to use polux trees is to plant them nearby, and leave toxic wastepacks in a stockpile zone next to the tree. Wastepacks outdoors deteriorate into pollution every 8 days assuming no rain or cold temperatures, creating 6 tiles of pollution.&lt;br /&gt;
&lt;br /&gt;
In 8 days, a polux tree cleans {{#expr: (8*24)/10 round 1}} tiles. Meaning that a single polux tree can have a stockpile of {{#expr: ((8*24)/10)/6 round 1}} stacks of wastepacks deteriorating without being overwhelmed. However, this assumes that no rain ever increases the deteriorating rate of the packs. To avoid this, consider placing the stockpile next to a natural rock face to act as a support for a roof to cover the stockpile.&lt;br /&gt;
&lt;br /&gt;
An other easy (and free) way of using the tree is to dump your pollution in a tile five to seven tiles away from yours, and when high enough in pollution, settle it as second base. This'll give access to 3 free trees and can use transport pods without penalty {{Check Tag|Verify}}. Still a lot should be considered before settling a 2nd base and there's a lot more uses for a second base than just 3 polux trees and other uses should be considered for it.&lt;br /&gt;
&lt;br /&gt;
Due to the tree's relatively low waste-clearing speed and the fact that low amounts of pollution do not have much impact on your colony, there is an argument that [[polux seed]]s are not worth their {{Icon Small|Silver||{{Q|Polux seed|Market Value Base}}}} price tag. As long as the pollution is physically far away, the only negatives of it are wastepack infestations and [[acidic smog]]. Polux trees do not stop infestations, as they occur on wastepack destruction, not pollution in general. Meanwhile, acidic smog can be mitigated almost entirely by using [[sun lamp]] greenhouses and non-solar energy. Even then, at only 10% or so pollution (200 wastepacks), smog is a rare event. that being said, in very long runs, a tree can absorb up to a considerable amount of waste. For example a single polux tree can absorb 245 [[wastepack]] in roughly 10 years which is equivalent to a single cooler's capacity in hot [[biomes]], it is a lot when considering that a [[cooler]] takes a 9*9 area and 200W of constant [[power]] while tree's only cost is buying and setting it up and it can clean even more [[pollution]]. &lt;br /&gt;
&lt;br /&gt;
A polux tree can clean a bit more than 1 [[toxifier generator]]'s worth of waste, allowing for a form of clean energy. The tree cannot be placed near the generator, making you use a [[pollution pump]] and have colonists haul it to the tree. Although given how pollution doesn't spread under natural rock, it is possible to get around this by having the generator inside a 2*2 hole in the mountain with two sides open (one for wires, one for pollution) and a tree nearly overlap the generator to clean additional [[pollution]] also to get rid of artificial building limitation it can be placed in farmlands (and remove [[growing zone]] from under tree. Still, clean energy should be compared to 1. leaving wastepacks far from your colony and buying the polux seeds later, or 2. [[cooler|freezing]] the wastepacks. If you have no better use for silver, then you might as well buy the trees.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PoluxTreeA.png| Polux tree variant A&lt;br /&gt;
File:PoluxTreeB.png| Polux tree variant B&lt;br /&gt;
File:PoluxTreeC.png| Polux tree variant C&lt;br /&gt;
File:Stump chopped polux a.png|[[Chopped polux stump]] variant A&lt;br /&gt;
File:Stump chopped polux b.png|[[Chopped polux stump]] variant B&lt;br /&gt;
File:Stump smashed polux a.png|[[Smashed polux stump]] variant A&lt;br /&gt;
File:Stump smashed polux b.png|[[Smashed polux stump]] variant B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Polux seed]]s introduced, which can be planted on polluted ground.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hidden_conduit&amp;diff=147396</id>
		<title>Hidden conduit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hidden_conduit&amp;diff=147396"/>
		<updated>2024-07-02T04:49:26Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Added image for hidden conduit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=General, infobox, also claims of invincibility seem exagerated in practice}}&lt;br /&gt;
{{Image Wanted|reason=Main image, in situ}}&lt;br /&gt;
{{See also|Power conduit| waterproof conduit}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
|name = Hidden conduit&lt;br /&gt;
|image = Hidden conduit.png&lt;br /&gt;
|description = Hidden electrical cables for moving power around. They're tougher than regular conduits, but also slower to build and more expensive.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = standable&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 100&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|edifice = &lt;br /&gt;
|terrain affordance = Light&lt;br /&gt;
|research = Electricity&lt;br /&gt;
|work to make = 280&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 2&lt;br /&gt;
|deconstruct yield = ?&lt;br /&gt;
|destroyyield = ?&lt;br /&gt;
}}&lt;br /&gt;
A hidden conduit transmits power from generators or [[batteries]] to appliances up to six squares away. Conduit doesn't block the placement of other structures and isn't blocked by them, so conduit can be placed wherever it's needed, even in walls, except unsmoothed mountain rocks and ores. Hidden conduits differ from power conduits in that they are invincible, invisible, and immune to [[Events#Zzztt...|short circuits]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Unique mechanics &amp;lt;!--      &amp;lt;ai_neverTrashThis&amp;gt;true&amp;lt;/ai_neverTrashThis&amp;gt;&lt;br /&gt;
      &amp;lt;isTargetable&amp;gt;false&amp;lt;/isTargetable&amp;gt;&lt;br /&gt;
      &amp;lt;expandHomeArea&amp;gt;false&amp;lt;/expandHomeArea&amp;gt;&lt;br /&gt;
      &amp;lt;canBeDamagedByAttacks&amp;gt;false&amp;lt;/canBeDamagedByAttacks&amp;gt;--&amp;gt;}}&lt;br /&gt;
Hidden conduits transport power. There must be a direct connection to another conduit, [[power switch]], battery, or power source for a conduit to be able to transport power. Electric appliances, such as an electric stove, can link up to a conduit, battery, or generator up to 6 tiles away. Anything with the &amp;quot;Reconnect&amp;quot; gizmo can attach to a distant conduit, but conduits can't attach to a distant conduit.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Due to their invincibility, no effect on beauty, and resistance to [[Events#Zzztt...|short circuits]] they are superior to power conduits in every way. Unless truly strapped for steel or labor, they are always preferable.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Hidden_conduit.png&amp;diff=147395</id>
		<title>File:Hidden conduit.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Hidden_conduit.png&amp;diff=147395"/>
		<updated>2024-07-02T04:47:31Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: This might not be the correct version of this file, since the normal and waterproof conduits look different - but it works for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images - Power]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Hidden_conduit.png&amp;diff=147394</id>
		<title>File:Hidden conduit.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Hidden_conduit.png&amp;diff=147394"/>
		<updated>2024-07-02T04:46:52Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: == Licensing ==
{{Copyright game}}
Category:Images - Power&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images - Power]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite_plate&amp;diff=147393</id>
		<title>Bioferrite plate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioferrite_plate&amp;diff=147393"/>
		<updated>2024-07-02T04:37:47Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Added burned version to the gallery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Image wanted|reason=Main image}}&lt;br /&gt;
{{Infobox main|structure&lt;br /&gt;
| name = Bioferrite plate&lt;br /&gt;
| image = BioferritePlating.png&lt;br /&gt;
| description = Heavy plate flooring made from smoothed bioferrite. While ugly and slightly flammable, it's quick to clean and increases the strength of nearby holding platforms.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 5.5&lt;br /&gt;
| beauty = -2&lt;br /&gt;
| flammability = .15&lt;br /&gt;
| containment strength = 15&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleaning time factor = 0.6&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Bioferrite shaping&lt;br /&gt;
| work to make = 840&lt;br /&gt;
| skill 1 = construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
| deconstruct yield = 2&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
}}&lt;br /&gt;
'''Bioferrite Plating''' is a buildable [[floor]] type added by the [[Anomaly DLC]]. It's primary purpose is for strengthening [[containment]] of nearby [[holding spot]]s and [[holding platform]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason=Cleanliness reported? might have been missed due to inheritance. if confirmed, add to infobox as well. See [[Steel tile]] for similar infobox and summary}}&lt;br /&gt;
&lt;br /&gt;
Bioferrite plates improves the [[containment]] of a room that is directly proportional to the percentage of the room covered by the plateing, up to a maximum of {{+|15}} containment strength with the entire room covered. For example, a 30-tile room with 10 tiles floored with bioferrite plate would receive {{+|10}} containment strength.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Comparisons general flooring. depending kn focus and biome more BF can be acquired than steel. if cleanliness bonus is real, low wealth but flammable and ugly option for labs &amp;amp; hospitals -ugly can be overwhelmed by sculptures}}&lt;br /&gt;
Bioferrite Plating is designed specifically for the purpose of strengthening your containment cells. &lt;br /&gt;
&lt;br /&gt;
Immediately covering every cell fully in bioferrite plating is not necessary, as early on in anomaly studies your bioferrite supplies are liable to be slim, and level 1 entities are generally easy to contain. It is advisable to upgrade to such as soon as is convenient, however, as a fully plated room provides a bonus that perfectly offsets the decrease in strength from using a [[Bioferrite harvester]] in the cell.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BioferritePlating.png|Normal&lt;br /&gt;
BurnedBioferritePlateFloor.png|Burned&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;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:BurnedBioferritePlateFloor.png&amp;diff=147392</id>
		<title>File:BurnedBioferritePlateFloor.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:BurnedBioferritePlateFloor.png&amp;diff=147392"/>
		<updated>2024-07-02T04:34:51Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Burned version of [[bioferrite plate]].&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:BurnedBioferritePlateFloor.png&amp;diff=147391</id>
		<title>File:BurnedBioferritePlateFloor.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:BurnedBioferritePlateFloor.png&amp;diff=147391"/>
		<updated>2024-07-02T04:34:20Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Burned version of [[Bioferrite_plate]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:BurnedBioferritePlateFloor.png&amp;diff=147390</id>
		<title>File:BurnedBioferritePlateFloor.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:BurnedBioferritePlateFloor.png&amp;diff=147390"/>
		<updated>2024-07-02T04:33:45Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Burned version of File:BioferritePlating.png
== Licensing ==
{{Copyright game}}
Category:Images - Floors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Burned version of [[File:BioferritePlating.png]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:BioferritePlating.png&amp;diff=147389</id>
		<title>File:BioferritePlating.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:BioferritePlating.png&amp;diff=147389"/>
		<updated>2024-07-02T04:31:35Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:BioferritePlating.png&amp;diff=147388</id>
		<title>File:BioferritePlating.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:BioferritePlating.png&amp;diff=147388"/>
		<updated>2024-07-02T04:31:13Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: == Licensing ==
{{Copyright game}}
Category:Images - Floors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images - Floors]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Survivalist83&amp;diff=147386</id>
		<title>User:Survivalist83</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Survivalist83&amp;diff=147386"/>
		<updated>2024-07-02T03:24:37Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! If you are not me and visiting my page, it might be because you want to let me know a either that I made a mistake in editing somewhere or a better way to edit. Either way, feel free to tell me [[User_talk:Survivalist83|on my talk page]]! Thank you for being polite and helping me learn.&lt;br /&gt;
&lt;br /&gt;
==Todo==&lt;br /&gt;
This is a list of the main things I am trying to add/fix about the wiki currently:&lt;br /&gt;
*Adding pages or fixing redlinks on [[Special:WantedPages]]&lt;br /&gt;
*Adding content recently added in 1.5 or by Anomaly&lt;br /&gt;
*Adding missing images from [[Special:WantedFiles]]&lt;br /&gt;
*[[RimWorld_Wiki:To-do|To-do list]]&lt;br /&gt;
&lt;br /&gt;
==List of links I like to have on hand==&lt;br /&gt;
I am putting these links here so that I can quickly access them easily and so that I can close my tabs (I have had many of these open for a while).&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
*[[Quality#How_quality_is_determined|Quality]]&lt;br /&gt;
*[[Weapon comparison table]]&lt;br /&gt;
===Royalty===&lt;br /&gt;
*[[Royalty (DLC)|Royalty main page]]&lt;br /&gt;
*[[Psycasts#Regular_psycasts|Psycasts]]&lt;br /&gt;
*[[Titles#Table_of_Requirements|Titles]]&lt;br /&gt;
===Ideology===&lt;br /&gt;
*[[Ideology (DLC)|Ideology main page]]&lt;br /&gt;
*[[Ideoligion]]&lt;br /&gt;
**[[Ideoligion#Memes|Memes]]&lt;br /&gt;
**[[Ideoligion#Precepts|Precepts]]&lt;br /&gt;
**[[Ideoligion#Specialists|Specialists]]&lt;br /&gt;
**[[Ideoligion#Rituals|Rituals]]&lt;br /&gt;
**[[Ideoligion#Development_points|Development points]]&lt;br /&gt;
===Biotech===&lt;br /&gt;
*[[Biotech (DLC)|Biotech main page]]&lt;br /&gt;
*[[Genes]]&lt;br /&gt;
*[[Children]]&lt;br /&gt;
**[[Children#Growth_score|Growth score]]&lt;br /&gt;
*[[Mechanitor]]&lt;br /&gt;
**[[Mechanitor#Controllable_mechanoids|Friendly mechanoids]]&lt;br /&gt;
*[[Diabolus]]&lt;br /&gt;
**[[Signal chip]]&lt;br /&gt;
*[[War queen]]&lt;br /&gt;
**[[Powerfocus chip]]&lt;br /&gt;
*[[Apocriton]]&lt;br /&gt;
**[[Nano structuring chip]]&lt;br /&gt;
===Anomaly===&lt;br /&gt;
*[[Anomaly (DLC)|Anomaly main page]]&lt;br /&gt;
*[[Psychic rituals]]&lt;br /&gt;
*[[Monolith]]&lt;br /&gt;
*[[Entities]]&lt;br /&gt;
&lt;br /&gt;
==Youtube videos I like to have to link to other people==&lt;br /&gt;
All of these videos are very helpful. If you are not me and reading this, I strongly recommend watching these to get better at the game.&lt;br /&gt;
*Mortal Smurph&lt;br /&gt;
**Full playlist https://www.youtube.com/playlist?list=PLAk9CsjwOK1V7kiwRNf9WYrcNob4PEcjL&lt;br /&gt;
**7 Rimworld Combat Techniques (doesn't use killboxes, explains things like melee blocking, double thick walls, etc) https://youtu.be/wlAgInghogE&lt;br /&gt;
**Standard enemy pathing + collision https://youtu.be/wpJNq3XEW9s&lt;br /&gt;
**Collision mechanics https://youtu.be/cfeO7jtOjhU&lt;br /&gt;
*Adam Vs Everything&lt;br /&gt;
**Full playlist https://www.youtube.com/playlist?list=PLQWnHloPSfq69y_d-NeJNQj1FbrCtzVIH&lt;br /&gt;
**Clothing creation + clothing assign tab https://youtu.be/KwNq8mItaQQ&lt;br /&gt;
&lt;br /&gt;
==Reminders to myself of how to do things==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Reason goes here}}&lt;br /&gt;
*''Italics''&lt;br /&gt;
