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	<updated>2026-04-23T06:05:46Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sandbags&amp;diff=167379</id>
		<title>Sandbags</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sandbags&amp;diff=167379"/>
		<updated>2025-08-13T17:17:43Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* Analysis */ Same deal as barricades.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|security&lt;br /&gt;
| name = Sandbags&lt;br /&gt;
| image = Sandbags.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = Bags of locally-sourced dirt or sand, stacked for use as cover. Sandbags are ugly, but provide better cover than other low objects.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42	&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.55&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 300&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| work to make = 180&lt;br /&gt;
| stuff tags = Fabric, Leathery&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 5&lt;br /&gt;
}}&lt;br /&gt;
'''Sandbags''' are a [[security]] building that can be placed to provide pawns [[cover]], sheltering them from ranged attacks.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Barricade}}&lt;br /&gt;
Sandbags provide {{%|{{P|Cover Effectiveness}}}} [[cover]] effectiveness, meaning that bullets aimed at targets behind them have a {{%|{{P|Cover Effectiveness}}}} chance to hit the barricades, leaving only a {{%|1-{{P|Cover Effectiveness}}}} chance to hit anything behind them. Cover won't shelter pawns from melee attacks, thrown projectiles, or explosions. Both colonists and [[raider|enemies]] benefit from cover, as do [[turrets]]. They provide identical cover to [[barricades]]. &lt;br /&gt;
&lt;br /&gt;
Sandbags are placed on the ground. They slow down pawns walking over them, and do not allow a pawn to &amp;quot;stop&amp;quot; to fire or take cover if they are standing on one.&lt;br /&gt;
They take damage from bullets and explosions.&lt;br /&gt;
&lt;br /&gt;
Sandbags are largely interchangeable with [[barricades]], as they both have identical [[cover]], base {{HP}}, and similar material costs. However, sandbags are made of [[textile]]s and are always nonflammable, while barricades are made of [[metal]], [[wood]], and [[stone]] materials and their flammability depends on the material chosen. Sandbags also require much less work to make, but barricades are somewhat more [[beauty|beautiful]]. Unlike barricades, sandbags cannot enclose a [[pen]] like the [[fence]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason= 1.6 now allows enemy pawns to stand and fire on top of sandbags and barricades. Their usefulness in killboxes needs to be reevaluated.}}&lt;br /&gt;
Sandbags and barricades are, in most respects, identical. The material affects the building's health, but not its defensive properties. Sandbags are generally faster to create, making them better in an offensive operation. Barricades are slightly more beautiful, but require more work to make, so are marginally better at permanent defenses. Just remember that [[raiders]] will use cover to the same effect, so deconstruct unneeded buildings when you can.&lt;br /&gt;
&lt;br /&gt;
Either building can be combined with [[wall]]s for more cover. Walls provide superior cover, but a full wall will block line of fire. Having a wall with multiple 1-2 tile gaps of sandbags will give more cover than simply using sandbags, while still allowing pawns to fire through.&lt;br /&gt;
&lt;br /&gt;
Other than their use for cover, sandbags and barricades can be used in [[killbox]]es. Enemies that funnel in from a hallway will normally use a wall's corner or side for cover. But as pawns cannot path directly to a cell containing a sandbag, they will likely enter the killbox itself. They will also slow down pawns. [[Fence]]s are cheaper for both purposes, but have almost no health and are easily destroyed from missed shots. Enemies standing on a sandbag or similar directly non-pathable object can stop and fire from that object if they take damage or bump into other enemies.&lt;br /&gt;
&lt;br /&gt;
== Material table ==&lt;br /&gt;
As sandbags and [[barricade]]s are largely interchangeable except for their aesthetics and material properties, both are included in the following table for convenience. &lt;br /&gt;
&lt;br /&gt;
Note that cover effectiveness is {{%|{{P|Cover Effectiveness}}}} regardless of material or structure choice.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 text-right}}&lt;br /&gt;
! Type&lt;br /&gt;
! Material&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Beauty&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Work to Build&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | HP&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Flamma&amp;amp;shy;bility&lt;br /&gt;
! Terrain Affordance&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Market Value&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:multipleBuildings|true}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beautyFactor|1}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:useTerrainAffordance|1}}&amp;lt;!--&lt;br /&gt;
Barricade&lt;br /&gt;
--&amp;gt;{{#vardefine:name         | Barricade}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty       | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HP           | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work         | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}   || [[Stuff Category::Fabric]]   OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Stats Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
Sandbags&lt;br /&gt;
--&amp;gt;{{#vardefine:name         | Sandbags}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty       | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HP           | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work         | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}   || [[Stuff Category::Fabric]]   OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Stats Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Alpha 16/17? - In earlier versions it used to have 70% cover rating.&lt;br /&gt;
* Beta 19 - Received a new, extended description and a retexture, and its cost was reduced from 6 [[steel]] to 5.&lt;br /&gt;
* 1.1 - Crafting recipe was changed to use [[textiles]] rather than steel, and its health was nerfed (450 -&amp;gt; 300), along with its cover value (65 -&amp;gt; 57%).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fill percent (i.e. cover) reduced from 57% to 55%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sandbags wall.png|Old Sandbag Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Stone chunk]]&lt;br /&gt;
* [[Defense tactics]]&lt;br /&gt;
* [[Defense structures#Sandbags|Defense structures]]&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Barricade&amp;diff=167378</id>
		<title>Barricade</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Barricade&amp;diff=167378"/>
		<updated>2025-08-13T17:17:04Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* Analysis */ I haven't tested workarounds yet, but this is still a very significant change that requires the content here be given another look&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|security&lt;br /&gt;
| name = Barricade&lt;br /&gt;
| image = Barricade.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A waist-high barrier for use as cover from incoming shots. Barricades are ugly, but provide better cover than other low objects. Barricades will block certain kinds of animals the same way that fences do.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.55&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 300&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| terrain affordance = depends on materials&lt;br /&gt;
| work to make = 320&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 5&lt;br /&gt;
}}&lt;br /&gt;
'''Barricades''' can be placed to provide pawns [[cover]], sheltering them from gunfire.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Sandbags}}&lt;br /&gt;
Barricades provide {{%|{{P|Cover Effectiveness}}}} [[cover]] effectiveness, meaning that bullets aimed at targets behind barricades have a {{%|{{P|Cover Effectiveness}}}} chance to hit the barricades, leaving only a {{%|1-{{P|Cover Effectiveness}}}} chance to hit anything behind them. Cover won't shelter pawns from melee attacks, thrown projectiles, or explosions. Both colonists and [[raider|enemies]] benefit from cover, as do [[turrets]]. They provide identical cover to [[sandbag]]s. &lt;br /&gt;
&lt;br /&gt;
Barricades are placed on the ground. They slow down pawns walking over them, and do not allow a pawn to &amp;quot;stop&amp;quot; to fire or take cover if they are standing on one.&lt;br /&gt;
They take damage from bullets and explosions.&lt;br /&gt;
&lt;br /&gt;
Barricades are largely interchangeable with [[sandbag]]s, as they both have identical [[cover]], base {{HP}}, and similar material costs. However, sandbags are made of [[textile]]s and are always nonflammable, while barricades are made of [[metal]], [[wood]], and [[stone]] materials and their flammability depends on the material chosen. Sandbags also require much less work to make, but barricades are somewhat more [[beauty|beautiful]]. Unlike sandbags, barricades will also enclose a [[pen]], similar to the [[fence]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason= 1.6 now allows enemy pawns to stand and fire on top of sandbags and barricades. Their usefulness in killboxes needs to be reevaluated.}}&lt;br /&gt;
Barricades and sandbags are, in most respects, identical. The material affects the building's health, but not its defensive properties. Barricades are easier to build in the early game, where access to [[textile]]s in bulk quantities is difficult. As they are slightly more beautiful, but require more work to make, they are marginally better at permanent defenses, while sandbags are better when attacking. Just remember that [[raiders]] will use cover to the same effect, so deconstruct unneeded buildings when you can.&lt;br /&gt;
&lt;br /&gt;
Either building can be combined with [[wall]]s for more cover. Walls provide superior cover, but a full wall will block line of fire. Having a wall with a 1-2 tile gap of barricades will give more cover than simply using barricades, while still allowing pawns to fire through.&lt;br /&gt;
&lt;br /&gt;
Other than their use for cover, barricades and sandbags can be used in [[killbox]]es. Enemies that funnel in from a hallway will normally use a wall's corner or side for cover. But as pawns cannot path directly to a cell containing a sandbag, they will likely enter the killbox itself. They will also slow down pawns. [[Fence]]s are cheaper for both purposes, but have almost no health and are easily destroyed from missed shots. Enemies standing on a sandbag or similar directly non-pathable object can stop and fire from that object if they take damage or bump into other enemies.&lt;br /&gt;
&lt;br /&gt;
== Material table ==&lt;br /&gt;
As barricades and [[sandbags]] are largely interchangeable except for their aesthetics and material properties, both are included in the following table for convenience. &lt;br /&gt;
&lt;br /&gt;
Note that cover effectiveness is {{%|{{P|Cover Effectiveness}}}} regardless of material or structure choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 text-right}}&lt;br /&gt;
! Type&lt;br /&gt;
! Material&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Beauty&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Work to Build&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | HP&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Flamma&amp;amp;shy;bility&lt;br /&gt;
! Terrain Affordance&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Market Value&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:multipleBuildings|true}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beautyFactor|1}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:useTerrainAffordance|1}}&amp;lt;!--&lt;br /&gt;
Barricade&lt;br /&gt;
--&amp;gt;{{#vardefine:name         | Barricade}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty       | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HP           | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work         | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}   || [[Stuff Category::Fabric]]   OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Stats Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
Sandbags&lt;br /&gt;
--&amp;gt;{{#vardefine:name         | Sandbags}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty       | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HP           | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work         | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}   || [[Stuff Category::Fabric]]   OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Stats Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fill percent (i.e. cover) reduced from 57% to 55%.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Sandbags]]&lt;br /&gt;
* [[Defense tactics]]&lt;br /&gt;
* [[Defense structures#Sandbags|Defense structures]]&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yw4gduq1dcnd24p0&amp;topic_postId=yw55mx7vrmq4xw78&amp;topic_revId=yw55n4fpmqrw18hw&amp;action=single-view</id>
		<title>Topic:Yw4gduq1dcnd24p0</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yw4gduq1dcnd24p0&amp;topic_postId=yw55mx7vrmq4xw78&amp;topic_revId=yw55n4fpmqrw18hw&amp;action=single-view"/>
		<updated>2025-07-31T05:08:12Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Thegreatestofalltime&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Thegreatestofalltime (page does not exist)&quot;&gt;&lt;bdi&gt;Thegreatestofalltime&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Thegreatestofalltime&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Thegreatestofalltime (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Thegreatestofalltime&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Thegreatestofalltime&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yw4gduq1dcnd24p0&amp;amp;topic_showPostId=yw55mx7vrmq4xw78#flow-post-yw55mx7vrmq4xw78&quot;&gt;post&lt;/a&gt; on &quot;Empire and Nudist Tribe&quot;&lt;/span&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yw4gduq1dcnd24p0&amp;topic_postId=yw55mx7vrmq4xw78&amp;topic_revId=yw55mx7vrmq4xw78&amp;action=single-view</id>
		<title>Topic:Yw4gduq1dcnd24p0</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yw4gduq1dcnd24p0&amp;topic_postId=yw55mx7vrmq4xw78&amp;topic_revId=yw55mx7vrmq4xw78&amp;action=single-view"/>