*'''Bold'''&lt;br /&gt;
*'''''Both'''''&lt;br /&gt;
*Text{{Check Tag|Brief description|Longer on-hover description that more accurately describes the specific issue}}&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=147385</id>
		<title>Inhumanized</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=147385"/>
		<updated>2024-07-02T03:18:38Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: grammar + clarification of humanity breaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in [[Skills#Animals|animals]], [[Skills#Artistic|art]], and [[Skills#Social|social]].&lt;br /&gt;
&lt;br /&gt;
== Ways to become inhumanized ==&lt;br /&gt;
Pawns from the [[Horax cult]] can spawn already inhumanized but all other pawns must acquire it elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ending ===&lt;br /&gt;
When you finish the Anomaly ending, you can choose between two different endings. If you choose the [[Endings#Ending_-_Embrace_the_Void|embrace the void]] ending, a pawn of your choosing becomes inhumanized, among other things.&lt;br /&gt;
===Inhumanization: Required===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the {{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} moodlet. Pawns who are inhumanized have the {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}} moodlet instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Stub|section=1|reason=Void focus?}}&lt;br /&gt;
* [[Pain]]: {{Good|-50%}}. Note that this is an offset, not a multiplier.&lt;br /&gt;
* Nullifies all opinions of others.&lt;br /&gt;
* {{Good|{{Temperature|-16||delta}}}} [[Minimum comfortable temperature]]&lt;br /&gt;
* {{Bad|-12}} Animals skill&lt;br /&gt;
* {{Bad|-12}} Artistic skill&lt;br /&gt;
* {{Bad|-12}} Social skill&lt;br /&gt;
* Disables the need for beauty&lt;br /&gt;
* Disables the need for outdoors&lt;br /&gt;
* Nullifies a large number of [[thoughts]]&lt;br /&gt;
* Permanent {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}}&lt;br /&gt;
* Enables void [[Psyfocus#Meditation|meditation focus]].&lt;br /&gt;
It is possible to remove the hediff with the Brainwipe [[psychic ritual]].&lt;br /&gt;
&lt;br /&gt;
== Analyis ==&lt;br /&gt;
{{Stub|section=1|reason=Worthy of analysis given the effects it has on colony function and wehther you want it on every pawn, any at all, when to get it, etc.}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shambler&amp;diff=147325</id>
		<title>Shambler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shambler&amp;diff=147325"/>
		<updated>2024-07-01T03:15:28Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Shambler&lt;br /&gt;
| image = Shambler.png&lt;br /&gt;
| description = A creature who has been raised from the dead by corrupted nano-scale archites.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shamblers''' are corpses which have been reanimated by archotechnology. They attack the living relentlessly and are immune to pain, but expire after a few days of movement.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shamblers are immune to pain and thus are quite difficult to capture without killing them outright. Their tendency to appear in large groups means that there may be a specimen or two that ends up with damaged legs after you have neutralized the threat.{{Check Tag|Details|Summoning Shamblers, Deadlife Dust?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Shamblers are creatures, typically humanoids, who are reanimated from death. They act as though they are unarmed humanoids, and will attack any living humanoids on sight. While this may sound nonthreatening, Shamblers are immune to pain and have more health than regular humanoids, making them harder to take down. When Shamblers are not humanoid, their abilities can vary greatly depending on what was reanimated.&lt;br /&gt;
&lt;br /&gt;
Any creature other than [[mechanoids]] can be reanimated into a Shambler, and will be hostile to any living humanoids they encounter. Extracting the skull form a human body does not prevent it from raising (the head will respawn). Shamblers will not attack non-humanoid creatures.&lt;br /&gt;
&lt;br /&gt;
Human shamblers still display the skills they had in life.{{Check Tag|Effects?|Do they still have full effect}} Traits such as [[tough]] and [[nimble]] still apply their respective bonuses,{{Check Tag|Verify}} as do non-ability [[genes]]{{BiotechIcon}} that affect statistics and skills that shamblers are still capable of performing.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
A dead shambler that is resurrected with a [[resurrector mech serum]] returns to life as a living creature, not as a shambler. Notably, {{Hover title|Version/1.5.4038|at the time of writing}}, this can cure [[luciferium]] addictions and is the only way to do so.&lt;br /&gt;
&lt;br /&gt;
[[Boomalope]] shamblers do not explode when killed, and it is likely, but unconfirmed, that [[boomrat]]s and [[toxalope]]s{{BiotechIcon}} do the same.{{Check Tag|Verify|If verified, add to their respective pages like Boomalope}} [[Chimera]]s ''do'' retain their Rage Speed ability, and Shambler [[Noctol]]s keep their light exposure weakness.&lt;br /&gt;
&lt;br /&gt;
Human shamblers benefit from any armor they are wearing, and there are unconfirmed reports that they may be able to use [[utility]] items such as [[turret pack]]s, [[firefoam pop pack]]s, and [[low-shield pack]]s{{Check Tag|Verify}}. It is confirmed that they can use [[shield belt]]s.&lt;br /&gt;
&lt;br /&gt;
Shamblers can get heatstroke, suffer from [[tox gas]]{{BiotechIcon}}{{Check Tag|Details|Theres two aspects to TG}}, and have heart attacks, but feel no pain.{{Check Tag|What else?}}&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The [[bioferrite]] yield of a shambler is determined by the [[Body Size]] of the creature that was reanimated. For example, a normal pawn will yield 1 bioferrite while a reanimated [[Megasloth]] will yield 4. Reanimated [[entities]] ignore this calculation and will retain their original bioferrite yield before reanimation.&lt;br /&gt;
&lt;br /&gt;
Using an [[Electroharvester]] on a shambler will generate 200 watts per body size (a megasloth produces 800 watts) however since shamblers do not regenerate health, using an electroharvester will eventually kill them.&lt;br /&gt;
&lt;br /&gt;
There is a small chance that a shambler will drop bioferrite or a shard upon death.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Shamblers will not attack unless a pawn enters sight range of them, unless sent as a raid. This means that they can be treated much as you would treat a mech cluster; you can safely ignore them if they're in a good location.  They have significant defensive applications for this reason as well, attacking raiders and other invaders indiscriminately.  The ritual to summon them is potentially useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
Despite the name, most Shamblers move at nearly the same speed as a healthy pawn.  They are only capable of melee attacks, and they are fairly durable.  A group of humanoid Shamblers is a modest threat, roughly equivalent to the same number of tribals. Due to being limited to melee, Shamblers can be attacked from range or kited with little risk.&lt;br /&gt;
&lt;br /&gt;
Animal Shamblers can be much more dangerous than humanoids, inheriting the original combat abilities of the creature that was reanimated. In these cases, they are similar to [[Manhunter]]s with enhanced toughness and immunity to pain.&lt;br /&gt;
&lt;br /&gt;
Shamblers that are not contained will naturally die from metabolic exhaustion after a few hours or days, so simply waiting until they eventually die out is a viable strategy if the player cannot combat them directly. Shamblers that are contained in a [[holding spot]] or [[holding platform]] will not die from metabolic exhaustion, and thus can be held indefinitely.&lt;br /&gt;
&lt;br /&gt;
Paralytic abasia is not cured when raised as a shambler. Therefore unaccepted crashlanded who died with paralytic abasia can be captured and held (until the abasia is healed) with zero risk. Babies may also be raised, and are similarly incapable.{{Check Tag|Details|Do shamblers age?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shambler&amp;diff=147324</id>
		<title>Shambler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shambler&amp;diff=147324"/>
		<updated>2024-07-01T03:10:21Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Added information about human shamblers using utility items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Shambler&lt;br /&gt;
| image = Shambler.png&lt;br /&gt;
| description = A creature who has been raised from the dead by corrupted nano-scale archites.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shamblers''' are corpses which have been reanimated by archotechnology. They attack the living relentlessly and are immune to pain, but expire after a few days of movement.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shamblers are immune to pain and thus are quite difficult to capture without killing them outright. Their tendency to appear in large groups means that there may be a specimen or two that ends up with damaged legs after you have neutralized the threat.{{Check Tag|Details|Summoning Shamblers, Deadlife Dust?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Shamblers are creatures, typically humanoids, who are reanimated from death. They act as though they are unarmed humanoids, and will attack any living humanoids on sight. While this may sound nonthreatening, Shamblers are immune to pain and have more health than regular humanoids, making them harder to take down. When Shamblers are not humanoid, their abilities can vary greatly depending on what was reanimated.&lt;br /&gt;
&lt;br /&gt;
Any creature other than [[mechanoids]] can be reanimated into a Shambler, and will be hostile to any living humanoids they encounter. Extracting the skull form a human body does not prevent it from raising (the head will respawn). Shamblers will not attack non-humanoid creatures.&lt;br /&gt;
&lt;br /&gt;
Human shamblers still display the skills they had in life.{{Check Tag|Effects?|Do they still have full effect}} Traits such as [[tough]] and [[nimble]] still apply their respective bonuses,{{Check Tag|Verify}} as do non-ability [[genes]]{{BiotechIcon}} that affect statistics and skills that shamblers are still capable of performing.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
A dead shambler that is resurrected with a [[resurrector mech serum]] returns to life as a living creature, not as a shambler. Notably, {{Hover title|Version/1.5.4038|at the time of writing}}, this can cure [[luciferium]] addictions and is the only way to do so.&lt;br /&gt;
&lt;br /&gt;
[[Boomalope]] shamblers do not explode when killed, and it is likely, but unconfirmed, that [[boomrat]]s and [[toxalope]]s{{BiotechIcon}} do the same.{{Check Tag|Verify|If verified, add to their respective pages like Boomalope}} [[Chimera]]s ''do'' retain their Rage Speed ability, and Shambler [[Noctol]]s keep their light exposure weakness.&lt;br /&gt;
&lt;br /&gt;
Human shamblers benefit from any armor they are wearing, and there are unconfirmed reports that they may be able to use [[utility]] items such as [[turret pack|turret packs]], [[firefoam pop pack|firefoam pop packs]], and [[low-shield pack|low-shield packs]]{{Check Tag|Verify}}. It is confirmed that they can use [[shield belt|shield belts]].&lt;br /&gt;
&lt;br /&gt;
Shamblers can get heatstroke, suffer from [[tox gas]]{{BiotechIcon}}{{Check Tag|Details|Theres two aspects to TG}}, and have heart attacks, but feel no pain.{{Check Tag|What else?}}&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The [[bioferrite]] yield of a shambler is determined by the [[Body Size]] of the creature that was reanimated. For example, a normal pawn will yield 1 bioferrite while a reanimated [[Megasloth]] will yield 4. Reanimated [[entities]] ignore this calculation and will retain their original bioferrite yield before reanimation.&lt;br /&gt;
&lt;br /&gt;
Using an [[Electroharvester]] on a shambler will generate 200 watts per body size (a megasloth produces 800 watts) however since shamblers do not regenerate health, using an electroharvester will eventually kill them.&lt;br /&gt;
&lt;br /&gt;
There is a small chance that a shambler will drop bioferrite or a shard upon death.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Shamblers will not attack unless a pawn enters sight range of them, unless sent as a raid. This means that they can be treated much as you would treat a mech cluster; you can safely ignore them if they're in a good location.  They have significant defensive applications for this reason as well, attacking raiders and other invaders indiscriminately.  The ritual to summon them is potentially useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
Despite the name, most Shamblers move at nearly the same speed as a healthy pawn.  They are only capable of melee attacks, and they are fairly durable.  A group of humanoid Shamblers is a modest threat, roughly equivalent to the same number of tribals. Due to being limited to melee, Shamblers can be attacked from range or kited with little risk.&lt;br /&gt;
&lt;br /&gt;
Animal Shamblers can be much more dangerous than humanoids, inheriting the original combat abilities of the creature that was reanimated. In these cases, they are similar to [[Manhunter]]s with enhanced toughness and immunity to pain.&lt;br /&gt;
&lt;br /&gt;
Shamblers that are not contained will naturally die from metabolic exhaustion after a few hours or days, so simply waiting until they eventually die out is a viable strategy if the player cannot combat them directly. Shamblers that are contained in a [[holding spot]] or [[holding platform]] will not die from metabolic exhaustion, and thus can be held indefinitely.&lt;br /&gt;
&lt;br /&gt;
Paralytic abasia is not cured when raised as a shambler. Therefore unaccepted crashlanded who died with paralytic abasia can be captured and held (until the abasia is healed) with zero risk. Babies may also be raised, and are similarly incapable.{{Check Tag|Details|Do shamblers age?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shield_belt&amp;diff=147320</id>
		<title>Shield belt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shield_belt&amp;diff=147320"/>
		<updated>2024-07-01T01:18:11Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Added information about shamblers + shield belts based on what Alvos said on the discord, plus some minor fixes for links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Shield belt&lt;br /&gt;
| image = ShieldBelt.png&lt;br /&gt;
| description = A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue = 390&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Shields&lt;br /&gt;
| work to make = 14000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| lifestage = Child, Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| has quality = true&lt;br /&gt;
| defName = Apparel_ShieldBelt&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper&lt;br /&gt;
| tags = BeltDefense&lt;br /&gt;
}}&lt;br /&gt;
The '''shield belt''' is a defensive [[utility]] item that generates a bubble of energy to absorb projectiles. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire ranged weapons with an equipped shield belt, and instead are limited to melee weapons only.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, they can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Raider|raiders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Shield belts are worn at the waist, and use their own charge to stop damage from incoming ranged attacks and explosions (except flame explosions, which penetrate). The amount of charge is dependent on the belt's [[quality]], with the default being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield temporarily broken. The shield does not prevent pawns from being set on fire{{Check Tag|Fact Check|Flame damage only ignites pawns if they take damage - does a shield prevent this ignition?}}, explosions from detonating, or being staggered from weapons with sufficient [[stopping power]]. &lt;br /&gt;