		<updated>2025-07-31T05:08:06Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Thegreatestofalltime&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Thegreatestofalltime (page does not exist)&quot;&gt;&lt;bdi&gt;Thegreatestofalltime&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Thegreatestofalltime&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Thegreatestofalltime (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Thegreatestofalltime&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Thegreatestofalltime&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:Yw4gduq1dcnd24p0&amp;amp;topic_showPostId=yw55mx7vrmq4xw78#flow-post-yw55mx7vrmq4xw78&quot;&gt;commented&lt;/a&gt; on &quot;Empire and Nudist Tribe&quot; (&lt;em&gt;Not quite, the Empire is neutral towards the Civil Outlanders, the Gentle Tribe, and the Space Guild or whatever they&amp;#039;re called - just li...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yw4gduq1dcnd24p0&amp;topic_postId=yw4gduq1dglfa8n8&amp;topic_revId=yw4gduq1dglfa8n8&amp;action=single-view</id>
		<title>Topic:Yw4gduq1dcnd24p0</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yw4gduq1dcnd24p0&amp;topic_postId=yw4gduq1dglfa8n8&amp;topic_revId=yw4gduq1dglfa8n8&amp;action=single-view"/>
		<updated>2025-07-30T21:34:40Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Thegreatestofalltime&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Thegreatestofalltime (page does not exist)&quot;&gt;&lt;bdi&gt;Thegreatestofalltime&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Thegreatestofalltime&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Thegreatestofalltime (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Thegreatestofalltime&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Thegreatestofalltime&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:Yw4gduq1dcnd24p0&amp;amp;topic_showPostId=yw4gduq1dglfa8n8#flow-post-yw4gduq1dglfa8n8&quot;&gt;commented&lt;/a&gt; on &quot;Empire and Nudist Tribe&quot; (&lt;em&gt;One thing I&amp;#039;ve noticed is that the Empire will always be hostile towards Nudist Tribes. I checked the game files, and it seems that this...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomutation_lance&amp;diff=166594</id>
		<title>Biomutation lance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomutation_lance&amp;diff=166594"/>
		<updated>2025-07-28T20:14:48Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: Verified and clarified some things via dev mode.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Biomutation lance&lt;br /&gt;
| image = Biomutation lance.png&lt;br /&gt;
| description = A limited-use psychic effector. It twists and reshapes the musculature of the target, causing them to transform into a terrifying creature.&lt;br /&gt;
This biomutation lance was crafted from a broken shard of dark archotechnology.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| hp = 80&lt;br /&gt;
| range = 25.9&lt;br /&gt;
| warmup = 120&lt;br /&gt;
| marketvalue = 850&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Twisted meat&lt;br /&gt;
| resource 3 amount = 20&lt;br /&gt;
| research = Mutation weaponry&lt;br /&gt;
| work to make = 40000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| has quality = False&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| tradeTags = UtilitySpecial&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
| clothing for nudity = false&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
}}&lt;br /&gt;
The '''biomutation lance''' is a four-use artifact added in the [[Anomaly DLC]] that can be equipped by pawns in the [[Utility]] slot and manually activated to forcibly transform a target into a [[Fleshbeast]].&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.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When equipped, a biomutation lance is worn in the waist [[Utility|utility slot]]. Pawns that are [[incapable]] of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a non-downed pawn with a [[body size]] of 2.5 or under, and within {{P|Range}} tiles and within [[line of sight]]. [[Psychic sensitivity]] does not affect whether or not a pawn can be targeted. [[Mechanoids]], [[drones]], and [[entities]], with the exception of [[Shambler|shamblers]] and [[Ghoul|ghouls]], cannot be targeted. The lance has 4 charges and cannot be recharged - when all charges are expended, the item disappears completely and no resources be salvaged from it. &lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, the target will instantaneously transform into a [[fleshbeast]] in a purely-visual explosion of gore. No [[filth]] will be created. &lt;br /&gt;
&lt;br /&gt;
The resultant fleshbeast depends on the [[body size]] of the pawn transformed:&lt;br /&gt;
* {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 and 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]]&lt;br /&gt;
* {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;2.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 and 2.51}}: {{Icon Small|Toughspike}} [[Toughspike]] &amp;lt;sup&amp;gt;50%&amp;lt;/sup&amp;gt;&amp;lt;big&amp;gt; / &amp;lt;/big&amp;gt;{{Icon Small|Trispike}} [[Trispike]] &amp;lt;sup&amp;gt;50%&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Fleshbeasts will be hostile to and attack any [[human]]s, [[mechanoids]], and tamed non-[[Pen animal|pen]] animals they see, but won't necessarily seek out enemies to engage.&lt;br /&gt;
&lt;br /&gt;
The pawn's original body is completely destroyed, leaving no opportunity for [[Death refusal]] or other means of reviving, and any equipment will be dropped to the ground untainted. The pawn will also be considered missing rather than dead. This affects certain death-related [[Mood|thoughts]], as well as meaning there will be no funeral opportunity if they were a colonist, and they will not be replaced if they were a faction leader.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. --&amp;gt;&lt;br /&gt;
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by {{--|200}} points.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomutation_lance&amp;diff=166582</id>
		<title>Biomutation lance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomutation_lance&amp;diff=166582"/>
		<updated>2025-07-28T19:25:56Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* Summary */ The body size must be 2.5 or under. Also added info about the affected pawn becoming missing. Verified this via testing in dev mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Biomutation lance&lt;br /&gt;
| image = Biomutation lance.png&lt;br /&gt;
| description = A limited-use psychic effector. It twists and reshapes the musculature of the target, causing them to transform into a terrifying creature.&lt;br /&gt;
This biomutation lance was crafted from a broken shard of dark archotechnology.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| hp = 80&lt;br /&gt;
| range = 25.9&lt;br /&gt;
| warmup = 120&lt;br /&gt;
| marketvalue = 850&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Twisted meat&lt;br /&gt;
| resource 3 amount = 20&lt;br /&gt;
| research = Mutation weaponry&lt;br /&gt;
| work to make = 40000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| has quality = False&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| tradeTags = UtilitySpecial&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
| clothing for nudity = false&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
}}&lt;br /&gt;
The '''biomutation lance''' is a four-use artifact added in the [[Anomaly DLC]] that can be equipped by pawns in the [[Utility]] slot and manually activated to forcibly transform a target into a [[Fleshbeast]]&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.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Check tags}}&lt;br /&gt;
When equipped, a biomutation lance is worn in the waist [[Utility|utility slot]]. Pawns that are [[incapable]] of violence can equip, but not use, the lance.{{Check Tag|Verify}} Once the wearer is [[draft]]ed, it can be manually activated by the player to target a non-[[mechanoid]]{{Check Tag|Entities?}} pawn{{Check Tag|Downed?|Can it target downed pawns?}} {{Check Tag|Psy sense?|Does a target psychic sensitivity of 0% prevent use?}} with a [[body size]] of 2.5 or under, and within {{P|Range}} tiles and within [[line of sight]]. The lance has 4 charges and cannot be recharged - when all charges are expended, the item disappears completely and no resources be salvaged from it. &lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, the target will instantaneously transform into a [[fleshbeast]] in a purely-visual explosion of gore. No [[filth]] will be created. &lt;br /&gt;
&lt;br /&gt;
The resultant fleshbeast depends on the [[body size]] of the pawn transformed:&lt;br /&gt;
* {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 and 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]]&lt;br /&gt;
* {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;2.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 and 2.51}}: {{Icon Small|Toughspike}} [[Toughspike]] &amp;lt;sup&amp;gt;50%&amp;lt;/sup&amp;gt;&amp;lt;big&amp;gt; / &amp;lt;/big&amp;gt;{{Icon Small|Trispike}} [[Trispike]] &amp;lt;sup&amp;gt;50%&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Fleshbeasts will be hostile to and attack any [[human]]s, [[mechanoids]], and tamed non-[[Pen animal|pen]] animals they see, but won't necessarily seek out enemies to engage.&lt;br /&gt;
&lt;br /&gt;
The pawn's original body is completely destroyed, leaving no opportunity for [[Death refusal]] or other means of reviving, and any equipment will be dropped to the ground untainted. The pawn will also be considered missing rather than dead. This affects certain death-related [[Mood|thoughts]], as well as meaning there will be no funeral opportunity if they were a colonist, and they will not be replaced if they were a faction leader.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. --&amp;gt;&lt;br /&gt;
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by {{--|200}} points.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devourer&amp;diff=143607</id>
		<title>Devourer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devourer&amp;diff=143607"/>
		<updated>2024-04-15T03:31:07Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: Verified by testing in dev mode and checking the defs in the code.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Devourer&lt;br /&gt;
| image = Devourer.png&lt;br /&gt;
| description = A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
}}&lt;br /&gt;
Devourers are an entity added in the [[Anomaly DLC]].&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Devourers are rather unconventional combatants, as they prefer not to attack normally. Instead, they will chose a target, lunge at it, and instantly swallow it whole. There does not appear to be any way to avoid being swallowed{{Check Tag|verify}}. A devourer cannot swallow any pawn with a body size greater than 3.5. Once the devourer has consumed its target, it will not move so long as it is full, making it vulnerable to retaliation. The swallowed pawn will be digested over time at a rate related to their body size, receiving acid burns. The rate at which a creature is digested is linearly interpolated between three different points - 10 seconds to digest a pawn with a body size of 0.2, 30 seconds for a pawn with a body size of 1, and 60 seconds for a pawn with a body size of 3.5. The devourer is capable of swallowing and digesting [[mechanoid]]s. If a devourer catches fire, it will immediately regurgitate whatever it is swallowing. The devourer's swallowing attack has a cooldown of one hour.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When fighting devourers in close range, especially in great numbers, it is practically guaranteed that at least one of your fighters will get swallowed. However, apart from the damage from acid burns, there are no long-term drawbacks to a pawn being swallowed, assuming they are promptly liberated. In fact, full devourers are easier to deal with, as they will not attack or flee while digesting. For these reasons, there are two basic strategies for engaging devourers: Picking them off at range and staying safe, or getting close and taking their punishment.&lt;br /&gt;
&lt;br /&gt;
If you plan on taking the devourers head-on, and there are a large number of devourers attacking, then it would be a good idea to try and split them off while also keeping your fighters close together. This way, fewer fighters end up being swallowed at any given time, and more fighters are available to retaliate against digesting devourers.&lt;br /&gt;
&lt;br /&gt;
Devourers are generally slower than humans, who have a base movement speed of 4.6 tiles/second. This makes [[kiting]] viable, but still dangerous. Care must be taken to stay out of the devourer's lunging range, as they can close the distance instantly. If any fighter ends up being swallowed while several devourers are in combat, you will have to choose whether to leave them for dead or abandon the kiting maneuver and rescue them.&lt;br /&gt;
&lt;br /&gt;
If you have a [[mechanitor]]{{BiotechIcon}} in your colony, a valid strategy would be to inundate the devourers by sending in a wave of labor mechanoids and allowing them to be swallowed, then sending in your actual fighters.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer east.png|East&lt;br /&gt;
Devourer north.png|North&lt;br /&gt;
Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Digesting ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer Closed east.png|East&lt;br /&gt;
Devourer Closed north.png|North&lt;br /&gt;
Devourer Closed south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Dessicated ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Devourer east.png|East&lt;br /&gt;
Dessicated Devourer north.png|North&lt;br /&gt;
Dessicated Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devourer&amp;diff=143577</id>
		<title>Devourer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devourer&amp;diff=143577"/>
		<updated>2024-04-14T21:15:16Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* Combat */ Added info on the cooldown.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Devourer&lt;br /&gt;
| image = Devourer.png&lt;br /&gt;
| description = A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
}}&lt;br /&gt;
intro&lt;br /&gt;
Acquisition or Occurrence &lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Devourers are rather unconventional combatants, as they prefer not to attack normally. Instead, they will chose a target, lunge at it, and instantly swallow it whole. There does not appear to be any way to avoid being swallowed{{Check Tag|verify}}. Once the devourer has consumed its target, it will not move so long as it is full, making it vulnerable to retaliation. The swallowed pawn will be digested over time{{Check Tag|rate?}}, receiving acid burns. The devourer is capable of swallowing and digesting [[mechanoid]]s. If a devourer catches fire, it will immediately regurgitate whatever it is swallowing. The devourer's swallowing attack has a cooldown of one hour.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When fighting devourers in close range, especially in great numbers, it is practically guaranteed that at least one of your fighters will get swallowed. However, apart from the damage from acid burns, there are no long-term drawbacks to a pawn being swallowed, assuming they are promptly liberated. In fact, full devourers are easier to deal with, as they will not attack or flee while digesting. For these reasons, there are two basic strategies for engaging devourers: Picking them off at range and staying safe, or getting close and taking their punishment.&lt;br /&gt;
&lt;br /&gt;
If you plan on taking the devourers head-on, and there are a large number of devourers attacking, then it would be a good idea to try and split them off while also keeping your fighters close together. This way, fewer fighters end up being swallowed at any given time, and more fighters are available to retaliate against digesting devourers.&lt;br /&gt;
&lt;br /&gt;
Devourers are generally slower than humans, who have a base movement speed of 4.6 tiles/second. This makes [[kiting]] viable, but still dangerous. Care must be taken to stay out of the devourer's lunging range, as they can close the distance instantly. If any fighter ends up being swallowed while several devourers are in combat, you will have to choose whether to leave them for dead or abandon the kiting maneuver and rescue them.&lt;br /&gt;
&lt;br /&gt;
If you have a [[mechanitor]]{{BiotechIcon}} in your colony, a valid strategy would be to inundate the devourers by sending in a wave of labor mechanoids and allowing them to be swallowed, then sending in your actual fighters.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer east.png|East&lt;br /&gt;
Devourer north.png|North&lt;br /&gt;
Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Digesting ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer Closed east.png|East&lt;br /&gt;
Devourer Closed north.png|North&lt;br /&gt;
Devourer Closed south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Dessicated ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Devourer east.png|East&lt;br /&gt;
Dessicated Devourer north.png|North&lt;br /&gt;
Dessicated Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devourer&amp;diff=143501</id>
		<title>Devourer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devourer&amp;diff=143501"/>
		<updated>2024-04-14T01:30:26Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* Combat */ tested in dev mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Devourer&lt;br /&gt;
| image = Devourer.png&lt;br /&gt;
| description = A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
}}&lt;br /&gt;
intro&lt;br /&gt;
Acquisition or Occurrence &lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Devourers are rather unconventional combatants, as they prefer not to attack normally. Instead, they will chose a target, lunge at it, and instantly swallow it whole. There does not appear to be any way to avoid being swallowed{{Check Tag|verify}}. Once the devourer has consumed its target, it will not move so long as it is full, making it vulnerable to retaliation. The swallowed pawn will be digested over time{{Check Tag|rate?}}, receiving acid burns. The devourer is capable of swallowing and digesting [[mechanoid]]s. If a devourer catches fire, it will immediately regurgitate whatever it is swallowing.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When fighting devourers in close range, especially in great numbers, it is practically guaranteed that at least one of your fighters will get swallowed. However, apart from the damage from acid burns, there are no long-term drawbacks to a pawn being swallowed, assuming they are promptly liberated. In fact, full devourers are easier to deal with, as they will not attack or flee while digesting. For these reasons, there are two basic strategies for engaging devourers: Picking them off at range and staying safe, or getting close and taking their punishment.&lt;br /&gt;
&lt;br /&gt;
If you plan on taking the devourers head-on, and there are a large number of devourers attacking, then it would be a good idea to try and split them off while also keeping your fighters close together. This way, fewer fighters end up being swallowed at any given time, and more fighters are available to retaliate against digesting devourers.&lt;br /&gt;
&lt;br /&gt;
Devourers are generally slower than humans, who have a base movement speed of 4.6 tiles/second. This makes [[kiting]] viable, but still dangerous. Care must be taken to stay out of the devourer's lunging range, as they can close the distance instantly. If any fighter ends up being swallowed while several devourers are in combat, you will have to choose whether to leave them for dead or abandon the kiting maneuver and rescue them.&lt;br /&gt;
&lt;br /&gt;
If you have a [[mechanitor]]{{BiotechIcon}} in your colony, a valid strategy would be to inundate the devourers by sending in a wave of labor mechanoids and allowing them to be swallowed, then sending in your actual fighters.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer east.png|East&lt;br /&gt;
Devourer north.png|North&lt;br /&gt;
Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Digesting ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer Closed east.png|East&lt;br /&gt;
Devourer Closed north.png|North&lt;br /&gt;
Devourer Closed south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Dessicated ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Devourer east.png|East&lt;br /&gt;
Dessicated Devourer north.png|North&lt;br /&gt;
Dessicated Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hand_talon&amp;diff=138993</id>
		<title>Hand talon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hand_talon&amp;diff=138993"/>
		<updated>2023-11-29T23:04:10Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* Summary */ The original fist attack is not replaced. Tested in dev mode via social fighting, the pawn with the implant still has their default fist attack as opposed to a pawn with two power claws who would just bite and headbutt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Hand talon&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| description = A razor-sharp talon which extends from a hidden opening between the middle and ring fingers. The talon is longer than the palm, but it becomes flexible upon retracting, allowing the user to curl it up and conceal it inside the hand. It can perform rapid slashing attacks, but is poor at penetrating armor.&lt;br /&gt;
| meleeattack1dmg = 15&lt;br /&gt;
| meleeattack1type = Scratch&lt;br /&gt;
| meleeattack1part = Talon&lt;br /&gt;
| meleeattack1cool = 1.5&lt;br /&gt;
| meleeattack1ap = 15&lt;br /&gt;
| body part = Hand&lt;br /&gt;
| MeleeWeaponAverageDPS = 10&lt;br /&gt;
| MeleeWeaponAverageAP = 15&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Compact weaponry&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 7&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| mass = 4&lt;br /&gt;
| marketvalue = 355&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| tradeTags = ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = AdvancedWeapon&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| page verified for version = 1.4.3704 &lt;br /&gt;
}}&lt;br /&gt;
The '''hand talon''' is an [[Artificial body part|implant]] and [[body part weapon]] that gives a pawn an extra melee attack. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Hand talons can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
The item can also be traded from exotic [[traders]], and can be earned as a [[quests|quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The hand talon is a implant that is installed into a pawn's existing, organic hand. They are universal and can be installed on either the left or right hand but cannot be implanted into artificial body parts such as [[wooden hand]]s or [[bionic arm]]s. It adds an extra attack to implantee's melee verb pool. This attack deals {{P|Attack 1 Damage}} [[{{P|Attack 1 Type}}]] damage, with an {{AP}} of {{P|Attack 1 AP}} for an average {{DPS}} of {{P|MeleeDPS}}. The true {{DPS}} will depend on the [[Melee verb selection|specific melee verbs]] available to the pawn. The implant does not affect [[manipulation]] nor does it replace the function of any body part. Hand talons have no [[quality]].&lt;br /&gt;
&lt;br /&gt;
When [[social fight]]ing, colonists will not use the hand talon to attack their opponent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Heart|32}}&lt;br /&gt;
! style='text-align: left !important;'| Human Fist&lt;br /&gt;
| {{Q|Human|Attack 1 Damage}}&lt;br /&gt;
| {{Q|Human|Attack 1 DPS}}&lt;br /&gt;
| {{Q|Human|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|{{PAGENAME}}|32}}&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
| {{P|Attack 1 Damage}}&lt;br /&gt;
| {{P|MeleeDPS}}&lt;br /&gt;
| {{P|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The hand talon is a relatively powerful [[body part weapon]], having the second highest DPS of all options second only the [[power claw]]. And unlike the [[power claw]], it inflicts no [[stat]] malus. Its primary failing is in {{AP}} and single attack damage with the lowest of the all the damage-only body part weapons. Against unarmored enemies, the hand talon is slightly superior to a [[quality|good quality]] [[steel]] [[longsword]] but is inferior to normal quality [[plasteel]] [[longsword]] or [[uranium]] [[mace]]. As with all body part weapons, is not particularly useful for a dedicated melee pawn if melee weapons of decent material and quality are available. &lt;br /&gt;
&lt;br /&gt;
Its greatest benefit comes in fitting it to ranged pawns, as it gives them the ability to be effective in melee combat while still being able to hold a gun. Being able to give a ranged pawn the melee capabilities of a pawn with a [[steel]] [[longsword]] means that if an enemy raider closes to melee range, your pawn isn't as defenseless as they would be otherwise. It also makes you pawns more versatile as they can switch from a ranged to melee role in an instant, and still be effective. This is useful if you need another melee fighter immediately for any reason, whether that be to melee block a choke point but no undowned melee pawn is available, or simply see that melee locking an enemy is a more effective way to combat them as they can't shoot back. In these roles, it may be better than the power claw in some circumstances, as despite the slightly lower DPS and significantly lower AP, it does not slow the pawn like the power claw. Additionally, the majority of melee enemies that would close with your ranged pawns are tribals and animals, both of whom are lightly armored, limiting the disparity between the two a mere {{--|{{#expr: {{Q|Power claw|MeleeDPS}}- {{P|MeleeDPS}} }}}} {{DPS}} and a significant {{--|{{%|1-{{P|Attack 1 Damage}}/{{Q|Power claw|Attack 1 Damage}} round 2}}}} loss in single attack damage, reducing the chance of body part destruction. Given that using ranged pawns in melee should be relatively rare, this is often worthwhile to avoid the power claw's penalty to [[Moving]]. &lt;br /&gt;
&lt;br /&gt;
=== Part incompatibly ===&lt;br /&gt;
A significant drawback of the hand talon is that it can not be simultaneously used with two [[bionic arm|bionic]] or [[archotech arm]]s. [[Manipulation]] above 100% does not affect [[Shooting Accuracy]], and so for a dedicated gunfighter this may not be a significant drawback. However, [[manipulation]] increases [[general labor speed]], meaning that if they have a role within your colony beyond fighting affected by [[manipulation]], such as crafting or constructing, they will be less effective at these roles than they otherwise could be. A pawn can still be equipped with one [[bionic arm|bionic]] or [[archotech arm]], and one hand talon without it negatively affecting their melee capabilities after [[Version/1.1.2610|1.1.2610]] changed melee verb selection.&lt;br /&gt;
&lt;br /&gt;
If you choose two [[bionic arm|bionic]] or [[archotech arm]]s over one arm and a hand talon, you also have the option of the [[knee spike]]. The [[knee spike]] is not as effective in combat as the hand talon however, and has the significant drawback that you then can't install two [[bionic leg|bionic]] or [[archotech leg]]s, which are arguably more important than the arms. In this case you can install [[venom fangs]] which, while the weakest implant of all those mentioned, does not conflict with anything.&lt;br /&gt;
&lt;br /&gt;
== Version history==&lt;br /&gt;
* [[Royalty DLC]] Release - Added&lt;br /&gt;
* [[Version/1.1.2598|1.1.2598]] - Rebalanced. Decreased {{AP}} from 22% -&amp;gt; 15%, and decreased cooldown time from 2s -&amp;gt; 1.5s. {{DPS}} increased 7.50 -&amp;gt; 10, market value increased from {{Icon Small|silver||210}} -&amp;gt; {{Icon Small|silver||355}}&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>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Christmas_tree&amp;diff=136104</id>
		<title>Christmas tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Christmas_tree&amp;diff=136104"/>
		<updated>2023-08-12T03:51:40Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: Added info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}{{infobox main|misc|&lt;br /&gt;
|name = Christmas tree&lt;br /&gt;
|image = Christmas_tree.png&lt;br /&gt;
|description = A celebratory tree decorated with ornaments and lights traditionally made as part of Christmas celebrations.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 25&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 50&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 10&lt;br /&gt;
|glowradius = 8&lt;br /&gt;
|glowcolor = (255, 255, 108)&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|styledominance = 10&lt;br /&gt;
|thingCategories = BuildingsMisc&lt;br /&gt;
|work to make = 10000&lt;br /&gt;
|resource 1 = Wood&lt;br /&gt;
|resource 1 amount = 70&lt;br /&gt;
|resource 2 = Steel&lt;br /&gt;
|resource 2 amount = 20&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
A '''Christmas tree''' is a [[ritual]] focus added by the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Christmas trees can be constructed by pawns with an ideoligion that has them as a building. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Christmas trees are used in the Christmas tree [[ritual]]. Once the ritual is completed, the tree is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Christmas trees are a poor focus object for rituals. They require steel, which is generally in high demand. It is almost strictly inferior to the [[effigy]], which costs slightly more wood but does not require steel and requires less work to construct.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Impids&amp;diff=135222</id>