&lt;br /&gt;
Shield belts constantly recharge at a rate dependent on their quality, so long as they are not broken. However, once a shield's charge is completely expended, the shield will break and the belt will be temporarily disabled. Similarly, upon being hit by an [[EMP]] from any source they instantly lose all power and the shield will break. In either case, it takes {{Ticks|3200}} after breaking before it begins to recharge again. They will recharge starting from 20 points, meaning they can be easily broken once again.&lt;br /&gt;
&lt;br /&gt;
Wearing a shield belt prevents the user from firing, but not equipping, ranged weapons. They can still use them as blunt melee weapons. The ranged weapons integrated into the [[grenadier armor]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}} are also disabled, though a [[sanguophages|sanguophage's]] {{BiotechIcon}} piercing spine is not. Note that shield belt wearers will not fire even if a shield belt is inactivated by damage or EMP.&lt;br /&gt;
&lt;br /&gt;
Enemies can also wear shield belts and use them. For example, even upon being resurrected as a [[shambler]]{{AnomalyIcon}}, pawns with a shield belt equipped will still use it as normal.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
=== Quality table ===&lt;br /&gt;
The following table lists how much protection a shield belt provides at each [[quality]] level.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|1.1}}{{#vardefine:baseregen|0.13}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Maximum charge&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.6*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.8*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.2*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.4*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.7*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*2.1*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Damage capacity&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.6*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.8*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.2*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.4*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.7*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*2.1*(100/3.3) round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Recharge rate (energy per second)&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*0.9*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*0.95*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.05*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.10*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.2*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.3*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Market Value&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.5}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.75}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.25}}&amp;gt;{{P|Market Value Base}}+500 |{{#expr:{{P|Market Value Base}}+500 }}| {{Market Value|{{P|Market Value Base}}*1.25}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.50}}&amp;gt;{{P|Market Value Base}}+1000|{{#expr:{{P|Market Value Base}}+1000}}| {{Market Value|{{P|Market Value Base}}*1.50}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*2.50}}&amp;gt;{{P|Market Value Base}}+2000|{{#expr:{{P|Market Value Base}}+2000}}| {{Market Value|{{P|Market Value Base}}*2.50}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*5.00}}&amp;gt;{{P|Market Value Base}}+3000|{{#expr:{{P|Market Value Base}}+3000}}| {{Market Value|{{P|Market Value Base}}*5.00}}}} {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visuals ===&lt;br /&gt;
The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;210px&amp;quot; heights=&amp;quot;210px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).&lt;br /&gt;
File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|reason=Analysis section needs rewrite for content/meaningful strategies}}&lt;br /&gt;
The shield belt provides a substantial amount of defense for melee pawns. It blocks great portions of gunfire, which allows them to close in on ranged enemies. Enemies will not fire their guns when in melee combat, so engaging ranged enemies in melee will practically neutralize them. This means that a shield belt not only protects its wearer, but the strategies it allows can protect the entire colony. &lt;br /&gt;
&lt;br /&gt;
As shield belts constantly recharge until broken, shielded pawns are effectively invulnerable when facing enemies that have a DPS below 1/3.3x the recharge rate of their belt.&lt;br /&gt;
&lt;br /&gt;
Shield belts make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible, so they'll target your shield bait. This is especially effective against mechanoids, to absorb those lethal charge lance shots and stray minigun hits. Shield belts can help with [[kiting]] and other sorts of luring tactics.&lt;br /&gt;
&lt;br /&gt;
The shield belt can be used in combination with [[locust armor]] {{RoyaltyIcon}} to provide an equivalent to the [[jump pack]] {{RoyaltyIcon}} while still being able to equip the shield belt, while the shield belt is used to compensate for the low sharp protection of the locust armor. Note that the shield belt will only protect against ranged fire, so a jump pack and more protective armor is superior when facing melee enemies.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Shield belts bear some similarity to shields in the ''Dune'' franchise, mainly in that they do not allow any high-speed object to enter ''or'' exit the shield, rendering guns useless to shield belt users.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Added as the '''Personal shield'''.&lt;br /&gt;
* Alpha 17 - Renamed from '''Personal shield''' to '''Shield belt'''. Now has a crafting recipe and also gained a slight retexture.&lt;br /&gt;
* Beta 19 - its crafting cost and market value is greatly reduced.&lt;br /&gt;
* [[Version/1.2.2900|1.2.2900]] or earlier - Shields used to block attacks from [[Spike trap]]s as if they were ranged attacks, however this is no longer the case.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wearing a shield belt now prevents firing the integrated launcher in the [[grenadier armor]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}}. Previously they could be fired but could only target only adjacent squares (including diagonals).&lt;br /&gt;
* Unknown version after [[Version/1.3.3101]] - Shield belts are now defined as having Spacer [[tech level]]. Previously, they were defined as having an medieval [[tech level]] despite requiring an industrial research project and obviously being a high tech piece of equipment. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - [[Children]]{{BiotechIcon}} can now wear shield belts.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Error when shield belt on ground is hit by EMP explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PersonalShield.png|Original Personal Shield sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y7mz544fb2r2jnt0&amp;topic_postId=y7o5nsftrhsolw04&amp;topic_revId=y7o5nsftrhsolw04&amp;action=single-view</id>
		<title>Topic:Y7mz544fb2r2jnt0</title>
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		<updated>2024-06-30T17:23:47Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Survivalist83&quot; class=&quot;mw-userlink&quot; title=&quot;User:Survivalist83&quot;&gt;&lt;bdi&gt;Survivalist83&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Survivalist83&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Survivalist83&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Survivalist83&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Survivalist83&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y7mz544fb2r2jnt0&amp;amp;topic_showPostId=y7o5nsftrhsolw04#flow-post-y7o5nsftrhsolw04&quot;&gt;commented&lt;/a&gt; on &quot;Help me be a better editor&quot; (&lt;em&gt;Thank you so much for the reply! I&amp;#039;ll keep all of that in mind. Feel free to let me know if I make any mistakes in the future so I can le...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y7mz544fb2r2jnt0&amp;topic_postId=y7mz544fb6p4rrr8&amp;topic_revId=y7mz544fb6p4rrr8&amp;action=single-view</id>
		<title>Topic:Y7mz544fb2r2jnt0</title>
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		<updated>2024-06-30T04:40:18Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Survivalist83&quot; class=&quot;mw-userlink&quot; title=&quot;User:Survivalist83&quot;&gt;&lt;bdi&gt;Survivalist83&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Survivalist83&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Survivalist83&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Survivalist83&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Survivalist83&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y7mz544fb2r2jnt0&amp;amp;topic_showPostId=y7mz544fb6p4rrr8#flow-post-y7mz544fb6p4rrr8&quot;&gt;commented&lt;/a&gt; on &quot;Help me be a better editor&quot; (&lt;em&gt;I am new to wiki editing. I have loved reading wikis for a long time and have learned a lot from them, and figured I should give back. I...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Survivalist83</name></author>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=147222</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=147222"/>
		<updated>2024-06-29T16:56:20Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: fix redlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New colonists&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], and [[#Biotech]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly{{Check Tag|Fact Check needed|What are the specific chances for each result?}}, influenced by the [[Negotiation Ability]]{{Check Tag|Fact Check needed|How does this ability impact the results?}} of the best pawn you set into the caravan.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 50-75, faction leaves a gift of silver.&lt;br /&gt;
**'''Success''' - Goodwill increases by 25-75.&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-50.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 25-75, ''immediate attack'' on caravan party.&lt;br /&gt;
Peace talks will train the negotiator's Social skill. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest generally appears after 8-11 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like Berserk Pulse, Farskip, or Neuroquake.&lt;br /&gt;
&lt;br /&gt;
===The Deserter===&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 days of the colony start, but can appear later on or never generate. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]].&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire in ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
===Betrayal offer===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
==Build Monument==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
===Title Inheritance===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
*You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}}&lt;br /&gt;
*Soldier names like &amp;quot;janissary&amp;quot; or &amp;quot;cataphract&amp;quot; correspond to their respective [[Raider#Humanlike|raider]] types. A [[Raider#Empire|janissary]] will be wearing [[marine armor]] and come with a high-tech weapon, for instance.&lt;br /&gt;
&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. This shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, and {{icon small|component}} 5, regardless of the outcome.&lt;br /&gt;
*Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
*The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
*{{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
**Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
*The empire's weapons are all [[biocoded]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
*Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
*If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
*Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_Ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
==Ancient Complex==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a [[shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The enemies may be dormant, waking upon entry or when crates or other special objects in the room are tampered with.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
The rooms often contain one or more [[ancient unstable fuel node]]s that explode and start large fires after a random delay once triggered.{{Check Tag|How?|Some seem to trigger as soon as you enter the room, others when you wake enemies, or open crates. Same possible triggers as dormant enemies, above?}}&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break|prison breaks]] and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. ''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the crashed colony.  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle lands. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is the [[downed]] sanguophage, assuming their brain isn't destroyed. You can force a downed sanguophage to give a gene implantation. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]].&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an ideoligion with &amp;quot;Cannibal&amp;quot; as their main meme will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* A [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]], [[Toughspike]], and [[Trispike]]. Members of the calling faction are usually dead, but may be alive.{{Check Tag|Chance unknown.}}&lt;br /&gt;
The map will be covered in fleshmass, with fleshsacks and fleshbulbs as well.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 4 distinct ways to see the credits screen:&lt;br /&gt;
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
*Activating the [[Void_monolith|Void Monolith]] and either accepting or destroying it {{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
*Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
*Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
==Royal Ascent==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechlink&amp;diff=147221</id>
		<title>Mechlink</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechlink&amp;diff=147221"/>
		<updated>2024-06-29T16:49:31Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: fix redlinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Mechlink&lt;br /&gt;
| image = Mechlink.png&lt;br /&gt;
| description = A bionic implant that allows direct control of mechanoids. Mechlinks are used by soldiers to control war mechs, and by workers to control labor mechs. A person with a mechlink is known as a mechanitor.&amp;lt;br&amp;gt;Mechlinks are self-installable. Pressed into the back of the throat, the unit injects itself through the flesh to clamp inside the base of the skull where it meets the spinal cord. There, it threads a web of ultrafine wires throughout nearby neuronal tissue to make the direct mental link between the user and the mechanoid control band.&amp;lt;br&amp;gt;Mechlinks are not simply devices for sending radio signals to mechanoids, because mechanoids are not merely robots. In addition to traditional computers, mechanoids have a dim psychic presence, so fluently controlling them requires a psychic connection. By linking mechanitor and mechanoid both psychically and electromagnetically, the mechlink permits deeper control than screen-and-button interfaces.&amp;lt;br&amp;gt;Since the mechlink interlaces deep within the brain tissue, it can only be removed after death.&amp;lt;br&amp;gt;Note: A mechanitor must be capable of smithing work to gestate mechanoids.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 500&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Mechlink&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| label = mechlink&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| quest item = &lt;br /&gt;
}}&lt;br /&gt;
A '''mechlink''' is an item that can turn a pawn into a [[mechanitor]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Mechlinks are acquired by extracting them from the corpses of mechanitors. These corpses can be NPCs or your own fallen pawns. Mechlinks are extracted by selecting a colonist, right clicking on the mechanitor corpse, and selecting the option to extract the mechlink.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to acquire a mechanitor corpse:&lt;br /&gt;
* Destroying the [[Ancient exostrider midsection|midsection]] of the remains of an Ancient exostrider to obtain a [[mechanoid transponder]], which can be used to call in a mechanoid ship containing a dead mechanitor and some hostile mechanoids. The mechlink can then be extracted from the mechanitor [[corpse]].&lt;br /&gt;
* Travelling to an [[Quests#Ancient_Mechanitor_Complex|ancient mechanitor complex]] guarded by hostile mechanoids. Among the desiccated corpses is a mechanitor corpse which the mechlink can be extracted from.&lt;br /&gt;
&lt;br /&gt;
The starting colonist in the [[Scenario_system#The_Mechanitor|mechanitor scenario]] spawns with a mechlink already installed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Mechlinks can be installed onto any pawn with &amp;gt;0% [[Psychic Sensitivity]]. It does not require any medical operation, and thus is self-installed when interacting with it. However, it cannot be removed except after death. Extracting the mechlink from a dead pawn does not cost any resources.&lt;br /&gt;
&lt;br /&gt;
Upon installing a new mechlink for the first time, an [[event]] will trigger that causes a friendly [[Lifter]] or [[Constructoid]] to drop onto the colony, which will automatically link with the new mechanitor.&lt;br /&gt;
&lt;br /&gt;
Mechlinks provide a passive stat boost of {{Good|+6}} [[Mechanitor#Bandwidth|mech bandwidth]] and {{Good|+2}} [[Mechanitor#Mechanoid_control|mech control groups]], which can be further [[Mechanoid_creation#Summary|increased]].&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
{{Stub|section=1|reason=See other bionics}}&lt;br /&gt;
&lt;br /&gt;
A mechlink can be installed without surgery, you can select a pawn and right click the mechlink, and there will be an option to install the mechlink.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As it's quite rare and cannot be easily removed once installed, one should be careful which pawn to install the mechlink into. Most essential is a good [[Crafting|crafter]] who is capable of [[Work#Smith|smithing]], as it influences their ability to [[Mech Repair Speed|repair]]/[[Mech Gestation Speed|gestate]] mechanoids, and [[Subcore Encoding Speed|encode subcores]]. If your mechanitor is killed, the mechlink can be extracted and implanted again so long as their head is not destroyed. Prioritize extracting the mechlink and keep the corpse safe and away from hungry animals in the meantime.&lt;br /&gt;
&lt;br /&gt;
Curiously, [[Work#Incapable_of_work_types|non-violent]] mechanitors can still control and fight using combat mechanoids, as they are separate entities. With [[gene]] modding, a specialized non-violent pawn could have [[Genes#Violence disabled|Violence disabled]], Awful Melee and Awful Shooting [[Genes#Aptitudes|aptitude]] genes for a &amp;quot;free&amp;quot; {{Good|+7}} Metabolic Efficiency, which could be used for genes like Great Crafting, improving mechanitor abilities. Mechanitors who plan to hide behind walls could use genes like Slow Wound Healing and Delicate, though drop pod raids and/or [[infestation]]s are always a risk.&lt;br /&gt;
&lt;br /&gt;
Since the mechlink counts as an artificial body part, it will make [[body modder]]s very happy, and [[body purist]]s very upset to have one installed. The [[Ideoligion#Body_modification|body modification precept]] {{IdeologyIcon}} also affects this.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Mechlinks give the starting mechs more than once.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=147220</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=147220"/>
		<updated>2024-06-29T16:41:54Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: fix redlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=categories, hard numbers on abilities/ stats/attacks, equipment, mixed reports and gene - possibly some genes are retained }}&lt;br /&gt;
Please note that due to technical limitations, a bite attack is missing from the infobox. &lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
|description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;&lt;br /&gt;
Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;&lt;br /&gt;
Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
Ghouls are humans that have been warped into powerful, twisted combat entities with very few needs. Ghouls can appear as both enemy units and become a part of your colony.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[holding platform]].&lt;br /&gt;
&lt;br /&gt;
To create a friendly ghoul, you must research [[Research#Ghoul_infusion|Ghoul Infusion]] in the Anomaly tech tree. A medical operation becomes available that irreversibly converts a colonist or prisoner into a ghoul at the cost of 30 [[bioferrite]] and 1 [[shard]]. This will damage relations with the faction of the patient, should they belong to one.&lt;br /&gt;
&lt;br /&gt;
The [[Scenario_system#The_Anomaly|Anomaly starting scenario]] begins with a ghoul colonist.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. Ghouls cannot wield [[weapons]] or [[apparel]]. All of the ghoul's skills are set to 0 except for [[Melee]] and [[Shooting]] (even though ghouls can't shoot). If a ghoul had a passion for Melee and Shooting in life, it retains it as a ghoul. Ghouls can't do any [[work]]. Ghouls retain the natural attacks of a human, but also gain a left and right claw attack and an additional bite attack.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100HP/day{{Check Tag|Detail needed|How is it allocated, how/does it affect hediffs like bloodloss, does it ever vary etc.}}&lt;br /&gt;
** Seems to focus on a single injury at a time, healing it completely before moving on to the next until all injuries are removed&lt;br /&gt;
** Selection mechanism for the next injury to heal is currently unknown{{Check Tag|Detail needed|It doesn't pick highest or lowest damage injury, possibly order the wounds were applied or random}}&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw meat and fresh corpses. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed have an increasing chance to become hostile. Ghouls will happily eat [[insect meat]], [[human meat]], and [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Ghouls require no sleep, no recreation, no comfort, and have no item needs besides food. They regenerate 100 health per day, automatically regrow lost limbs, and rapidly cure negative health effects. Ghouls can't have any relationships and don't have mood.&lt;br /&gt;
&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be restricted to zones and also drafted. In combat, they can be directly commanded to melee attack. Ghouls have their pain set to x0%, allowing them to fight until their health is fully depleted or they are incapacitated due to damage to their body. As mentioned however, damaged limbs and organs will regenerate even if downed, unless they are dead. Drafted Ghouls will also fight fires, though Ghoul pyromaniacs retain their incapability to do so. &lt;br /&gt;
&lt;br /&gt;
Ghouls retain the traits they had in life. While most won't be relevant to a ghoul, they can benefit from traits like [[Jogger]] and [[Brawler]]. A [[Tough]] ghoul with [[Ghoul plating]] takes only 25% damage(19% with [[Robust]] gene). Such a ghoul can freely walk in unnatural darkness and solo kill all spiked monoliths, kill [[Megasloth]] 1-on-1, and tank a [[Thrumbo]] under friendly fire. &lt;br /&gt;
&lt;br /&gt;
Ghouls will also retain their [[gene]]s{{BiotechIcon}}, though not all will remain effective. Genes that affect [[stat]]s, traits, and aptitudes will remain active. [[Genes#Hemogenic|Hemogenic]] genes, chemical dependencies, ability-granting genes, and [[Genes#Violence disabled|violence disabled]] will become inactive. Cosmetic genes that add body parts will remain visible, while genes that change skin/hair color, hair type, head shape, or [[Genes#Furskin|fur]] will not. &lt;br /&gt;
&lt;br /&gt;
Additionally, a large number of still-active genes will become either redundant or ineffective due to the inherit qualities of ghouls, like [[Genes#Reduced pain|reduced pain]], [[Genes#Aggressive|aggressiveness]], any non-violent aptitude, and any degree of [[Genes#Psychics|psy-sensitivity]]. To this end, one should consider the xenotype of the pawn they're converting: Certain xenotypes make much better ghouls than others. A hussar loses its main downside, but keeps all of its upsides, while a genie would be much weaker than average. &lt;br /&gt;
&lt;br /&gt;
Entirely new [[xenogerm]]s{{BiotechIcon}} can be implanted into ghouls. Mobility genes are very important on ghouls - try squeezing in [[Very fast runner]], but for starters [[Naked speed]] is a free +0.10c/s. As you progress towards late-game, make sure to pick up [[Genes#Unstoppable|Unstoppable]] to break enemy lines with ease. Genes that are made redundant, or are effectively disabled by ghoulification retain their metabolism effects, and can be freely used to reduce ghoul hunger.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the ability for ghouls to undergo gene extraction combined with the low cost of ghoul resurrection serums allows ghouls to be used in the efficient purification of genes from multi-gene genepacks.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be assigned to travel as part of a caravan.&lt;br /&gt;
&lt;br /&gt;
Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ghouls ===&lt;br /&gt;
Ghouls can have standard prosthetics such as [[bionic leg]]s and [[Archotech arm]]s installed via medical operations. In particular, their sole need being nutrition coupled with immunity to carcinoma makes a [[nuclear stomach]] an extremely cost-effective upgrade.&lt;br /&gt;
&lt;br /&gt;
By researching the [[Research#Ghoul_enhancements|Ghoul enhancements]] technology in the Anomaly tech tree, you can add special bioferrite prosthetics to a ghoul:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — Passively increases hunger, grants an ability with a 0.7 hour cooldown which provides a short burst of x0.7 attack cooldown and +4.00 movement speed&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage by 50% at the cost of -0.25 speed&lt;br /&gt;
* [[Ghoul plating]] — Incoming damage x0.5 at the cost of -0.75 speed. &lt;br /&gt;
* [[Metalblood heart]] — On a 6 hour cooldown, gain 50% damage resistance and 400% fire and burn vulnerability for a short time&lt;br /&gt;
&lt;br /&gt;
Ghouls can also use [[serums]]. As ghouls aren't affected by mood, this can make [[juggernaut serum]] especially effective for them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers. They require nothing besides meat. Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[revenant]]s and [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The_Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can also make effective use of weapon implants like the [[elbow blade]]{{RoyaltyIcon}} or the [[knee spike]]: as they cannot hold conventional weapons, ghouls can only make unarmed attacks. Implanted weaponry offers them a powerful upgrade, making their already powerful strikes terrifyingly effective in combat. &lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Ghouls don't get cancer, so the [[nuclear stomach]]{{RoyaltyIcon}} is an ideal way to keep them from berserking from hunger.&lt;br /&gt;
&lt;br /&gt;
The [[Robust digestion]] gene{{BiotechIcon}} synergizes very well with the Ghouls natural diet of raw meat, but don't work with corpses{{Check Tag|Verify|check the ghouls and check generally}}&lt;br /&gt;
&lt;br /&gt;
Ghoul made from body-mastery creepjoiner don't need to eat at all, but removing of sleep and comfort needs became redundant.&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest a spare [[lung]] and [[kidney]] from a pawn before turning them into a ghoul. You can harvest all six organs from a [[sanguophage]] before converting them into a ghoul.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[duplication sickness]] or [[paralytic abasia]]. However, if you then euthanize the ghoul and revive them with a [[ghoul resurrection serum]], it '''does''' remove the sickness but won't cure the [[paralytic abasia]].&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=147219</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=147219"/>
		<updated>2024-06-29T16:39:17Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: fix redlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. &lt;br /&gt;
&lt;br /&gt;
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:&lt;br /&gt;
&lt;br /&gt;
* Neolithic/Medieval: Crude wooden replacements, but better than nothing&lt;br /&gt;
* [[Prosthetics]]: &amp;quot;Modern&amp;quot; replacements that are still inferior to their natural human limb/organ, or specialized parts that come with some drawback.&lt;br /&gt;
* [[Bionics]]: futuristic replacements, better than the original, or exact replicas that are immune to health issues.&lt;br /&gt;
* [[Archotech]]: ultimate, futuristic replacements which cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.&lt;br /&gt;
&lt;br /&gt;
== Comparison to Flesh ==&lt;br /&gt;
Artificial parts offer some benefits over regular, fleshy counterparts:&lt;br /&gt;
&lt;br /&gt;
* They are immune to certain health conditions. None can be [[Infection|infected]] or scarred, while health conditions like [[cataract]]s, [[bad back]]s, and [[heart attack]]s are prevented, depending on the part.&lt;br /&gt;
* Injuries to artificial body parts do not cause [[pain]].&lt;br /&gt;
&lt;br /&gt;
Like organic body parts, artificial parts heal naturally over time, and will be destroyed if the part reaches 0 health.&lt;br /&gt;
&lt;br /&gt;
== Installation and Removal ==&lt;br /&gt;
There are two types of artificial parts: implants and prosthetics.  Implants are attached to the natural flesh body part, while prosthetics are replacements that require the original to be removed.&lt;br /&gt;
&lt;br /&gt;
Installing artificial body parts requires medical skill, with a minimum of 3 for wooden parts up to a minimum of 5 for implants.  Parts can be installed regardless of if they have been researched, as the research is only required to manufacture the parts.&lt;br /&gt;
&lt;br /&gt;
Most prosthetics and implants can be uninstalled freely to retrieve the item back, with the exception of [[joywire]]s, [[mindscrew]]s and [[death acidifier]]s. Artificial parts cannot be uninstalled from corpses, with the exception of the [[mechlink]]{{BiotechIcon}} which can ONLY be removed from corpses.&lt;br /&gt;
&lt;br /&gt;
Artificial body parts cannot be installed on [[babies]],{{BiotechIcon}} but can be installed on [[children]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Part Compatibility ===&lt;br /&gt;
Most implants are compatible with all other implants with the exception of skin glands. However, prosthetic parts cannot have other prosthetic parts or implants installed on them; a [[bionic arm]] cannot have a [[field hand]] prosthetic or [[elbow blade]] implant attached.&lt;br /&gt;
&lt;br /&gt;
== Head ==&lt;br /&gt;
=== Brain ===&lt;br /&gt;
All brain implants are compatible and can be installed at once, even if their effects cancel each other out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* +30 mood buff&lt;br /&gt;
* -20% Consciousness&lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* Pain x0%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || &lt;br /&gt;
* -20% Rest fall rate (awake longer)&lt;br /&gt;
* Susceptible to [[Ailments#Brain_shock|brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* Never sleep&lt;br /&gt;