		<title>Impids</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Impids&amp;diff=135222"/>
		<updated>2023-06-09T04:23:43Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* Summary */ Did some slight cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
'''Impids''' are a [[Xenotypes|xenotype]] of fire-breathing devilish desertpeople. They are adapted well to the desert, but sacrifice ability with melee fighting, plants, and animals, to accomplish this. They're recognizable by their horns, bright skin, and fire-breathing attacks.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;small&amp;gt;''Made for desert life, impid cultures live on many rimworlds and dry deathworlds. Impids are extremely fast-moving, easily tolerate high temperatures, and can spew fire from their mouths. Though they are masters on the sand, impids struggle in other environments. They are terrible with farming. They fight well at range, but in close combat their physical weakness becomes apparent.&amp;lt;br&amp;gt;Outlanders call them dustrunners because of their speed over open terrain and resistance to heat. Some tribes call them devils because of their horns and because they burn their enemies.&amp;lt;br&amp;gt;The savage impid tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Impid tribes' combat tactics usually center on rapid-approach incendiary attacks using both handheld fire weapons and their fire spew ability.&amp;lt;br&amp;gt;Having been on the planet for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization.'' - '''In Game Description'''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a impid. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|impid}}&lt;br /&gt;
&lt;br /&gt;
As raiders, impids have a x1.2 [[raid points|combat power]] multiplier, meaning they count as 1.2 of a raider.{{Check Tag|Verify|From XMLs. Needs verification in-game}} A raid consisting of all impids would be {{%|1/1.2 round 2}} as large as the same raid with [[baseliner]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Impids generally live in the desert and their genes reflect this. They have a mixed bag of physical abilities, but their fire spew ability is their main talent. &lt;br /&gt;
&lt;br /&gt;
=== Visuals ===&lt;br /&gt;
Impids differ from regular baselines in two major ways: their skin color (which can vary from orange all the way to red) and the mini-horns which protrude from their head. These both offer no advantage in combat and are purely cosmetic. They also have blond hair and no beards.&lt;br /&gt;
[[File:Impid.png.jpg|thumb|A male impid with orange skin]]&lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Impids have a gene complexity of 11[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like [[Hussars|hussars]].&lt;br /&gt;
&lt;br /&gt;
All impids have these endogenes:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Firespew.png|64|Fire spew|Genes#Fire spew}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene WeakImmunity.png|64|Weak immunity|Genes#Weak immunity}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene WoundHealingRateSlow.png|64|Slow wound healing|Genes#Slow wound healing}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene VeryQuickMovespeed.png|64|Very fast runner|Genes#Very fast runner}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Pessimist.png|64|Unhappy|Genes#Unhappy}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene MinTemperatureSmallIncrease.png|64|Cold weakness|Genes#Cold weakness}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene MaxTemperatureLargeIncrease.png|64|Heat super-tolerant|Genes#Heat super-tolerant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene FireResistant.png|64|Fire resistant|Genes#Fire resistant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene WeakMeleeDamage.png|64|Weak melee damage|Genes#Weak melee damage}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Fire spew|Fire spew]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Weak immunity|Weak immunity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Slow wound healing|Slow wound healing]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Very fast runner|Very fast runner]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Unhappy|Unhappy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Cold weakness|Cold weakness]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Heat super-tolerant|Heat super-tolerant]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Fire resistant|Fire resistant]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Weak melee damage|Weak melee damage]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene BeardStyleNone.png|64|Beardless|Genes#Beardless}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HeadboneMinihorns.png|64|Mini-horns|Genes#Mini-horns}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HairColor.png|64|Sandy-blonde hair|Genes#Sandy-blonde hair}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Beardless|Beardless]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Mini-horns|Mini-horns]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Sandy-blonde hair|Sandy-blonde hair]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorPlants.png|64|Poor plants|Genes#Poor plants}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorAnimals.png|64|Poor animals|Genes#Poor animals}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Poor plants|Poor plants]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Genes#Poor animals|Poor animals]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
You'll meet many impids when you get attacked by the Savage Impid Tribe: a vicious tribe with every intention of burning your base down. There is a slight chance that impids will show up with various [[Pirates|pirate gangs]], but it appears impids do not attempt to peacefully cohabitate in regular tribes and unions. they will also appear in transport pod crashes, as is the same for almost every xenotype.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Impids are threatening enemies due to the combination of Very Fast Runner and Fire Spew. Impids are hard to [[kiting|kite]], due to their speed. Their [[fire]] can cause pawns to run around wildly, removing them from [[cover]]. Care should be taken in indoor areas as the fire can quickly spread. [[Mechanoid]]s are a decent counter against their fire-breathing; mechs are immune to fire, but enemies will waste their fire spew regardless. Weak melee damage encourages melee tactics.&lt;br /&gt;
&lt;br /&gt;
As colonists, impids main benefit is very fast runner's movement speed. Fire Spew has a 5 day cooldown, but it can be useful to disengage from melee enemies. They are poor at Plants and Animals, but are reasonably good at most other tasks, depending on the specific colonist. Impids are naturally resistant against heat and weak against cold, though [[parka]]s and/or [[heater]]s should keep impids warm even in the coldest of [[biome]]s. High speed, weak melee, and slow wound healing encourage them to be ranged fighters.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to use impids as slaves. The depressive gene leads to frequent nervous breakdowns, and during uprisings, impids can set fire to valuable or explosive objects. On the other hand, weak close combat allows two impids to stun rebellious colonists without harm to health.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;br /&gt;
{{#set:Image = [[File:Impid.png]]}}&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=135030</id>
		<title>Development mode</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=135030"/>
		<updated>2023-05-30T00:52:23Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* World pawns */ Elaborated on some things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Rewrite|reason=Development mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus when god mode is turned on etc.}}&lt;br /&gt;
{{Image wanted|reason=See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated}}&lt;br /&gt;
[[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]]&lt;br /&gt;
'''Development mode''' is a feature on the [[user interface]] that serves both as a debugging tool for developers and as a cheat menu for most other players.&lt;br /&gt;
&lt;br /&gt;
When active, it is seen as an additional menu on the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Development mode can be enabled via the '''Options''' in the Menu, accessible via the toolbar or the {{Key|Escape}} key. Under '''Options''', there is an option for &amp;quot;Development Mode&amp;quot;. Toggle this option to a tick to turn on development mode.&lt;br /&gt;
&lt;br /&gt;
=== Permanently disable ===&lt;br /&gt;
In the Options menu in-game, you have the choice to 'permanently' disable development mode after you have enabled the developer mode. This prevents you from cheating using this.&lt;br /&gt;
&lt;br /&gt;
Enabling this option creates an empty file called 'DevModeDisabled' in the RimWorld config folder.&lt;br /&gt;
&lt;br /&gt;
You can reset it by deleting this 'DevModeDisabled' file from the RimWorld config folder&lt;br /&gt;
&lt;br /&gt;
The config folder can be located at the following locations:&lt;br /&gt;
&lt;br /&gt;
In Windows:&amp;lt;br&amp;gt;&lt;br /&gt;
- Press the Start/WindowsKey + R &amp;gt; Enter &amp;quot;%appdata%&amp;quot; and press enter &amp;gt; then navigate to LocalLow -&amp;gt; Ludeon Studios -&amp;gt; Rimworld by Ludeon Studios -&amp;gt; Config&amp;lt;br&amp;gt;&lt;br /&gt;
In Linux:&amp;lt;br&amp;gt;&lt;br /&gt;
- On a console, type: cd &amp;quot;~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Config&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Items are shown from left to right in the picture.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DebugLog.png]] Debug log ===&lt;br /&gt;
An output log for debugging. Shows errors if they occur, as well as debug outputs.&lt;br /&gt;
&lt;br /&gt;
=== [[File:PackageEditor.png]] Package editor ===&lt;br /&gt;
It allows you to edit game data while the game is running. Currently limited to sound and colonist hairstyles.&lt;br /&gt;
&lt;br /&gt;
=== [[File:ViewSettings.png]] View settings ===&lt;br /&gt;
Toggles special debug visuals, such as shooting hit chances, infestation chances and toggling fog (fog of war) and snow visibility.&lt;br /&gt;
It also allows some debug settings, for example unlimited power, toggling damage and fast research--&amp;gt; instant research done, faster learning (i.e. instant boost to lv 20 upon doing a task), ecology, crafting, caravans, etc. Another setting which can be useful to enable, is the setting to draw paths, paths are drawn, so you can see where pawns, animals and colonist are pathing to. Those settings will not be saved so you need to enable them each time if you want to use those settings.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug actions menu ===&lt;br /&gt;
Forces a variety of things to happen. Many things can be done from here; spawning items and pawns, executing events, downing/ killing pawns, they are all done through this menu.&lt;br /&gt;
Another useful option is to set terrain (rect) this option allows you to change the terrain, when clicking on this option you can choose from all terrains and modded terrains. You want to build but the terrain is muddy or water tiles are in the way, and walls are not supported on light terrain. You can choose e.g. for soil, you can set the area with dragging your mouse cursor from starting point to endpoint. Than a selection rectangle will appear and the selected area will be replaced with the set terrain. In short select a ground type or floor type and select the area where it should be placed.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug logging menu ===&lt;br /&gt;
Where some debugging information can be found, like crop economy, item nutrition, and such. It's also called debug outputs, when clicking on for example apparel or beauties you can see a list of all items that adds beauty points to rooms or buildings. If you want to know which clothing is considered clothing for nudists you can find it here as well.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Inspector.png]] Inspector ===&lt;br /&gt;
Shows you what's happening in the game.&lt;br /&gt;
&lt;br /&gt;
=== [[File:GodMode.png]] God mode ===&lt;br /&gt;
Toggles god mode. While active, all player-buildable buildings are available without research, and are constructed instantly and at no cost when placing down the blueprint. Note that &amp;quot;deconstructing&amp;quot; is instantaneous, but leaves behind resources as appropriate to the item(s) deconstructed. To remove these items, or any others, use the &amp;quot;T: Kill&amp;quot; or T: Destroy&amp;quot; commands under the Debug section.&lt;br /&gt;
&lt;br /&gt;
[[Orders#Mine|Mining orders]] are also completed instantly upon designation but return the minimum yield.  &lt;br /&gt;
&lt;br /&gt;
God mode can be also toggled through 'View Settings'.&lt;br /&gt;
&lt;br /&gt;
=== Autopause ===&lt;br /&gt;
Toggles autopause when an error is logged.&lt;br /&gt;
&lt;br /&gt;
=== Save translation report ===&lt;br /&gt;
An option shown on the title screen, it generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and other useful information for translators.&lt;br /&gt;
&lt;br /&gt;
== Debug Action Menu ==&lt;br /&gt;
[[File:Debug actions menu.jpeg|500px|thumb|right|Debug Action Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
There are many options in this menu, and several sub-menus. The search bar in the top right will highlight options matching the search criteria, but the spelling must exactly match the name of the option or part of it.&lt;br /&gt;
&lt;br /&gt;
Commands prefaced with with &amp;quot;T:&amp;quot; seem to temporarily alter the mouse behavior to do execute the command when left clicked and cancel this behavior when right clicked.&lt;br /&gt;
&lt;br /&gt;
Commands ending with an ellipsis &amp;quot;...&amp;quot; can direct you to a submenu, but it can also do something different. Its meaning is currently unclear.&lt;br /&gt;
&lt;br /&gt;
===Incidents===&lt;br /&gt;
Creates [[events]] and [[raid]]s&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Do incident (Map) &lt;br /&gt;
| Creates an event (e.g. a [[disease]], [[heat wave]]/[[cold snap]], [[thrumbo]]s, [[Events#Ambrosia_sprout|ambrosia sprout]], random enemy raid or caravan visit, etc.).&lt;br /&gt;
|-&lt;br /&gt;
! Do incident x10 (Map) &lt;br /&gt;
| Creates ten times the same kind of event, all at the same time (e.g. 10 [[mech cluster]]s).&lt;br /&gt;
|-&lt;br /&gt;
! Do incident w/ point (Map) &lt;br /&gt;
| Creates an event with specified total [[raid points]].&lt;br /&gt;
|-&lt;br /&gt;
! Do trade caravan arrival &lt;br /&gt;