* -15% Consciousness&lt;br /&gt;
* Susceptible to [[Ailments#Brain_shock|brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || &lt;br /&gt;
* Global Learning Factor +20% &lt;br /&gt;
* Susceptible to [[Ailments#Brain_shock|brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || &lt;br /&gt;
* +20% pain &lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || &lt;br /&gt;
* Research Speed + 20% &lt;br /&gt;
* Susceptible to [[Ailments#Brain_shock|brain shock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's mood affects others nearby &lt;br /&gt;
* Effect scales with both implantee and target [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || &lt;br /&gt;
* Negotiation Ability +50% &lt;br /&gt;
* [[Trade Price Improvement]] +10% &lt;br /&gt;
* Both effects scale with [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* Psychic Sensitivity +25% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ears ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Prosthetic ||&lt;br /&gt;
* 65% efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nose ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic nose]] || Prosthetic{{ref label|Nose|1}} || &lt;br /&gt;
* Beauty +1 &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* Cooking speed +5.0&lt;br /&gt;
|}&lt;br /&gt;
{{note|Nose|1}} The aesthetic nose can be installed when a nose is missing, but has a remove option similar to implants. This allows it to leave behind a fully healed nose when uninstalled, even if the nose was missing before it was installed.&lt;br /&gt;
=== Mouth ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* cannot have a tongue&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic jaw]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic tongue]] || Prosthetic{{ref label|Tongue|1}} || &lt;br /&gt;
* 100% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom fangs]] || Implant || &lt;br /&gt;
* toxic bite attack:&lt;br /&gt;
:- 15 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 22% Armor Penetration&lt;br /&gt;
:- Toxic buildup in enemy&lt;br /&gt;
|}&lt;br /&gt;
{{note|Tongue|1}} The bionic tongue cannot be installed without a jaw, despite being able to have a natural tongue without a jaw.&lt;br /&gt;
&lt;br /&gt;
== Limbs ==&lt;br /&gt;
=== Arms ===&lt;br /&gt;
All arms except for the drill arm replace everything from the shoulder down.  The drill arm requires a functional shoulder to attach to.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Prosthetic || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Prosthetic || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Prosthetic ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Drill arm]] || Prosthetic || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* stabbing attack:&lt;br /&gt;
:- 13 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 20% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Elbow blade]] || Implant || &lt;br /&gt;
* cut attack:&lt;br /&gt;
:- 18 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 27% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh tentacle]] || Mutation || &lt;br /&gt;
* 120% efficiency&lt;br /&gt;
* 8.2 damage punch (same as default)&lt;br /&gt;
*- 1 beauty&lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Flesh whip]] || Mutation ||&lt;br /&gt;
*- 1 beauty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hands ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden hand]] || Prosthetic || &lt;br /&gt;
* 60% Part efficiency&lt;br /&gt;
* cannot punch &lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Prosthetic ||&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* Scratch attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
:- 33% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Field hand]] || Prosthetic || &lt;br /&gt;
* Plant work speed + 160%&lt;br /&gt;
* -8% Movement speed&lt;br /&gt;
* 9 damage punch&lt;br /&gt;
:- 2 second attack&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Hand talon]] || Implant || &lt;br /&gt;
* Scratch attack:&lt;br /&gt;
: 15 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom talon]] || Implant || &lt;br /&gt;
* toxic scratch attack:&lt;br /&gt;
:- 11 damage&lt;br /&gt;
:- 1.5 second attack&lt;br /&gt;
:- 15% Armor Penetration&lt;br /&gt;
:- Toxic buildup in enemy&lt;br /&gt;
|}&lt;br /&gt;
=== Legs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Prosthetic ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Prosthetic ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Knee spike]] || Implant || &lt;br /&gt;
* stab attack:&lt;br /&gt;
:- 22 damage&lt;br /&gt;
:- 2.6 second attack&lt;br /&gt;
:- 38% Armor penetration&lt;br /&gt;
|}&lt;br /&gt;
== Body ==&lt;br /&gt;
=== Stomach ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Nuclear stomach]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Food Poisoning chance x0%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Reprocessor stomach]]  || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Sterilizing stomach]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Food Poisoning chance x0% &lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Fleshmass stomach]] || Mutation ||&lt;br /&gt;
* Food Poisoning chance x0%&lt;br /&gt;
* Pain +8%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organs ===&lt;br /&gt;
Pawns require their heart and liver, and at least 1 kidney and 1 lung to survive.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Heart (natural) || &lt;br /&gt;
* Pumps blood through the body&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Heart (prosthetic) || &lt;br /&gt;
* 125% Efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Heart (prosthetic) ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
* Prevents [[artery blockage]]s and [[heart attack]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] (x2)|| Kidney (natural) || &lt;br /&gt;
* Filters toxins and pathogens from blood&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Immunoenhancer]] || Kidney implant || &lt;br /&gt;
* +8% [[Immunity Gain Speed]]&lt;br /&gt;
* can be installed on both kidneys&lt;br /&gt;
|-&lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier kidney]] || Kidney (prosthetic) ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 50% [[Toxic Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Liver (natural) || &lt;br /&gt;
* Filters toxins from the blood&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] (x2)|| Lung (natural) || &lt;br /&gt;
* Transfers gasses from the air to the blood&lt;br /&gt;
|- &lt;br /&gt;
| {{BiotechIcon}} [[Detoxifier lung]] || Lung (prosthetic) ||&lt;br /&gt;
* 110% efficiency&lt;br /&gt;
* Provides 60% [[Toxic Environment Resistance]]&lt;br /&gt;
* Prevents [[lung rot]]&lt;br /&gt;
* Negates [[acidic smog]] irritation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
All skin implants are mutually exclusive and cannot be installed together.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1.0&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp + 70%&lt;br /&gt;
* Beauty -2.00&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Torso ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
* Cannot be removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Prosthetic ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Prevents [[Bad back]]&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* +1 Beauty &lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor 50%&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|-&lt;br /&gt;
| {{AnomalyIcon}} [[Revenant Vertebrae]] || Prosthetic ||&lt;br /&gt;
*100% efficiency&lt;br /&gt;
*Prevents Bad back&lt;br /&gt;
*Grants [[Revenant Invisibility]] ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Body Part|#Artificial body parts]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infant_illness&amp;diff=147218</id>
		<title>Infant illness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infant_illness&amp;diff=147218"/>
		<updated>2024-06-29T16:37:59Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: fixed redlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Does severity phase still change inside a [[cryptosleep casket]]?}}&lt;br /&gt;
&lt;br /&gt;
The '''Infant illness''' is a [[Death|deadly]] [[disease]] that affects human [[babies]] on a sick [[Reproduction#Birth|birth]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Infant illness comes at 4 levels: mild, common, major, and grave, in order of severity. Mild infant illness will regress on its own, but a grave illness is nearly impossible to survive. Every 1-3 days, the illness will switch to a random phase. &lt;br /&gt;
&lt;br /&gt;
The disease is cured once immune, or if severity falls to 0.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
Infant illness can only be contracted at [[Reproduction#Birth|birth]], and is dependent on its quality. Performing labor in a clean room, with a skilled doctor and loved ones, reduces the chance of being sick. Fostering an [[embryo]] in a [[growth vat]] acts as a natural birth with a quality of 70%. The [[AI_Storytellers|storyteller setting]], ''[[AI_Storytellers#Biotech|Babies always healthy]]'' prevents sick births from happening at all.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
These are the following stages in which infant illness will progress through.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (minor)''' || 0 - 0.32 ||&lt;br /&gt;
* {{++|5%}} [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (major)''' || 0.33 - 0.77 ||&lt;br /&gt;
* {{++|8%}} Pain&lt;br /&gt;
* Vomiting (''MTB of 1 day'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (extreme)''' || 0.78 - 0.86 ||&lt;br /&gt;
* {{++|12%}} [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 0.75 days'')&lt;br /&gt;
* {{--|5%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (extreme)''' || 0.87 - 0.99 ||&lt;br /&gt;
* {{++|85%}} [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 0.5 day'')&lt;br /&gt;
* Unconscious (Max. [[consciousness]] 10%)&lt;br /&gt;
* {{--|5%}} [[Breathing]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (extreme)''' || 1.00 ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
On a sick birth, infant illness will start with a severity of 0.40, or a major illness.&lt;br /&gt;
*Severity increase depends on the severity of the disease. Without treatment:&lt;br /&gt;
** Severity increase for ''mild'' infant illness is -0.25 per day.&lt;br /&gt;
** Severity increase for ''common'' infant illness is 0.1 per day.&lt;br /&gt;
** Severity increase for ''bad'' infant illness is 0.3 per day.&lt;br /&gt;
** Severity increase for ''grave'' infant illness is 0.5 per day.&lt;br /&gt;
*Every 1-3 days, the severity phase will change.&lt;br /&gt;
* Immunity increases by 0.100 per day when sick, regardless of severity.&lt;br /&gt;
* Treatment slows progression by -0.35 per day with 100% tend quality.&lt;br /&gt;
** '''N.B.''' Tend quality above 100% has an impact on severity progression.&lt;br /&gt;
&lt;br /&gt;
The disease resolves once immune, or when severity reaches 0.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
As with any other disease: Make sure that the patient is rested, well-fed, and treated whenever possible. Even if it's currently mild, the illness can switch to grave at any moment. The best care will make the disease go away faster.&lt;br /&gt;
&lt;br /&gt;
If you get a ''Grave'' infant illness multiple times in a row, there may be no saving the child. At 100% tend quality, a grave illness will progress by 0.15/day, enough to kill in 4 days. It takes an average of 126% tend quality, only achievable with [[glitterworld medicine]] in amazing setups, just to prevent death in 10 days. Due to the entirely random x0.8 - x1.2 [[Immunity Gain Speed|InfectionLuck]] factor, this might not be enough to get immunity if the disease remains grave for its duration.&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable ===&lt;br /&gt;
If there is no chance of saving the colonist with regular treatment, you can do the following:&lt;br /&gt;
* [[Healer mech serum]] - instantly treats the disease&lt;br /&gt;
* Become [[deathless]] - Becoming a [[Sanguophage]], or implanting a xenogerm with the Deathless [[gene]], will prevent the illness from actually being fatal. This gives the baby time to recover.&lt;br /&gt;
* [[Unnatural healing]] - A [[creepjoiner|creepjoiner's]] unnatural healing ability will instantly cure infant illness, however use of the ability is not with consequence - see its page for more details.&lt;br /&gt;
While [[luciferium]] increases [[Immunity Gain Speed]], even this boost is not enough to save a child from an entirely grave infant illness, unless you have great doctors with glitterworld medicine already.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Containment&amp;diff=147217</id>
		<title>Containment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Containment&amp;diff=147217"/>
		<updated>2024-06-29T16:24:29Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: fixed redlinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but also interlinking, categories, etc. containment affects study rate? }}&lt;br /&gt;
{{Rewrite|reason=Formatting and sections}}&lt;br /&gt;
&lt;br /&gt;
'''Containment''' refers to the process of capturing, imprisoning, and exploiting [[Entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Containment is the desired end result when encountering Entities.  Colonies can hold entities on a [[Holding spot]] or a [[Holding platform]], the latter of which requires research and steel to build.  Once contained, entities can be researched or regularly harvested for resources or power.&lt;br /&gt;
&lt;br /&gt;
Only creature entities are placed on holding platforms.  Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea.  Building entities, such as the Monolith, must be studied in their current location, as none of them are mobile.  Be careful about integrating them into your base designs as they may be a source of risk down the road.&lt;br /&gt;
&lt;br /&gt;
=== Containment strength ===&lt;br /&gt;
{{Stub|section=1|reason=Requires the exact impact of these factors, in terms of specific numbers}}&lt;br /&gt;
Any containment room is subject to containment breaches, the equivalent of prison breaks for entities. The containment strength of the room can be viewed by clicking on the platform. Containment is the sum of the following factors:&lt;br /&gt;
&lt;br /&gt;
*'''Average Wall HP/10''' (e.g all wooden walls have 195 hp and will result in {{+|19.5}} containment)&lt;br /&gt;
*'''Average Door HP/5''' (an open door provides {{--|0}} containment)&lt;br /&gt;
*'''Average [[Environment#Light|light level]]/10''' (realistically limited to {{+|5}} through use of normal lights)&lt;br /&gt;
*[[bioferrite plate|Bioferrite plate]] flooring provides up to {{+|15}} Containment at 100% room coverage&lt;br /&gt;
*[[Roof|Unroofed]] containment rooms apply a {{--|30}} containment penalty&lt;br /&gt;
*[[Holding spot|Holding Spots]] modify the resulting containment for their specific spot by {{--|x70%}} &lt;br /&gt;
*Each additional Holding Platform inflicts a roughly {{--|10%}} exponential cumulative penalty to all holding platforms in the same room. &amp;lt;!-- The cumulative remaining containment percentage of x platforms is roughly given by the exponential curve of y=111*e^(-.11*x), but I am unsure of how to present this information in a pretty and accurate manner and I've been at this edit for over two hours primarily trying to find out this info and I need to stop looking at spreadsheets... -Vilobion --&amp;gt;&lt;br /&gt;
*An [[Electric inhibitor]] increases containment by {{+|10}}&lt;br /&gt;
*A [[Shard inhibitor]] increases containment by {{+|20}}&lt;br /&gt;
*An [[Electroharvester]] lowers containment by {{--|25}}&lt;br /&gt;
*A [[Bioferrite harvester]] lowers containment by {{--|15}}&lt;br /&gt;
&lt;br /&gt;
The walls and doors that make up the containment room contribute to containment strength based on the combined average of their {{HP}}, with stronger materials (e.g: [[granite]] or [[plasteel]]) having a higher contribution. This relies on the structures' current HP, not their maximum HP, meaning that having damaged walls or doors will result in a lower containment strength. This effect only applies to fully enclosed rooms. If any door is held open too long, the room will no longer be considered enclosed. [[Holding spot|Holding Spots]] and [[Holding_platform|Holding Platforms]] should be placed with a 1-tile gap from doors to prevent colonists from triggering spurious insufficient containment warnings by keeping doors open while interacting with void entities.&lt;br /&gt;
&lt;br /&gt;
Larger and more dangerous entities generally require more containment strength.  An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out.  As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days.  This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.&lt;br /&gt;
&lt;br /&gt;
The size of the cell does not affect containment strength.  Note that storing multiple entities in the same room will increase the required containment strength.  This may still be worthwhile for harvesting certain resources more efficiently.&lt;br /&gt;
&lt;br /&gt;
An entity incapable of moving will never breach.  This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength.  Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.&lt;br /&gt;
&lt;br /&gt;
Although possible, surrounding a containment spot with doors results in lower containment strength than using a room with both walls and doors.&lt;br /&gt;
&lt;br /&gt;
===Escape Interval===&lt;br /&gt;
The chance an entity will escape is determined by their escape interval. Each entity has a base escape interval (specified as a mean time between in days).&lt;br /&gt;
&lt;br /&gt;
The entity cannot escape if:&lt;br /&gt;
* Their base escape interval is zero or negative. Entities incapable of escaping are:&lt;br /&gt;
**{{Icon small|Nociosphere}} [[Nociosphere]]&lt;br /&gt;
**{{Icon small|Fleshmass nucleus}} [[Fleshmass nucleus]]&lt;br /&gt;
* The entity is incapable of moving (missing legs or incapacitated).&lt;br /&gt;
&lt;br /&gt;
The base escape interval is then further modified by:&lt;br /&gt;
* '''Entity's moving capacity'''&lt;br /&gt;
** It is multiplied by (10000 / Entity's Moving Capacity)%&lt;br /&gt;
** The moving capacity is clamped between 1 and 100%&lt;br /&gt;
** For example, at 70% moving it'll be (10000 / 70) = 143% (rounded up)&lt;br /&gt;
** At 100% moving, it'll just be (10000 / 100) = 100%, meaning it'll not affect the escape interval&lt;br /&gt;
* '''Days in captivity'''&lt;br /&gt;
** At 15 days or less, it doesn't affect it at all (multiplies it by 100%)&lt;br /&gt;
** At 60 days, it multiplies the escape interval by 120%&lt;br /&gt;
** At 120 days, it multiplies the escape interval by 150%&lt;br /&gt;
** At 240 days or more, it multiplies the escape interval by 200%&lt;br /&gt;
** It scales linearly between the values&lt;br /&gt;
* '''Containment strength minus entity's minimum containment strength''' (so if an entity needs 30 and the containment is 50, the value is 50 - 30 = 20)&lt;br /&gt;
** Below 0 strength multiplies the escape interval by 5% (lowers it significantly)&lt;br /&gt;
** At 0, it doesn't affect it at all (multiplies it by 100%)&lt;br /&gt;
** At 100, it multiplies it by 300%&lt;br /&gt;
** At 200 or more, it multiplies it by 800%&lt;br /&gt;
** It scales linearly between the values&lt;br /&gt;
* '''Temperature'''&lt;br /&gt;
** At 0°C and above, it doesn't affect it at all (multiplies it by 100%)&lt;br /&gt;
** At -30°C and below, it multiplies the escape interval by 150%&lt;br /&gt;
** It scales linearly between the values&lt;br /&gt;
** Affected entities:&lt;br /&gt;
***{{Icon small|Fingerspike}} [[Fleshbeasts]]&lt;br /&gt;
***{{Icon small|Shambler}} [[Shambler]]s&lt;br /&gt;
***{{Icon small|Ghoul}} [[Ghoul]]s&lt;br /&gt;
&lt;br /&gt;
=== Containment facilities ===&lt;br /&gt;
There are a handful of facilities that can be constructed alongside holding spots or platforms. Some facilities help to make entities easier to contain, while others allow you to exploit entities for resources.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Research !! Cost !! Limit !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Electric inhibitor]]&amp;lt;br/&amp;gt;[[File:ElectricInhibitor east.png|128px]]&lt;br /&gt;
|| [[Research#Entity containment|Entity containment]] || {{Required Resources|Electric inhibitor}} || - 6 per holding platform&amp;lt;br/&amp;gt;- Max distance: 4&amp;lt;br/&amp;gt;- Min distance: 1&amp;lt;br/&amp;gt;- Must be pointed at platform&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{+|10}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Shard inhibitor]]&amp;lt;br/&amp;gt;[[File:ShardInhibitor.png|64px]]&lt;br /&gt;
|| [[Research#Entity containment|Entity containment]] || {{Required Resources|Shard inhibitor}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9 || - {{+|20}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Bioferrite harvester]]&amp;lt;br/&amp;gt;[[File:BioferriteHarvester east.png|128px]]&lt;br /&gt;
|| [[Research#Bioferrite harvesting|Bioferrite harvesting]] || {{Required Resources|Bioferrite harvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|15}} containment strength&amp;lt;br/&amp;gt;- Produces [[bioferrite]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Electroharvester]]&amp;lt;br/&amp;gt;[[File:Electroharvester south.png|128px]]&lt;br /&gt;
|| [[Research#Electroharvester|Electroharvester]] || {{Required Resources|Electroharvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|25}} containment strength&amp;lt;br/&amp;gt;- {{Bad|x50%}} entity study rate&amp;lt;br/&amp;gt;- Periodically applies electrical burns to entities&amp;lt;br/&amp;gt;- Produces up to 2000W of power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A good starting cell would include the strongest walls available, a steel or stone door, a light source, a ceiling, and a holding spot.  In a pinch, a walk-in freezer serves as an excellent holding location for a range of reasons - they tend to have strong walls, double doors, entities will ignore the stored food, and the low temperature actually provides a small containment strength bonus.  Another option is to integrate existing veins of metal into the wall.  The extremely high HP of [[compacted steel]] - or better yet, [[compacted plasteel|plasteel]] - will cause the containment strength of the cell to skyrocket.  Endgame setups will vary depending on how many of each entity the colony has acquired.&lt;br /&gt;
&lt;br /&gt;
Once your colony becomes more established and you are able to construct dedicated holding chambers, [[stone blocks]] make for a decent early-game building material. All stone blocks create walls that are stronger than steel and non-flammable, with [[granite blocks]] and [[limestone blocks]] being the fourth- and fifth-strongest wall materials in the game. However, natural rough or [[smooth stone]] walls are even stronger, with natural granite walls being the strongest player-accessible non-ore walls available.&lt;br /&gt;
&lt;br /&gt;
If you manage to down a high-risk entity, but don't have anywhere safe to put it, you could consider storing it in a [[cryptosleep casket]] in the meantime. This will ensure that it does not bleed out or escape, though you won't be able to exploit it.&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Specialist&amp;diff=147216</id>
		<title>Specialist</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Specialist&amp;diff=147216"/>
		<updated>2024-06-29T16:17:47Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Redirected page to Ideoligion#Specialists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Ideoligion#Specialists]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=147215</id>
		<title>Draw shamblers</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=147215"/>
		<updated>2024-06-29T16:01:06Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Redirected page to Psychic rituals#Draw shamblers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Psychic rituals#Draw shamblers]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Neurosis_pulse&amp;diff=147214</id>
		<title>Neurosis pulse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Neurosis_pulse&amp;diff=147214"/>
		<updated>2024-06-29T15:48:52Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Redirected page to Psychic rituals#Neurosis pulse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Psychic rituals#Neurosis pulse]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pleasure_pulse&amp;diff=147213</id>
		<title>Pleasure pulse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pleasure_pulse&amp;diff=147213"/>
		<updated>2024-06-29T15:47:54Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Redirected page to Psychic rituals#Pleasure pulse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Psychic rituals#Pleasure pulse]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Imbue_death_refusal&amp;diff=147212</id>
		<title>Imbue death refusal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Imbue_death_refusal&amp;diff=147212"/>
		<updated>2024-06-29T15:46:10Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Redirected page to Psychic rituals#Imbue death refusal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Psychic rituals#Imbue death refusal]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Provoke_pit_gate&amp;diff=147211</id>
		<title>Provoke pit gate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Provoke_pit_gate&amp;diff=147211"/>
		<updated>2024-06-29T15:44:37Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Redirected page to Psychic rituals#Provoke pit gate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Psychic rituals#Provoke pit gate]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skip_abduction&amp;diff=147210</id>
		<title>Skip abduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skip_abduction&amp;diff=147210"/>
		<updated>2024-06-29T15:43:43Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Redirected page to Psychic rituals#Skip abduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Psychic rituals#Skip abduction]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychophagy&amp;diff=147209</id>
		<title>Psychophagy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychophagy&amp;diff=147209"/>
		<updated>2024-06-29T15:42:43Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Redirected page to Psychic rituals#Psychophagy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Psychic rituals#Psychophagy]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lab_coat&amp;diff=147163</id>
		<title>Lab coat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lab_coat&amp;diff=147163"/>
		<updated>2024-06-29T04:30:57Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: undoing my previous edit partially... I was editing only part of the page by accident and didn't see most of it. that's my bad, sorry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Lab coat&lt;br /&gt;
| image = Lab coat.png&lt;br /&gt;
| description = A knee-length overcoat worn over other clothing. It has a number of large pockets for holding scientific equipment, helping the wearer conduct research more efficiently.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = &lt;br /&gt;
| hp = 140&lt;br /&gt;
| mass base = 1.5&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 5000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.6&lt;br /&gt;
| insulationcoldfactor = 0.5&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm&lt;br /&gt;
| layer = Outer&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ApparelMisc&lt;br /&gt;
| tags = &lt;br /&gt;
| tradeTags = BasicClothing&lt;br /&gt;
| defaultOutfitTags =&lt;br /&gt;
}}&lt;br /&gt;
'''Lab coats''' are an [[apparel]] item added by the [[Anomaly DLC]] that improves the capabilities of researchers.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
Pawns in the [[Scenario system#The Anomaly|The Anomaly]] start will often being wearing a [[cloth]] lab coat. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Missing}}&lt;br /&gt;
  &amp;lt;equippedStatOffsets&amp;gt;&lt;br /&gt;
      &amp;lt;ResearchSpeed&amp;gt;0.05&amp;lt;/ResearchSpeed&amp;gt;&lt;br /&gt;
      &amp;lt;EntityStudyRate&amp;gt;0.1&amp;lt;/EntityStudyRate&amp;gt;&lt;br /&gt;
Buffs don't vary with quality or material. &lt;br /&gt;
&lt;br /&gt;
Affects [[ground penetrating scanner]] and [[long-range mineral scanner]]{{Check Tag|Clarification needed|Does it affect normal research at a research bench?}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
Buff {{+|5%}} [[research speed]] and {{+|10%}} [[Entities#Study|entity study rate]]{{AnomalyIcon}}{{Check Tag|How does it work?|Does it affect the amount of time it takes to study the entity, or the amount of knowledge gained per study?}} (info under i )&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lab_coat&amp;diff=147162</id>
		<title>Lab coat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lab_coat&amp;diff=147162"/>
		<updated>2024-06-29T04:27:28Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Fixed redlinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Lab coat&lt;br /&gt;
| image = Lab coat.png&lt;br /&gt;
| description = A knee-length overcoat worn over other clothing. It has a number of large pockets for holding scientific equipment, helping the wearer conduct research more efficiently.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = &lt;br /&gt;
| hp = 140&lt;br /&gt;
| mass base = 1.5&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 5000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.6&lt;br /&gt;
| insulationcoldfactor = 0.5&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm&lt;br /&gt;
| layer = Outer&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ApparelMisc&lt;br /&gt;
| tags = &lt;br /&gt;
| tradeTags = BasicClothing&lt;br /&gt;
| defaultOutfitTags =&lt;br /&gt;
}}&lt;br /&gt;
'''Lab coats''' are an [[apparel]] item added by the [[Anomaly DLC]] that improves the capabilities of researchers.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
Pawns in the [[Scenario system#The Anomaly|The Anomaly]] start will often being wearing a [[cloth]] lab coat. &lt;br /&gt;
&lt;br /&gt;
{{Stub|reason=How much material does it take to craft it? How much armor does it provide, which body parts does it cover, and what slot does it take? Is it worth using compared to other things, like dusters or button-down shirts?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Missing}}&lt;br /&gt;
  &amp;lt;equippedStatOffsets&amp;gt;&lt;br /&gt;
      &amp;lt;ResearchSpeed&amp;gt;0.05&amp;lt;/ResearchSpeed&amp;gt;&lt;br /&gt;
      &amp;lt;EntityStudyRate&amp;gt;0.1&amp;lt;/EntityStudyRate&amp;gt;&lt;br /&gt;
Buffs don't vary with quality or material. &lt;br /&gt;
&lt;br /&gt;
Affects [[ground penetrating scanner]] and [[long-range mineral scanner]]{{Check Tag|Clarification needed|Does it affect normal research at a research bench?}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
Buff {{+|5%}} [[research speed]] and {{+|10%}} [[Entities#Study|entity study rate]]{{AnomalyIcon}}{{Check Tag|How does it work?|Does it affect the amount of time it takes to study the entity, or the amount of knowledge gained per study?}} (info under i )&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Survivalist83&amp;diff=147161</id>
		<title>User:Survivalist83</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Survivalist83&amp;diff=147161"/>
		<updated>2024-06-29T04:15:47Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: Added a todo list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Todo==&lt;br /&gt;
This is a list of the main things I am trying to add/fix about the wiki currently:&lt;br /&gt;
*Adding pages or fixing redlinks on [[Special:WantedPages]]&lt;br /&gt;
*Adding content recently added in 1.5 or by Anomaly&lt;br /&gt;