| Trade caravan arrives at your colony map, this can be random chosen, for example bulk goods trader, exotic trader, combat trader or something alike.&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with points &lt;br /&gt;
| Creates a random faction raid with specified total raid points.&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with factions &lt;br /&gt;
| Creates a chosen faction raid with specified total raid points.&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with specifics &lt;br /&gt;
| Creates a raid where everything can be specified (faction, total raid points, arrival mode and location, etc.).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Incidents: World mode====&lt;br /&gt;
These functions are visible and applied when you are clicking on the world map (globe symbol in the row of mainbuttons) in your game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Do incident (Map)… &lt;br /&gt;
| Creates an event (e.g. a [[disease]], [[heat wave]]/[[cold snap]], [[thrumbo]]s, [[Events#Ambrosia_sprout|ambrosia sprout]], random enemy raid or caravan visit, etc.).&lt;br /&gt;
|-&lt;br /&gt;
! Do incident x10 (Map)… &lt;br /&gt;
| Creates ten times the same kind of event, all at the same time (e.g. 10 [[mech cluster]]s).&lt;br /&gt;
|-&lt;br /&gt;
! Do incident w/ points (Map)… &lt;br /&gt;
| Creates an event with specified total raid points.&lt;br /&gt;
|-&lt;br /&gt;
! Do incident (World)… &lt;br /&gt;
| Creates an event (e.g. a [[disease]], [[heat wave]]/[[cold snap]], [[thrumbo]]s, [[Events#Ambrosia_sprout|ambrosia sprout]], random enemy raid or caravan visit, etc.). Which will be visible on when clicking on the world map. This can include factions, ore lump spawns and other world conditions.&lt;br /&gt;
|-&lt;br /&gt;
! Do incident x10 (World)… &lt;br /&gt;
| Creates ten times the same kind of event, all at the same time. Which will be visible on when clicking on the world map. This can include factions, ore lump spawns and other world conditions.&lt;br /&gt;
|-&lt;br /&gt;
! Do incident w/ points (World)… &lt;br /&gt;
| Creates an event with specified total raid points, which will be visible on when clicking on the world map. This can include factions, ore lump spawns and other world conditions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
Tools for adding [[quests]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate quest &lt;br /&gt;
| Allows you to generate a quest at a given [[raid points|raid point]] value&lt;br /&gt;
|-&lt;br /&gt;
! Generate quests x10 &lt;br /&gt;
| Generate 10 quests of a given raid point value&lt;br /&gt;
|-&lt;br /&gt;
! Generate quests x30 &lt;br /&gt;
| Generate 30 quests of a given raid point value&lt;br /&gt;
|-&lt;br /&gt;
! Generate quest (1x for each point) &lt;br /&gt;
| Generate 1 quest for each valid point threshold&lt;br /&gt;
|-&lt;br /&gt;
! QuestPart test &lt;br /&gt;
| Checks if part of a quest works&lt;br /&gt;
|-&lt;br /&gt;
! Log generated quest savedata&lt;br /&gt;
| Makes a log of the generated quest savedata&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
A selection of tools not easily categorized into the other section or with effects that could be placed in several sections.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Atlas Rebuild &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Relic{{IdeologyIcon}} &lt;br /&gt;
| Spawns relic of ideology&lt;br /&gt;
|-&lt;br /&gt;
! T: Set Source Precept{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Slave{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Hack 100%{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Hack +10%{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Darklight At Position{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Max Development Points{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Development Points{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Clear Development Points{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Plants &lt;br /&gt;
| Destroys all plants on the map.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Things &lt;br /&gt;
| Destroys all items, structures, and entities on the map.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Clutter &lt;br /&gt;
| Destroys chunks, filth and rubble.&lt;br /&gt;
|-&lt;br /&gt;
! Finish All [[Research]] &lt;br /&gt;
| Finishes all research projects.&lt;br /&gt;
|-&lt;br /&gt;
! Replace All Trade Ships &lt;br /&gt;
| &lt;br /&gt;
* All current [[trader|trade ships]] leave&lt;br /&gt;
* A random selection of 5 trade ships replace them. This includes modded trade ships, if any.&lt;br /&gt;
|-&lt;br /&gt;
! Add Trade Ship Of Kind &lt;br /&gt;
| Will spawn trade ship of random kind.&lt;br /&gt;
|-&lt;br /&gt;
! Change [[weather]]… &lt;br /&gt;
| Opens a sub menu where the chosen weather can be selected. Doing it once will gradually change the [[weather]]. Using the same command twice will immediately change the weather&lt;br /&gt;
|-&lt;br /&gt;
! Play song... &lt;br /&gt;
| Plays a song from the games soundtrack.&lt;br /&gt;
|-&lt;br /&gt;
! Play sound... &lt;br /&gt;
| Opens a sub menu where the chosen sound can be played, for testing for example.&lt;br /&gt;
|-&lt;br /&gt;
! Add Prisoner &lt;br /&gt;
| Spawns a random prisoner from a random faction.&lt;br /&gt;
|-&lt;br /&gt;
! Add Guest &lt;br /&gt;
| Spawns a guest from a random faction to visit your colony.&lt;br /&gt;
|-&lt;br /&gt;
! Force Enemy Assault &lt;br /&gt;
| If there are waiting enemies on the map, force them to begin their attack.&lt;br /&gt;
|-&lt;br /&gt;
! Force Enemy Flee &lt;br /&gt;
| If there are attacking enemies on the map, force them to flee.&lt;br /&gt;
|-&lt;br /&gt;
! Adaption Progess10 Days&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Unload Unused Assets &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Name settlement &lt;br /&gt;
| Allows you to name or rename your faction and settlement&lt;br /&gt;
|-&lt;br /&gt;
! Next lesson &lt;br /&gt;
| Learning helper, it shows the next lesson from the in-game helper&lt;br /&gt;
|-&lt;br /&gt;
! Regen All Map Mesh Sections &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change Camera Config &lt;br /&gt;
| Allows you to toggle through various camera panning/zoom easing.&lt;br /&gt;
|-&lt;br /&gt;
! Force Ship Countdown &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Force Start Ship &lt;br /&gt;
| Forces the ship required to escape the Rimworld planet to take off.&lt;br /&gt;
|-&lt;br /&gt;
! Flash Trade Drop Spot &lt;br /&gt;
| Shows where the trade drop spot will be.&lt;br /&gt;
|-&lt;br /&gt;
! Kill Faction Leader &lt;br /&gt;
| Kills the leader of the selected faction.&lt;br /&gt;
|-&lt;br /&gt;
! Kill Kidnapped Pawn &lt;br /&gt;
| Kills kidnapped pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Kill World Pawn &lt;br /&gt;
| Kills world pawn, which you can choose from.&lt;br /&gt;
|-&lt;br /&gt;
! Set Faction Relations &lt;br /&gt;
| Sets your relations with a faction. Can be set to Hostile, Neutral and Ally.&lt;br /&gt;
|-&lt;br /&gt;
! Visitor Gift &lt;br /&gt;
| Make current visitor leave a random gift.&lt;br /&gt;
|-&lt;br /&gt;
! Refog Map &lt;br /&gt;
| Hide all enclosed places as if undiscovered&lt;br /&gt;
|-&lt;br /&gt;
! Use Gen Step &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time1 Hour &lt;br /&gt;
| Moves time 1 hour forward. {{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time6 Hours &lt;br /&gt;
| Moves time 6 hours forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment time 1 day &lt;br /&gt;
| Moves time 1 day forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time1 Season &lt;br /&gt;
| Moves time 1 quadrum forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Storywatcher tick 1 day &lt;br /&gt;
| Move story events ahead a day - such as an eclipse&lt;br /&gt;
|-&lt;br /&gt;
! Add [[techprint]] to project {{RoyaltyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apply [[techprint]] on project {{RoyaltyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Kill Random Lent Colonist &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Hats &lt;br /&gt;
| Destroys all hats from the map and if colonists are wearing any hat, those will be destroyed as well.&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Apparel Check &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dump Pawn Atlases &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dump Static Atlases &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Ability Check &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Glow At Position &lt;br /&gt;
| When you select pawn or object it will glow at its position.&lt;br /&gt;
|-&lt;br /&gt;
! T: HSV At Position &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Fill Map With Trees &lt;br /&gt;
| Fill current map with trees.&lt;br /&gt;
|-&lt;br /&gt;
! Flash Blocked Landing Cells &lt;br /&gt;
| Highlights blocked landing cells, for droppods or other moving objects.&lt;br /&gt;
|-&lt;br /&gt;
! Award 4 [[Titles|honor]] {{RoyaltyIcon}} &lt;br /&gt;
| Awards 4 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Award 10 [[Titles|honor]]  {{RoyaltyIcon}}&lt;br /&gt;
| Awards 10 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Remove 4 [[Titles|honor]]  {{RoyaltyIcon}} &lt;br /&gt;
| Removes 4 [[Titles|Royal honor]] from a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Reduce royal [[title]] {{RoyaltyIcon}} &lt;br /&gt;
| Reduces pawns current [[Titles|Royal title]].&lt;br /&gt;
|-&lt;br /&gt;
! T: Destroy &lt;br /&gt;
| Left click to destroy an object or pawn, obliterating it from existence without leaving anything behind.&lt;br /&gt;
|-&lt;br /&gt;
! T: Discard &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Kill &lt;br /&gt;
| Left click to instantly kill or &amp;quot;destroy&amp;quot; a pawn or object, leaving behind corpses or resources. A second click removes same from map.&lt;br /&gt;
|-&lt;br /&gt;
! T: 10 damage &lt;br /&gt;
| Left click to deal 10 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: 5000 damage &lt;br /&gt;
| Left click to deal 5000 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Rotate Clockwise &lt;br /&gt;
| Rotates object clockwise&lt;br /&gt;
|-&lt;br /&gt;
! Rotate Counter Clockwise &lt;br /&gt;
| Rotates object counterclockwise&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear area 21x21 &lt;br /&gt;
| Left click to destroy all objects in a 21 by 21 area, excluding flooring.&lt;br /&gt;
|-&lt;br /&gt;
! T: Make Rock 11x11  &lt;br /&gt;
| Left click to spawn an 11 by 11 solid block of rock.&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion ([[Damage Types|bomb]]) &lt;br /&gt;
| Left click to create explosions. The explosions have a radius of ? tiles and do 50 damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion (flame) &lt;br /&gt;
|  Left click to create flame explosions. The explosions have a radius of ? tiles and do 10 damage, as well as setting objects on fire. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion (stun) &lt;br /&gt;
| Left click to create stunning explosions. The explosions have a radius of ? tiles and stun for ? seconds. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion ([[EMP]]) &lt;br /&gt;
| Left click to create exposions of [[EMP]]. The explosions have a radius of ? tiles and do ? damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion (extinguisher) &lt;br /&gt;
| Left click to create explosions of firefoam similar to a [[firefoam popper]]. The foam has a radius of ? tiles and create [[Firefoam]] on the ground. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion ([[smoke]]) &lt;br /&gt;
| Left click to create clouds of [[Smoke]]. The clouds have a radius of ? tiles and last ? seconds. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Lightning Strike &lt;br /&gt;
| Left click to create [[Lightning]] strikes. The strikes have a radius of 1.9 tiles and do 10 damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Add Snow &lt;br /&gt;
| Adds snow to selected cell&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove Snow &lt;br /&gt;
| Removes snow from selected cell&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear All Snow &lt;br /&gt;
| Removes every single bit of snow from the map.&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (10) &lt;br /&gt;
| Select a tile for example in a room, it will increase the temperature with 10 C or F.&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (1000) &lt;br /&gt;
| Select a tile for example in a room, it will increase the temperature with 1000 C or F.&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (-1000) &lt;br /&gt;
| Select a tile for example in a room, it will decrease the temperature with 1000 C or F.&lt;br /&gt;
|-&lt;br /&gt;
! T: Finish Plant Growth &lt;br /&gt;
| Select any plant and it finishes growing so you can harvest it.&lt;br /&gt;
|-&lt;br /&gt;
! T: Grow1 Day &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Grow To Maturity &lt;br /&gt;
| Grows a single plant to full maturity. So you can harvest it.&lt;br /&gt;
|-&lt;br /&gt;
! T: Regen Section &lt;br /&gt;
| Regenerate section&lt;br /&gt;
|-&lt;br /&gt;
! T: Set Color{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Randomize Color{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Rot1 day &lt;br /&gt;
| Select object/pawn/animal,food and it will add +1day rot to it.&lt;br /&gt;
|-&lt;br /&gt;
! T: Force sleep &lt;br /&gt;
| Allows you to force a pawn to sleep, whether from colony, visitor or any animal.&lt;br /&gt;
|-&lt;br /&gt;
! T: Fuel -20% &lt;br /&gt;
| Select fueled thing and decrease its amount with 20%.&lt;br /&gt;
|-&lt;br /&gt;
! T: Break down... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Use Scatterer &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! BaseGen &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! SketchGen &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Make Roof &lt;br /&gt;
| Creates a 3x3 square of constructed roof under the cursor.&lt;br /&gt;
|-&lt;br /&gt;
! T: Delete Roof &lt;br /&gt;
| Deletes a 3x3 square of roof under the cursor, including overhead mountain.&lt;br /&gt;
|-&lt;br /&gt;
! T: Test Flood Unfog &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Closwalk Cell30 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Walk Path &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Skygaze Cell &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Direct Flee Dest &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Spectators Cells &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Check Reachability &lt;br /&gt;
| Checks if the selected cell/tile is reachable for colonists, raids, or animals.&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash TryFindRandomPawnExitCell &lt;br /&gt;
| Highlights Exit cell where colonists, pawns animals or visitors/guest can exit the map. In the debuglog it shows as trying to find nearest exit cell for visitor to leave.&lt;br /&gt;