*Adding missing images from [[Special:WantedFiles]]&lt;br /&gt;
&lt;br /&gt;
==List of links I like to have on hand==&lt;br /&gt;
I am putting these links here so that I can quickly access them easily and so that I can close my tabs (I have had many of these open for a while).&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
*[[Quality#How_quality_is_determined|Quality]]&lt;br /&gt;
*[[Weapon comparison table]]&lt;br /&gt;
===Royalty===&lt;br /&gt;
*[[Royalty (DLC)|Royalty main page]]&lt;br /&gt;
*[[Psycasts#Regular_psycasts|Psycasts]]&lt;br /&gt;
*[[Titles#Table_of_Requirements|Titles]]&lt;br /&gt;
===Ideology===&lt;br /&gt;
*[[Ideology (DLC)|Ideology main page]]&lt;br /&gt;
*[[Ideoligion]]&lt;br /&gt;
**[[Ideoligion#Memes|Memes]]&lt;br /&gt;
**[[Ideoligion#Precepts|Precepts]]&lt;br /&gt;
**[[Ideoligion#Specialists|Specialists]]&lt;br /&gt;
**[[Ideoligion#Rituals|Rituals]]&lt;br /&gt;
**[[Ideoligion#Development_points|Development points]]&lt;br /&gt;
===Biotech===&lt;br /&gt;
*[[Biotech (DLC)|Biotech main page]]&lt;br /&gt;
*[[Genes]]&lt;br /&gt;
*[[Children]]&lt;br /&gt;
**[[Children#Growth_score|Growth score]]&lt;br /&gt;
*[[Mechanitor]]&lt;br /&gt;
**[[Mechanitor#Controllable_mechanoids|Friendly mechanoids]]&lt;br /&gt;
*[[Diabolus]]&lt;br /&gt;
**[[Signal chip]]&lt;br /&gt;
*[[War queen]]&lt;br /&gt;
**[[Powerfocus chip]]&lt;br /&gt;
*[[Apocriton]]&lt;br /&gt;
**[[Nano structuring chip]]&lt;br /&gt;
===Anomaly===&lt;br /&gt;
*[[Anomaly (DLC)|Anomaly main page]]&lt;br /&gt;
*[[Psychic rituals]]&lt;br /&gt;
*[[Monolith]]&lt;br /&gt;
*[[Entities]]&lt;br /&gt;
&lt;br /&gt;
==Youtube videos I like to have to link to other people==&lt;br /&gt;
All of these videos are very helpful. If you are not me and reading this, I strongly recommend watching these to get better at the game.&lt;br /&gt;
*Mortal Smurph&lt;br /&gt;
**Full playlist https://www.youtube.com/playlist?list=PLAk9CsjwOK1V7kiwRNf9WYrcNob4PEcjL&lt;br /&gt;
**7 Rimworld Combat Techniques (doesn't use killboxes, explains things like melee blocking, double thick walls, etc) https://youtu.be/wlAgInghogE&lt;br /&gt;
**Standard enemy pathing + collision https://youtu.be/wpJNq3XEW9s&lt;br /&gt;
**Collision mechanics https://youtu.be/cfeO7jtOjhU&lt;br /&gt;
*Adam Vs Everything&lt;br /&gt;
**Full playlist https://www.youtube.com/playlist?list=PLQWnHloPSfq69y_d-NeJNQj1FbrCtzVIH&lt;br /&gt;
**Clothing creation + clothing assign tab https://youtu.be/KwNq8mItaQQ&lt;br /&gt;
&lt;br /&gt;
==Reminders to myself of how to do things==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Reason goes here}}&lt;br /&gt;
*''Italics''&lt;br /&gt;
*'''Bold'''&lt;br /&gt;
*'''''Both'''''&lt;br /&gt;
*Text{{Check Tag|Brief description|Longer on-hover description that more accurately describes the specific issue}}&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=147160</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=147160"/>
		<updated>2024-06-29T04:08:50Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: /* Ending - Embrace the Void */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 4 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
There are also two other ways to get a form of game over:&lt;br /&gt;
* [[#Colony End|Have all colonists dead or kidnapped]]&lt;br /&gt;
* [[#Planetkiller|The planetkiller]]. Note: this only appears after being enabled in the game's [[scenario]].&lt;br /&gt;
&lt;br /&gt;
Colonists left behind after a ship launch or the royal ascent quest can continue the colony where it left off. If all colonists are gone or killed, then a [[Events#Wanderer joins|wanderer]] event or refugee chased [[quest]] can restart the colony. Awakening the void will allow the game to continue with all current colonists, including those who took part in awakening the void. The archonexus and planetkiller will destroy the planet, ending the game permanently. With these two endings, you can restart from a previous save, even with permadeath mode.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
= Ship to the Stars =&lt;br /&gt;
Launch a ship to space, guided by an AI [[persona core]]. Both the &amp;quot;Ship to the Stars&amp;quot; [[quest]] (i.e. journey offer) and building your own [[ship]] give the same ending.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a functional [[ship]]. Either travel to the [[ship to the stars|journey offer]], or build your own ship.&lt;br /&gt;
* Activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
* Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
* Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
* The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
* Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a ship ==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
* The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
* Building your own ship.&lt;br /&gt;
&lt;br /&gt;
=== Traveling to the journey offer ===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
* '''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
* '''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
* '''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
* '''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
=== Building the ship ===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
* The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
* A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
* The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
: '''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
== Ship launch ==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
=== Launch preparations ===&lt;br /&gt;
* '''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
* '''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
=== Ship defense ===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
=== Mood management ===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
* Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
* Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
== Ending - Leaving the planet ==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
= Royal Ascent =&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
* Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
* House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
* You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
* The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* High Stellarch dies.&lt;br /&gt;
* High Stellarch mood is too low for too long.&lt;br /&gt;
* The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
== Housing the stellarch ==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
=== Throne &amp;amp; Bed ===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
* Area 80, Impressiveness 160&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Grand meditation throne]]&lt;br /&gt;
* 1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
* Area 30, Impressiveness 80&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Royal bed]]&lt;br /&gt;
* 1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
== Surviving the onslaught ==&lt;br /&gt;
* '''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
* '''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
* '''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
* Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
** [[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
* All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
* [[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
** However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
== Ending - Joining the royal court ==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
= The Archonexus =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
* Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
* You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
* Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
* Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
== Gaining wealth/allies ==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
=== Theoretical wealth transport ===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
== Founding a new colony ==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
=== Things to bring ===&lt;br /&gt;
* '''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
* '''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
* '''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
* '''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
=== Studying the archotech structures ===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
=== List of items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ending - The Archonexus Core ==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
= The Void =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
The void quest is only available if you have '''not''' selected the &amp;quot;Ambient horror&amp;quot; mode of Anomaly in your storyteller settings.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Monolith}}&lt;br /&gt;
&lt;br /&gt;
Your map begins with a [[monolith]] structure which is initially dormant. A colonist approaching the monolith will cause an ominous letter notification. If you have moved to another map or added the Anomaly DLC after starting the game, a &amp;quot;Strange Signal&amp;quot; quest will appear which optionally spawns a monolith on your map.&lt;br /&gt;
&lt;br /&gt;
Having a colonist attune to the monolith begins the Anomaly quest in full. You will gain an [[entity]] codex, and the Anomaly [[research]] tree will unlock.&lt;br /&gt;
&lt;br /&gt;
If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will be dormant for several days after landing, but then twist and become active ''automatically'' without approaching it.&lt;br /&gt;
&lt;br /&gt;
== The Codex ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Entity}}&lt;br /&gt;
&lt;br /&gt;
In order to advance, you must encounter and defeat entities in the codex. Encountering entities also reveals hidden research options in the tech tree. Entities can optionally be captured for research progress using [[containment]], but the monolith itself can also be studied for research points. The [[Work|Work tab]] calls this job &amp;quot;Dark Study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After researching the [[Void provocation]] ritual, you can optionally summon an entity event on your schedule rather than waiting for the storyteller to do it. The ritual prioritizes sending entities you have not encountered.&lt;br /&gt;
&lt;br /&gt;
Once you have encountered '''7 basic entities''' (out of 8), you become able to attune the monolith again. Attuning begins the advanced phase. More dangerous entities can appear from now on.&lt;br /&gt;
&lt;br /&gt;
After you have encountered '''12 advanced entities''' (out of 17), the monolith becomes attunable again. Attuning this last time will awaken the monolith and begin the Anomaly quest endgame.&lt;br /&gt;
&lt;br /&gt;
== Monolith endgame ==&lt;br /&gt;
&lt;br /&gt;
Before attuning you should stockpile food, weapons, and medicine for a week-long colony siege, at minimum. Unnatural darkness will descend on your colony during part of the event, so outdoor farming and hunting will not be easy.&lt;br /&gt;
&lt;br /&gt;
You will have a few days of prep time before the monolith finishes twisting. When the event begins, two [[void structure]]s and multiple [[entity]] patrols appear around your map. Similar to the [[noctolith]]/[[noctol]] events, you will need to foray out of your base and approach each structure. This time, the void structures must be activated rather than destroyed with weapons. Activating a structure is a research-type task that requires a few seconds of work by one colonist. Activating a structure will ''also'' cause an immediate revenge '''entity attack''', such as from [[chimera]]s, [[sightstealer]]s, [[gorehulk]]s, or [[shambler]]s.&lt;br /&gt;
&lt;br /&gt;
After activating both structures, you will be given a two-day break while the monolith twists again. At the conclusion of the break, unnatural darkness will descend on your colony and '''three more void structures''' will appear that need to be activated, this time while also dealing with the darkness.&lt;br /&gt;
&lt;br /&gt;
You technically have unlimited time during this event (if you can survive indoors), so retreat back to your base after destroying each structure to fight off enemies, heal, and regroup as needed. Use tools like [[flood light]]s, [[Disruptor flare pack]]s, and the [[solar pinhole]] [[psycast]]{{RoyaltyIcon}} to traverse the darkness easier and weaken any light-sensitive entities.&lt;br /&gt;
&lt;br /&gt;
After you activate the last structure (for a total of 5), the monolith will become a portal to the [[metal hell]] that multiple colonists can enter, but only '''one''' can interact with the Void Node. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
== Entering the Metal Hell ==&lt;br /&gt;
{{Quote|(name) has activated the monolith and been ripped from our spacetime into another place. (name) finds himself/herself in a room of jagged metallic spikes. Every surface is slick with dark fluid and the air vibrates with power. This metal hell is a connecting channel to an inhuman hyperintelligence.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the '''metal hell''', where the [[void node]] is located. ''Keep in mind that all other colonists are still subject to attacks on the outside map.''&lt;br /&gt;
&lt;br /&gt;
Move the colonist over to the center and interact the void node, you will be prompted with two options to conclude the quest.&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing sphere of crackling psychic energy rises before (name). Its surface swells and twists, warping the space around it. (name) feels it inside his/her mind, deeper than any normal human sense. It defeats logic and sets him/her adrift in the void. He/She stands on the shoreline of an infinite black ocean of power, and it beckons him/her in. (name) shakes himself/herself back to reality. Nearby archotech devices support the sphere along fragile connections. '''(name) could disrupt them''', closing this link between worlds and putting an end to the terrifying phenomena that have plagued your home. Or, '''He/She could step into the sphere and merge with the void'''. It's unknown what lies beyond, or what dark powers could be gained from such an inhuman act.}}&lt;br /&gt;
&lt;br /&gt;
When an option is chosen, these immediately happens:&lt;br /&gt;
* The unnatural darkness on your map lifts&lt;br /&gt;
* All [[void structure]]s, void metal mass, void metal floors on your map are removed&lt;br /&gt;
* All living [[entities]] on your map outside containment are instantly killed via the destruction of their brain part&lt;br /&gt;
** This also instantly kills [[fleshmass nucleus]] and [[nociosphere]], dropping a large amount of materials&lt;br /&gt;
** Void monolith, [[harbinger tree]], [[death pall]], [[pit gate]], [[fleshmass heart]], [[blood rain]], [[obelisk]]s, inactive [[unnatural corpse]], [[golden cube]] are not affected&lt;br /&gt;
* The metal hell starts collapsing, leading to the chosen ending in few seconds&lt;br /&gt;
&lt;br /&gt;
There is no way to leave the metal hell without choose an ending option.&lt;br /&gt;
&lt;br /&gt;
== Ending - Disrupt the link ==&lt;br /&gt;
{{Quote|The psychic flows destabilize and the archotech machinery begins to scream. The swirling void flickers. (name) feels it spilling beyond its limits and collapsing into itself, all at once. The metallic cavern begins to twist, reshaping like the chamber of a massive heart. Before (name) has a chance to scream, he/she blinks out of existence. '''(name) has rejected the void.''' His/Her story continues...|Endgame text after disrupt the link.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm disrupt the link, you hear the decompression explosion sounds as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All factions that you could ally will receive a one-time bonus {{+|50}} goodwill.&lt;br /&gt;