|-&lt;br /&gt;
! T: RandomSpotJustOutsideColony &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Random Spot Near ThingAvoiding Host??? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Clear All Fog &lt;br /&gt;
| Removes all fog, it means all rock mountains are revealed and if some areas are undiscovered they will be shown. For example ancient dangers, when doing this command at the beginning of your game.&lt;br /&gt;
|-&lt;br /&gt;
! T: Change Thing Style &lt;br /&gt;
| When possible you can change the style of selected thing/item/object/building.&lt;br /&gt;
|-&lt;br /&gt;
! T: Force sleep then assault colony &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Attach Fire &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Enable wound debug draw &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wound debug export (non-humanlike)? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====General: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Atlas Rebuild &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change camera config… &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
A number of commands to interact with pawns of all types - humans or animals, colonist or otherwise, alive or dead. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Set Ideo{{IdeologyIcon}}  &lt;br /&gt;
| Sets pawn's ideology to selected&lt;br /&gt;
|- &lt;br /&gt;
! Convert To Ideo{{IdeologyIcon}} &lt;br /&gt;
| Converts pawn to selected ideology.&lt;br /&gt;
|-&lt;br /&gt;
! T: Suppression +10%{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Suppression -10%{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear suppression schedule{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Will +1{{IdeologyIcon}} &lt;br /&gt;
| Adds +1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
! T: Will -1{{IdeologyIcon}} &lt;br /&gt;
| Adds -1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
! T: Start slave rebellion (random){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start slave rebellion (aggressive){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Change style &lt;br /&gt;
| Changes pawn's hair and tattoos to selected&lt;br /&gt;
|-&lt;br /&gt;
! T: Request style change &lt;br /&gt;
| Forces pawn to wish it's hair and tattoos&lt;br /&gt;
|-&lt;br /&gt;
! T: Make Faction leader &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear Prisoner Interaction Schedule? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Resurrect &lt;br /&gt;
| Indicate a corpse to resurrect it, healing all damage&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Until Down &lt;br /&gt;
| Damages the pawn until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Legs &lt;br /&gt;
| Damages the pawn's legs until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage To Death &lt;br /&gt;
| Damage the pawn to death.&lt;br /&gt;
|-&lt;br /&gt;
! T: Carried Damage To Death &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: 10 damage until dead &lt;br /&gt;
| Deals an indicated pawn 10 units of damage repeatedly until dead&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Held Pawn To Death &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Minor &lt;br /&gt;
| Simulate minor [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Catastrophic &lt;br /&gt;
| Simulate catastrophic [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Ridiculous &lt;br /&gt;
| Simulate ridiculous [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Restore Body Part &lt;br /&gt;
| Takes you to a submenu of body parts i.e. Left Leg, Right Arm, etc. and allows you to fully restore that part.&lt;br /&gt;
|-&lt;br /&gt;
! Apply damage... &lt;br /&gt;
| Simulate specific type of [[damage]] to a specific body part.&lt;br /&gt;
|-&lt;br /&gt;
! Apply Hediff... &lt;br /&gt;
| Add a specific type of [[Injury]] to a specific body part. Also able to add [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove Hediff... &lt;br /&gt;
| Remove a specific type of [[Injury]] from a pawn. Also able to remove [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Heal random injury (10) &lt;br /&gt;
| Remove a random injury. This may need to used multiple times to restore a pawn to health.&lt;br /&gt;
|-&lt;br /&gt;
! T: Activate HediffGiver &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Activate HediffGiver World Pawn&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Discover Hediffs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Grant Immunities &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Give Birth &lt;br /&gt;
| Spawns a random pawn with the age 0&lt;br /&gt;
|-&lt;br /&gt;
! T: Resistance -1 &lt;br /&gt;
| Adds -1 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
! T: Resistance -10 &lt;br /&gt;
| Adds -10 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
! T: +20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} &lt;br /&gt;
| Adds 20℅ to pawn's neural heat&lt;br /&gt;
|-&lt;br /&gt;
! T: -20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} &lt;br /&gt;
| Removes 20℅ from pawn's neural heat&lt;br /&gt;
|-&lt;br /&gt;
! T: List Melee Verbs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Add/remove pawn relation &lt;br /&gt;
| Add or remove a pawn's relationship from the [[Social|social]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! T: Add Opinion Talks About &lt;br /&gt;
| Make other colonist's opinion about a selected pawn higher/lower.&lt;br /&gt;
|-&lt;br /&gt;
! T: Force vomit... &lt;br /&gt;
| Forces the pawn to vomit&lt;br /&gt;
|-&lt;br /&gt;
! T: [[Psycasts#Psyfocus|Psyfocus]] +20% {{RoyaltyIcon}}&lt;br /&gt;
| Adds 20% to pawn's psyfocus&lt;br /&gt;
|-&lt;br /&gt;
! T: [[Psycasts#Psyfocus|Psyfocus]] -20% {{RoyaltyIcon}}&lt;br /&gt;
| Removes 20℅ from pawn's psyfocus&lt;br /&gt;
|-&lt;br /&gt;
! T: Food -20% &lt;br /&gt;
| Make the pawn's [[Needs|hunger]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Rest -20% &lt;br /&gt;
| Make the pawn's [[Needs|rest]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Joy -20%&lt;br /&gt;
| Make the pawn's [[Needs|joy]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Chemical -20% &lt;br /&gt;
| Make the pawn's [[Needs|chemical]] meter 20% lower. Requires &amp;quot;Chemical fascination&amp;quot; or &amp;quot;Chemical interest&amp;quot; [[Traits|trait]]. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Indoors -20% &lt;br /&gt;
| Make the pawn's [[Needs|indoors]] meter 20% lower. Requires &amp;quot;Undergrounder&amp;quot; [[Traits|trait]]. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Needs misc -20% &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Certainty -20%{{IdeologyIcon}} &lt;br /&gt;
| Make the pawn less certain in their current ideology.&lt;br /&gt;
|-&lt;br /&gt;
! Set [[Skill]] &lt;br /&gt;
| Set a pawn's selected [[Skills|skill]] to a selected level.&lt;br /&gt;
|-&lt;br /&gt;
! Max [[Skill]] &lt;br /&gt;
| Max a pawn's selected [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Max All [[Skill]]s &lt;br /&gt;
| Max all the pawn's [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Mental break]]... &lt;br /&gt;
| Cause an instant mental breakdown on the indicated pawn&lt;br /&gt;
|-&lt;br /&gt;
! T: Do Voice Call &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mental state... &lt;br /&gt;
| Start other mental states on the indicated pawn, such as manhunter, social fighting, and panic&lt;br /&gt;
|-&lt;br /&gt;
! T: Stop mental state &lt;br /&gt;
| Stop a pawn's [[Mental break|mental break]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Inspiration]]... &lt;br /&gt;
| Give a selected [[Inspiration|inspiration]] to a colonist.&lt;br /&gt;
|-&lt;br /&gt;
! Give [[trait]]... &lt;br /&gt;
| Give a selected [[Traits|trait]] to a pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Set [[backstory]] &lt;br /&gt;
| Change a pawn's [[Backstories|backstory]]&lt;br /&gt;
|-&lt;br /&gt;
! Give ability... &lt;br /&gt;
| Gives pawn a selected ability&lt;br /&gt;
|-&lt;br /&gt;
! Give Psylink... {{RoyaltyIcon}} &lt;br /&gt;
| Gives pawn a selected psylink level&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove neural heat {{RoyaltyIcon}} &lt;br /&gt;
| Removes all neural heat from selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Give good thought... &lt;br /&gt;
| Give a temporary +10 [[Mood|mood boost]] to a pawn. Can be used in pawn's needs list&lt;br /&gt;
|&lt;br /&gt;
! T: Give bad thought... &lt;br /&gt;
| Give a temporary -10 [[Mood|mood debuff]] to a pawn. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear Bound Unfinished Things &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Force Birthday &lt;br /&gt;
| Force a pawn to age. Has a chance to develop age-related [[ailments]], such as [[dementia]] or [[Alzheimer's]].&lt;br /&gt;
|-&lt;br /&gt;
! T: Recruit &lt;br /&gt;
| Recruits the selected human to the colony&lt;br /&gt;
|-&lt;br /&gt;
! T: Enslave{{IdeologyIcon}} &lt;br /&gt;
| Enslaves selected pawn to the colony&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Apparel &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wear apparel (selected) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Equip primary (selected) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Tame Animal &lt;br /&gt;
| Tame a selected [[animal]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Train Animal &lt;br /&gt;
| Put all selected training for an animal to the max level.&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Develop Bound Relation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Queue Training Decay &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Display Relations Info &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Display Interactions Info &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start Marriage Ceremony &lt;br /&gt;
| Forces marriage ceremony&lt;br /&gt;
|-&lt;br /&gt;
! T: Force Interaction &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Start Random Gathering &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Start Gathering &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start Prison Break &lt;br /&gt;
| Force a prison break to happen.&lt;br /&gt;
|-&lt;br /&gt;
! T: Pass To World &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Make1 Year Older &lt;br /&gt;
| Force a pawn to age one year without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Make1 Year Older &lt;br /&gt;
| Force a pawn to age one day without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Job Giver &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Joy Giver &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: EndCurrentJob(InterruptForced) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: CheckForJobOverride &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Toggle Job Logging&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Toggle Stance Logging&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Kidnap colonist &lt;br /&gt;
| Forces raiders to kidnap a pawn&lt;br /&gt;
|-&lt;br /&gt;
! T: Face cell (selected)... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Precept{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Remove Precept{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trigger Date Ritual{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add 5 days to obligation timer{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Remove ritual obligation{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Generate 200 ritual names{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Set ideo role...{{IdeologyIcon}} &lt;br /&gt;
| Sets pawn's ideology role to selected&lt;br /&gt;
|-&lt;br /&gt;
! T: Make guilty &lt;br /&gt;
| Makes pawn to be guilty&lt;br /&gt;
|-&lt;br /&gt;
! T: Force age reversal demand now{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Reset age reversal demand{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Draw breach path &lt;br /&gt;
| Shows the path that breach raids will take to infiltrate your base, often blasting through man-made or natural walls.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
Spawns things - items, pawns, terrain etc.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Spawn Complex{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Remove world pawn... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn Pawn &lt;br /&gt;
| Select a moving being - colonists, animals, adversaries, from a list of all in the game. Left click to spawn, right click to cancel. Pawns will spawn in the relevant [[faction]] e.g. Pirate pawns will spawn in [[Pirates]] faction, animals will spawn wild, colonist pawns will spawn in the player's faction.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Weapon]] &lt;br /&gt;
| Select a weapon from a list of all in the game, including any that are otherwise unavailable such as thr [[mini-turret gun|mini]]. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[apparel]]... &lt;br /&gt;
| Select an item of apparel from a list of all in the game, including any that are otherwise unavailable. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
! Try place near thing... &lt;br /&gt;
| Place an item at or near where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place near thing with style... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Try place near stack of 25... &lt;br /&gt;
| Place 25 items at or near where you indicate (items with a maximum stack size less than 25 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
! Try place near stack of 75... &lt;br /&gt;
| Place 75 items at or near where you indicate (items with a maximum stack size less than 75 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
! Try place direct thing... &lt;br /&gt;
| Try to place an item directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place direct stack of 25... &lt;br /&gt;
| Try to place a stack of 25 items directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place stack of market value &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Try add to inventory... &lt;br /&gt;
| Adds item to pawn inventory.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn thing with wipe mode... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Set terrain... &lt;br /&gt;
| Select a ground type or flooring and indicate where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
! Set terrain (rect)... &lt;br /&gt;
| Select a ground type or flooring and select the area where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Mechanoid cluster|Mech Cluster]] {{RoyaltyIcon}} &lt;br /&gt;
| Summons mechanoid cluster to selected point&lt;br /&gt;
|-&lt;br /&gt;
! T: Make [[filth]] x100 &lt;br /&gt;
| Creates filth.&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Faction Leader &lt;br /&gt;