* The colonist that disrupted the link gains a {{+|14}} '''Closed the Void''' moodlet for 60 days.&lt;br /&gt;
* All other colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days.&lt;br /&gt;
* The void monolith is named &amp;quot;collapsed monolith&amp;quot; and becomes dormant, random Anomaly events return to the same level as before it was awoken.&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points.&lt;br /&gt;
* Spawn 10 [[shard]]s around the collapsed monolith.&lt;br /&gt;
* Spawn 3 [[monolith fragment]]s around the collapsed monolith.&lt;br /&gt;
** They provide additional sources of advanced Anomaly research points, which is useful since most Anomaly events are disabled.&lt;br /&gt;
* All colonists in the metal hell returns to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost.&lt;br /&gt;
{{Quote|(name) has reappeared. He/She is weary from his/her efforts, but otherwise healthy. By closing the channel to the void, (name) has stopped any more unnatural phenomena from entering our world. Hostile entities in the area have all fallen to the ground, lifeless. Tales of his/her heroism are sure to spread far and wide.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Embrace the Void ==&lt;br /&gt;
{{Quote|(name) steps into the void and the black ocean floods into him/her, overwhelming every sense, suffusing every cell in his/her body and every thought in his/her mind. The void node has been refocused away from the world, towards one single person. The void structures scream, torn from their otherworldly foundation, then blink out of existence. '''(name) has embraced the void.''' His/Her story continues...|Endgame text after embrace the void.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm embrace the void, you hear the zapping sounds of the void node as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* Several effects applied to the colonist that embraced the void:&lt;br /&gt;
** Gains the '''Void Touched''' hediff:&lt;br /&gt;
*** {{Good|100 HP/day}} regeneration&lt;br /&gt;
*** Rapidly regrows limbs and organs (like a [[ghoul]])&lt;br /&gt;
*** {{Good|×200%}} Study efficiency&lt;br /&gt;
*** {{Good|×200%}} Psychic sensitivity&lt;br /&gt;
*** Disables the need for sleep&lt;br /&gt;
*** Disables the need for comfort&lt;br /&gt;
*** Gains the '''Void Terror''' ability:&lt;br /&gt;
**** Causes one target pawn to flee in terror until they are exhausted.&lt;br /&gt;
**** 5 charges, recovers one charge every 3 hours&lt;br /&gt;
*** Set eyes color to grey if no artificial eyes installed&lt;br /&gt;
*** The colonist will randomly mutter, like [[creepjoiner]]s with &amp;quot;Disturbing&amp;quot; drawback do, which upsets other colonists with a stackable {{--|2}} mood debuff&lt;br /&gt;
** Gains the '''Inhumanized''' hediff (if colonist didn't already have it):&lt;br /&gt;
*** Pain {{Good|-50%}}&lt;br /&gt;
*** Unable to form social relationships&lt;br /&gt;
*** {{Good|-16.0C}} Minimum comfortable temperature &lt;br /&gt;
*** {{Bad|-12}} Animals skill&lt;br /&gt;
*** {{Bad|-12}} Artistic skill&lt;br /&gt;
*** {{Bad|-12}} Social skill&lt;br /&gt;
*** Disables the need for beauty&lt;br /&gt;
*** Disables the need for outdoors&lt;br /&gt;
*** Nullifying a large amount of [[thoughts]]&lt;br /&gt;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
*** Can be rehumanized by Brainwipe [[psychic ritual]]&lt;br /&gt;
** Gains '''Death Refusal''' with 4 charges&lt;br /&gt;
*** Even if the pawn already has charges from other sources, such as the [[Psychic rituals#Imbue death refusal|imbue death refusal]] psychic ritual, the total is still set to 4 charges and any additional charges are simply lost.&lt;br /&gt;
*** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** Set hair color to white; can be undo by [[styling station]]&lt;br /&gt;
** Gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The void monolith remains active at Level 4; dangerous Anomaly events will continue to occur as your storyteller decides&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points&lt;br /&gt;
* All colonists in the metal hell returns to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost&lt;br /&gt;
{{Quote|(name) has reappeared.He/She looks withered by the inhuman thought-patterns of the void. All traces of humanity have left his/her eyes. (name)'s mind and body are now permanently linked to the dark void of inhuman rage. Powered by this new connection, (name) no longer feels tethered to mortal needs like comfort or sleep. He/She has gained the ability to induce terror in others using the power of the void. The monolith is awakened. It hums louder with (name)'s reappearance, a reminder that its connection to the void has been opened and made permanent.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Post-Anomaly ==&lt;br /&gt;
&lt;br /&gt;
The game continues normally after completing the monolith quest, allowing you to optionally pursue another ending.&lt;br /&gt;
&lt;br /&gt;
= Colony End =&lt;br /&gt;
{{Quote|Everyone is dead or gone. This story is over. Perhaps someone else will find a use for the ruins of this place.|Popup text when there are no controllable colonists left.}}&lt;br /&gt;
Whenever all your colonists are dead, kidnapped, or have left the planet, your colony is now abandoned.  Does not appear with the archonexus ending or the planetkiller.&lt;br /&gt;
&lt;br /&gt;
When this happens, you have the option to create new wanderers to start the colony again.&lt;br /&gt;
&lt;br /&gt;
= Planetkiller =&lt;br /&gt;
{{Quote|At near-lightspeed, the planetkiller weapon slammed into the ground with the force of a trillion hydrogen bombs. Like a water balloon shot with a rifle, this world liquified under the impact and sprayed its molten guts across the cosmos. Part of [planet name] is now a small asteroid belt. The rest is a molten, radioactive hellscape, constantly rippling with kilometers-high planetquakes. '''You did not survive.'''|Popup text after the planetkiller weapon drops into the planet.}}&lt;br /&gt;
{{See also|Events#Planetkiller{{!}}Planetkiller event}}&lt;br /&gt;
If the Planetkiller is enabled at the scenario, then you will have a certain number of days or years before the planetkiller strikes, shown at the bottom right. Once the timer hits, the entire map will fade to white with the weapon obliterating the rimworld planet, and a message will be shown on your screen to state you didn't survive the impact, only allowing you to return to main menu as it permanently ends your game, regardless whether or not your colonist has escaped.&lt;br /&gt;
&lt;br /&gt;
= Version history =&lt;br /&gt;
* 1.1 - Credits now list the memory of colonists who died.&lt;br /&gt;
* [[Royalty DLC]] Release - Royal ascent ending added.&lt;br /&gt;
* [[Ideology DLC]] Release - Archotech ending added.&lt;br /&gt;
* 1.5 - New wanderers option after a &amp;quot;game over&amp;quot;.&lt;br /&gt;
* [[Anomaly DLC]] Release - Void ending added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=147159</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=147159"/>
		<updated>2024-06-29T04:07:27Z</updated>

		<summary type="html">&lt;p&gt;Survivalist83: /* Bliss lobotomy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailmetns}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get Alzheimer's at age 34.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Psychic rituals#List of rituals|Death refusal]]: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Psychic rituals#Chronophagy|Chronophagy]]: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a bad back at age 41.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a cataract at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery only has a 70% base chance to succeed.{{Check Tag|Fact Check|Not in .xml}} Also note that if the surgery fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with [[luciferium]] or a [[healer mech serum]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at day 4&lt;br /&gt;
**15% at day 12&lt;br /&gt;
**25% at day 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get dementia from aging at age 69. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], implantation of the [[scarless]] gene{{BiotechIcon}}, or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get frail at age 51.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 600 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 500 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 120 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get an artery blockage at age 21.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get hearing loss at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Genes#Bloodfeeder|Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game time)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
|0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || 93023 || 1.6 days&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 1 day&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003612 || 16611 || 6.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005386 || 11141 || 4.5 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.064339 || 933 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game hours)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.00258 || 23256 || 9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || 4.1&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || 3208 || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Manipulation]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Male humans can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy.{{BiotechIcon}} It is currently unknown if there are other sources or if female humans can be affected.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative liver disease caused by excessive alcohol consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the transplantation of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or glitterworld medicine to do so.&lt;br /&gt;
* Other than transplantation, only healer mech serum and resurrector mech serum can cure cirrhosis, including any DLC added healing methods.{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it. What about Luciferium for instance?}}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]]{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it.}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potential still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Creepjoiner#Unnatural_healing|Unnatural healing]]{{AnomalyIcon}} ability. It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty and makes a pawn incapable of everything but combat, dumb labor, animal work and doctoring (without cheering up patients). Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a ritual.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Scenario system#Crashlanded|Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &lt;br /&gt;
&lt;br /&gt;
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
:{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 0 || style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 5.00% || rowspan=&amp;quot;10&amp;quot;| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 4.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 2.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 1.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 1.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 0.25%&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | 0.15%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9-20 || align=&amp;quot;center&amp;quot; | 0.10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]]  (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. &lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between &amp;quot;attacks&amp;quot; that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
{{Stub|section=1|reason=What is the effect of Toxic Environment Resistance vs Toxic Resistance}}&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}. &lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to the fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.&lt;br /&gt;
&lt;br /&gt;
This buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]] such as [[Genes#Partial antitoxic lungs|Partial antitoxic lungs]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]], or [[Genes#Tox resistance|Tox resistance]] and [[Genes#Tox immunity|Tox immunity]].&lt;br /&gt;
&lt;br /&gt;
There is, effectively, a multiplier for each pawn on their toxic buildup accumulation from these indirect sources. This can vary between 15% faster buildup or 15% slower buildup than the average rate. There is no stat in the information panel to convey this variation, but it is static for a given pawn. This means that baseliner humans standing in pollution and a toxic fallout, with no Tox Resistance of any sort, can vary from either 68% to 92% buildup per day, rather than a constant 80%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC]], it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psycasts#Psychic_breakdown|l1=Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.&amp;quot;|In-game description}}&lt;br /&gt;
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day.{{Check Tag|Mechanitor Factor?|Mechanitor factor of 2 is detailed in the severity per day section of the code. What is this? Does it mean Mechanitors reduce in severity 2x as fast? Etc.}} This has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Manipulation]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Moving]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}&lt;br /&gt;
* [[Mood]]: {{--|8}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]]{{RoyaltyIcon}}, or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. The process takes away .05 nutrition over 3-5 ticks{{Check Tag|Verify|I just vaguely recall this from watching it, someone please check my numbers. I also have no idea if body size changes nutrition lost}}, and causes 3-5 piles of [[Vomit]] to appear on the tile they're facing. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling Mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected before ailments show by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[Healer mech serum]] so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable.{{Check Tag|ResMech?|Do Resurrection Mech Serums heal it as well, if the brain is destroyed? If so, can it cure it even in crumbled mind? Crumbled mind is tagged as &amp;quot;everCurableByItem false&amp;quot;, but resmechs on destroyed brains do typically restore them to pristine condition, rather than directly healing injuries, so it may bypass that.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x70%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable_of_work_types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. Hopefully this gives you enough time to find a [[healer mech serum]] to heal the ailment, find another [[resurrector mech serum]] to attempt the resurrection again once the psychosis has run its course, or build a [[cryptosleep casket]] to give you time to find either serum. There are no other ways to cure the disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be more than 2 colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-50% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 50-60% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 60-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
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Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. &lt;br /&gt;
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The maximum chance a particular treatment can succeed is 65%.&lt;br /&gt;
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==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
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== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
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[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Survivalist83</name></author>
	</entry>
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