| Spawns the leader of a faction.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn world pawn... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn thing set... &lt;br /&gt;
| Spawn a selection of event things&lt;br /&gt;
|-&lt;br /&gt;
! Trigger effecter... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Shuttle]] {{RoyaltyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn relic{{IdeologyIcon}} &lt;br /&gt;
| Spawns ideology relic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spawning: World mode ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Random Caravan &lt;br /&gt;
| Spawns random caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Random Faction Base &lt;br /&gt;
| Creates a faction base at selected position.&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Site &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Destroy Site &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Site With Points &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn World Object &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map management ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Leak Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Print Leaked Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Game Condition &lt;br /&gt;
| Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Remove Game Condition &lt;br /&gt;
| End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! T: Transfer &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Regenerate Current Map &lt;br /&gt;
| Resets the current active map to its default state. &lt;br /&gt;
|-&lt;br /&gt;
! Generate Map With Caves &lt;br /&gt;
| Generates a new map that contains caves.&lt;br /&gt;
|-&lt;br /&gt;
! Run Map Generator &lt;br /&gt;
| Generates a new map for various encounters. &lt;br /&gt;
|-&lt;br /&gt;
! Force Reform in Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Map management: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Leak Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Print Leaked Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Game Condition &lt;br /&gt;
| Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Remove Game Condition &lt;br /&gt;
| End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Change Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Regenerate Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map With Caves &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Run Map Generator &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Force Reform in Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autotests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Make Colony (full) &lt;br /&gt;
| Spawns 26 colonists, which simulates having a full colony with all tech researched, with all buildings unlocked and every possible item (modded items as well). You can use this as a test to see what consumables, buildings, workbenches, apparel, weapons and other available stuff is added when reaching endgame. All buildable buildings, props decor, from the architecture tab will be spawned on an electric power grid shown in the picture below.  All consumables like food and raw resources will be shown on the map showed in the photo below.&lt;br /&gt;
|-&lt;br /&gt;
! Make colony (animals) &lt;br /&gt;
| For each animal, creates the animal, their desiccated corpse, and one meat and leather.&lt;br /&gt;
|-&lt;br /&gt;
! Make colony (ancient junk){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test force downed x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test force kill x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Surgery fail catastrophic x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Surgery fail ridiculous x100  &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test generate pawn x1000 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Generate Pawns Of All Shapes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Check Region Listers &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test time-to-down &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale All PawnKinds &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale Humanlikes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale By Damagetype &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Custom Structure Generation===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Quickspawn structure &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy all hostile pawns on map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug Logging Menu ==&lt;br /&gt;
[[File:Debug logging menu.jpeg|500px|thumb|right|Debug Logging Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
===Economy===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Animal Breeding &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Growth &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel Armor &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel By Stuff &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel Insulation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Buildings Skills &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Crops &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Drugs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Floors &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Hediffs Price Impact &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Item Accessibility &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Item And Building Acquisition &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recipe Skills &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recipes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thing Set Make Tags &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thing Smelt Products &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wool &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Incidents===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Future Incidents &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Future Incidents Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Incident Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Incident Targets List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Arrival Candidates &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Group Gen Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Peace Talks Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pod Contents Possible Defs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pod Contents Test &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Arrivemode Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Faction Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Strategy Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Threats Generator &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Kind Things &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Kinds &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Generation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Generators Defs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Market Values &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Animal Behavior &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Combat Balance &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Points To Hunt Or Slaughter &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Trade Tags &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Basics &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Ecosystem &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Backstory Counts Per Tag &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! List Solid Backstories &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Live Pawns Inspiration Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mental Breaks &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Gear Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Apparel Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Basics &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Tech Hediff Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Weapon Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Work Disables Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Races Butchery &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Races Food Consumption &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recruit Difficulties Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thoughts &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Traits Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Performance===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Generation Histogram &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! All Graphics Loaded &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dynamic Draw Things List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Loaded Assets &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Delta &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Report &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Snapshot &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mesh Pool Stats &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Rand By Curve Tests &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Rand Tests &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Steam Workshop Status &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Math Perf &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Text generation===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Database Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Random Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Specific Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Taleless &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Database Tales Interest &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Database Tales List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Flavorful Combat Test &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Interaction Logs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Names From Rulepack &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UI===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Column Test &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===World pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Colonist Relative Chance &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Kidnapped Pawns &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Run World Pawn Gc &lt;br /&gt;
| Deletes any world pawns except those that the game sees a reason to keep, such as if they are a relative of another pawn or a faction leader. This can help improve performance, as the game will have less pawns to keep track of.&lt;br /&gt;
|-&lt;br /&gt;
! Run World Pawn Mothball &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Dotgraph &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Gc Breakdown &lt;br /&gt;
| Shows how many world pawns will be deleted by the 'Run World Pawn Gc' option, and how many will be kept, as well as the reasons for keeping them.&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn List &lt;br /&gt;
| Shows a list of all world pawns (pawns that are not currently on the map, but are still being kept track of by the game).&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Mothball Info &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** T: Spawn Relic &lt;br /&gt;
** T: Set Source Precept &lt;br /&gt;
** Add Slave &lt;br /&gt;
** T: Hack 100% &lt;br /&gt;
** T: Hack +10% &lt;br /&gt;
** T: Darklight At Position &lt;br /&gt;
** Set Ideo  &lt;br /&gt;
** T: Suppression +10% &lt;br /&gt;
** T: Suppression -10% &lt;br /&gt;
** T: Clear suppression schedule &lt;br /&gt;
** T: Will +1 &lt;br /&gt;
** T: Will -1 &lt;br /&gt;
** T: Start slave rebellion (random) &lt;br /&gt;
** T: Start slave rebellion (aggressive) &lt;br /&gt;
** T: Enslave &lt;br /&gt;
** Add Precept &lt;br /&gt;
** Remove Precept &lt;br /&gt;
** Trigger Date Ritual &lt;br /&gt;
** Add 5 days to obligation timer &lt;br /&gt;
** Remove ritual obligation &lt;br /&gt;
** Generate 200 ritual names &lt;br /&gt;
** T: Set ideo role... &lt;br /&gt;
** Spawn relic &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** Do trade caravan arrival &lt;br /&gt;
** Atlas Rebuild &lt;br /&gt;
** Add Trade Ship Of Kind .&lt;br /&gt;
** Dump Pawn Atlases &lt;br /&gt;
** Dump Static Atlases &lt;br /&gt;
** T: Glow At Position &lt;br /&gt;
** T: HSV At Position &lt;br /&gt;
** Fill Map With Trees &lt;br /&gt;
** Flash Blocked Landing Cells &lt;br /&gt;
** T: Discard &lt;br /&gt;
** Rotate Clockwise &lt;br /&gt;
** Rotate Counter Clockwise &lt;br /&gt;
** Clear All Fog &lt;br /&gt;
** T: Change Thing Style &lt;br /&gt;
** T: Force sleep then assault colony 	&lt;br /&gt;
** T: Enable wound debug draw &lt;br /&gt;
** Wound debug export (non-humanlike)? &lt;br /&gt;
** T: Change style &lt;br /&gt;
** T: Request style change &lt;br /&gt;
** T: Make Faction leader &lt;br /&gt;
** T: Clear Prisoner Interaction Schedule? &lt;br /&gt;
** T: Indoors -20% &lt;br /&gt;
** T: Needs misc -20% &lt;br /&gt;
** T: Certainty -20% &lt;br /&gt;
** T: Do Voice Call &lt;br /&gt;
** T: Display Relations Info &lt;br /&gt;
** T: Display Interactions Info &lt;br /&gt;
** T: Make guilty &lt;br /&gt;
** Draw breach path &lt;br /&gt;
** Try place near thing with style... 	&lt;br /&gt;
** Try place stack of market value &lt;br /&gt;
** Set terrain (rect)... &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=133513</id>
		<title>Development mode</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=133513"/>
		<updated>2023-04-15T03:34:20Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* World pawns */ Added information on World Pawn Gc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Rewrite|reason=Development mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus when god mode is turned on etc.}}&lt;br /&gt;
{{Image wanted|reason=See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated}}&lt;br /&gt;
[[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]]&lt;br /&gt;
'''Development mode''' is a feature on the [[user interface]] that serves both as a debugging tool for developers and as a cheat menu for most other players.&lt;br /&gt;
&lt;br /&gt;
When active, it is seen as an additional menu on the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Development mode can be enabled via the '''Options''' in the Menu, accessible via the toolbar or the {{Key|Escape}} key. Under '''Options''', there is an option for &amp;quot;Development Mode&amp;quot;. Toggle this option to a tick to turn on development mode.&lt;br /&gt;
&lt;br /&gt;
=== Permanently disable ===&lt;br /&gt;
In the Options menu in-game, you have the choice to 'permanently' disable development mode after you have enabled the developer mode. This prevents you from cheating using this.&lt;br /&gt;
&lt;br /&gt;
Enabling this option creates an empty file called 'DevModeDisabled' in the RimWorld config folder.&lt;br /&gt;
&lt;br /&gt;
You can reset it by deleting this 'DevModeDisabled' file from the RimWorld config folder&lt;br /&gt;
&lt;br /&gt;
The config folder can be located at the following locations:&lt;br /&gt;
&lt;br /&gt;
In Windows:&amp;lt;br&amp;gt;&lt;br /&gt;
- Press the Start/WindowsKey + R &amp;gt; Enter &amp;quot;%appdata%&amp;quot; and press enter &amp;gt; then navigate to LocalLow -&amp;gt; Ludeon Studios -&amp;gt; Rimworld by Ludeon Studios -&amp;gt; Config&amp;lt;br&amp;gt;&lt;br /&gt;
In Linux:&amp;lt;br&amp;gt;&lt;br /&gt;
- On a console, type: cd &amp;quot;~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Config&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Items are shown from left to right in the picture.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DebugLog.png]] Debug log ===&lt;br /&gt;
An output log for debugging. Shows errors if they occur, as well as debug outputs.&lt;br /&gt;
&lt;br /&gt;
=== [[File:PackageEditor.png]] Package editor ===&lt;br /&gt;
It allows you to edit game data while the game is running. Currently limited to sound and colonist hairstyles.&lt;br /&gt;
&lt;br /&gt;
=== [[File:ViewSettings.png]] View settings ===&lt;br /&gt;
Toggles special debug visuals, such as shooting hit chances, infestation chances and toggling fog (fog of war) and snow visibility.&lt;br /&gt;
&lt;br /&gt;
It also allows some debug settings, for example, unlimited power, toggling damage, and fast research, learning (i.e. instant boost to lv 20 upon doing a task), ecology, crafting, caravans, etc.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug actions menu ===&lt;br /&gt;
Forces a variety of things to happen. Many things can be done from here; spawning items and pawns, executing events, downing/ killing pawns, they are all done through this menu.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug logging menu ===&lt;br /&gt;
Where some debugging information can be found, like crop economy, item nutrition, and such.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Inspector.png]] Inspector ===&lt;br /&gt;
Lets you see what's happening in the game.&lt;br /&gt;
&lt;br /&gt;
=== [[File:GodMode.png]] God mode ===&lt;br /&gt;
Toggles god mode. While active, all player-buildable buildings are available without research, and are constructed instantly and at no cost when placing down the blueprint. Note that &amp;quot;deconstructing&amp;quot; is instantaneous, but leaves behind resources as appropriate to the item(s) deconstructed. To remove these items, or any others, use the &amp;quot;T: Kill&amp;quot; or T: Destroy&amp;quot; commands under the Debug section.&lt;br /&gt;
&lt;br /&gt;
[[Orders#Mine|Mining orders]] are also completed instantly upon designation but return the minimum yield.  &lt;br /&gt;
&lt;br /&gt;
God mode can be also toggled through 'View Settings'.&lt;br /&gt;
&lt;br /&gt;
=== Autopause ===&lt;br /&gt;
Toggles autopause when an error is logged.&lt;br /&gt;
&lt;br /&gt;
=== Save translation report ===&lt;br /&gt;
An option shown on the title screen, it generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and other useful information for translators.&lt;br /&gt;
&lt;br /&gt;
== Debug Action Menu ==&lt;br /&gt;
[[File:Debug actions menu.jpeg|500px|thumb|right|Debug Action Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
There are many options in this menu, and several sub-menus. The search bar in the top right will highlight options matching the search criteria, but the spelling must exactly match the name of the option or part of it.&lt;br /&gt;
&lt;br /&gt;
Commands prefaced with with '''&amp;quot;T:&amp;quot;''' seem to temporarily alter the mouse behavior to do execute the command on  left click, with right click cancelling this behavior.&lt;br /&gt;
&lt;br /&gt;
Commands ending with an ellipsis '''&amp;quot;...&amp;quot;''' seem to tend to open a submenu, but not commands that do so have the ellipsis and not all commands that have an ellipsis do so. Its meaning is currently unclear.&lt;br /&gt;
&lt;br /&gt;
===Incidents===&lt;br /&gt;
Creates [[events]] and [[raid]]s&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Do incident (Map) &lt;br /&gt;
| Creates an event (e.g. a [[disease]], [[heat wave]]/[[cold snap]], [[thrumbo]]s, [[Events#Ambrosia_sprout|ambrosia sprout]], random enemy raid or caravan visit, etc.).&lt;br /&gt;
|-&lt;br /&gt;
! Do incident x10 (Map) &lt;br /&gt;
| Creates ten times the same kind of event, all at the same time (e.g. 10 [[mech cluster]]s).&lt;br /&gt;
|-&lt;br /&gt;
! Do incident w/ point (Map) &lt;br /&gt;
| Creates an event with specified total hitpoints (e.g. infecting a choosen number of hitpoints of cultures with [[blight]], spawning a choosen total hitpoints of enemies or visitors, etc.). &lt;br /&gt;
|-&lt;br /&gt;
! Do trade caravan arrival &lt;br /&gt;
| Trade caravan arrives&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with points &lt;br /&gt;
| Creates a random faction raid with specified total hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with factions &lt;br /&gt;
| Creates a choosen faction raid with specified total hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with specifics &lt;br /&gt;
| Creates a raid where everything can be specified (faction, total hitpoints, arrival mode and location, etc.).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Incidents: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Do incident (Map)… &lt;br /&gt;
| Allows you to choose an incident that shall happen&lt;br /&gt;
|-&lt;br /&gt;
! Do incident x10 (Map)… &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Do incident w/ points (Map)… &lt;br /&gt;
| Allows you to choose an incident that shall happen and it's points&lt;br /&gt;
|-&lt;br /&gt;
! Do incident (World)… &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Do incident x10 (World)… &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Do incident w/ points (World)… &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
Tools for adding [[quests]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate quest &lt;br /&gt;
| Allows you to generate quest&lt;br /&gt;
|-&lt;br /&gt;
! Generate quests x10 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Generate quests x30 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Generate quest (1x for each points) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! QuestPart test &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Log genearted quest savedata&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
A selection of tools not easily categorized into the other section or with effects that could be placed in several sections.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Atlas Rebuild &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Relic{{IdeologyIcon}} &lt;br /&gt;
| Spawns relic of ideology&lt;br /&gt;
|-&lt;br /&gt;
! T: Set Source Precept{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Slave{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Hack 100%{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Hack +10%{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Darklight At Position{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Max Development Points{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Development Points{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Clear Development Points{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Plants &lt;br /&gt;
| Destroys all plants on the map.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Things &lt;br /&gt;
| Destroys all items, structures, and entities on the map.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Clutter &lt;br /&gt;
| Destroys chunks, filth and rubble.&lt;br /&gt;
|-&lt;br /&gt;
! Finish All [[Research]] &lt;br /&gt;
| Finishes all research projects.&lt;br /&gt;
|-&lt;br /&gt;
! Replace All Trade Ships &lt;br /&gt;
| &lt;br /&gt;
* All current [[trader|trade ships]] leave&lt;br /&gt;
* A random selection of 5 trade ships replace them. This includes modded trade ships, if any.&lt;br /&gt;
|-&lt;br /&gt;
! Add Trade Ship Of Kind &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change [[weather]]... &lt;br /&gt;
| Opens a sub menu where the chosen weather can be selected. Doing it once will gradually change the [[weather]]. Using the same command twice will immediately change the weather&lt;br /&gt;
|-&lt;br /&gt;
! Play song... &lt;br /&gt;
| Plays a song from the games soundtrack.&lt;br /&gt;
|-&lt;br /&gt;
! Play sound... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Prisoner &lt;br /&gt;
| Spawns a random prisoner from a random faction.&lt;br /&gt;
|-&lt;br /&gt;
! Add Guest &lt;br /&gt;
| Spawns a guest from a random faction to visit your colony.&lt;br /&gt;
|-&lt;br /&gt;
! Force Enemy Assault &lt;br /&gt;
| If there are waiting enemies on the map, force them to begin their attack.&lt;br /&gt;
|-&lt;br /&gt;
! Force Enemy Flee &lt;br /&gt;
| If there are attacking enemies on the map, force them to flee.&lt;br /&gt;
|-&lt;br /&gt;
! Adaption Progess10 Days&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Unload Unused Assets &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Name settlement &lt;br /&gt;
| Allows you to name or rename your faction and settlement&lt;br /&gt;
|-&lt;br /&gt;
! Next lesson &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Regen All Map Mesh Sections &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change Camera Config &lt;br /&gt;
| Allows you to toggle through various camera panning/zoom easing.&lt;br /&gt;
|-&lt;br /&gt;
! Force Ship Countdown &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Force Start Ship &lt;br /&gt;
| Forces the ship required to escape the rimworld planet to take off.&lt;br /&gt;
|-&lt;br /&gt;
! Flash Trade Drop Spot &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Kill Faction Leader &lt;br /&gt;
| Kills the leader of the selected faction.&lt;br /&gt;
|-&lt;br /&gt;
! Kill Kidnapped Pawn &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Kill World Pawn &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Set Faction Relations &lt;br /&gt;
| Sets your relations with a faction. Can be set to Hostile, Neutral and Ally.&lt;br /&gt;
|-&lt;br /&gt;
! Visitor Gift &lt;br /&gt;
| Make current visitor leave a random gift.&lt;br /&gt;
|-&lt;br /&gt;
! Refog Map &lt;br /&gt;
| Hide all enclosed places as if undiscovered&lt;br /&gt;
|-&lt;br /&gt;
! Use Gen Step &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time1 Hour &lt;br /&gt;
| Moves time 1 hour forward. {{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time6 Hours &lt;br /&gt;
| Moves time 6 hours forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment time 1 day &lt;br /&gt;
| Moves time 1 day forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time1 Season &lt;br /&gt;
| Moves time 1 quadrum forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Storywatcher tick 1 day &lt;br /&gt;
| Move story events ahead a day - such as an eclipse&lt;br /&gt;
|-&lt;br /&gt;
! Add [[techprint]] to project {{RoyaltyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apply [[techprint]] on project {{RoyaltyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Kill Random Lent Colonist &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Hats &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Apparel Check &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dump Pawn Atlases &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dump Static Atlases &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Ability Check &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Glow At Position &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: HSV At Position &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Fill Map With Trees &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Flash Blocked Landing Cells &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Award 4 [[Titles|honor]] {{RoyaltyIcon}} &lt;br /&gt;
| Awards 4 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Award 10 [[Titles|honor]]  {{RoyaltyIcon}}&lt;br /&gt;
| Awards 10 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Remove 4 [[Titles|honor]]  {{RoyaltyIcon}} &lt;br /&gt;
| Removes 4 [[Titles|Royal honor]] from a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Reduce royal [[title]] {{RoyaltyIcon}} &lt;br /&gt;
| Reduces pawns current [[Titles|Royal title]].&lt;br /&gt;
|-&lt;br /&gt;
! T: Destroy &lt;br /&gt;
| Left click to destroy an object or pawn, obliterating it from existence without leaving anything behind.&lt;br /&gt;
|-&lt;br /&gt;
! T: Discard &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Kill &lt;br /&gt;
| Left click to instantly kill or &amp;quot;destroy&amp;quot; a pawn or object, leaving behind corpses or resources. A second click removes same from map.&lt;br /&gt;
|-&lt;br /&gt;
! T: 10 damage &lt;br /&gt;
| Left click to deal 10 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: 5000 damage &lt;br /&gt;
| Left click to deal 5000 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Rotate Clockwise &lt;br /&gt;
| Rotates object clockwise&lt;br /&gt;
|-&lt;br /&gt;
! Rotate Counter Clockwise &lt;br /&gt;
| Rotates object counterclockwise&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear area 21x21 &lt;br /&gt;
| Left click to destroy all objects in a 21 by 21 area, excluding flooring.&lt;br /&gt;
|-&lt;br /&gt;
! T: Make Rock 11x11  &lt;br /&gt;
| Left click to spawn an 11 by 11 solid block of rock.&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion ([[Damage Types|bomb]]) &lt;br /&gt;
| Left click to create explosions. The explosions have a radius of ? tiles and do 50 damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion (flame) &lt;br /&gt;
|  Left click to create flame explosions. The explosions have a radius of ? tiles and do 10 damage, as well as setting objects on fire. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion (stun) &lt;br /&gt;
| Left click to create stunning explosions. The explosions have a radius of ? tiles and stun for ? seconds. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion ([[EMP]]) &lt;br /&gt;
| Left click to create exposions of [[EMP]]. The explosions have a radius of ? tiles and do ? damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion (extinguisher) &lt;br /&gt;
| Left click to create explosions of firefoam similar to a [[firefoam popper]]. The foam has a radius of ? tiles and create [[Firefoam]] on the ground. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion ([[smoke]]) &lt;br /&gt;
| Left click to create clouds of [[Smoke]]. The clouds have a radius of ? tiles and last ? seconds. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Lightning Strike &lt;br /&gt;
| Left click to create [[Lightning]] strikes. The strikes have a radius of 1.9 tiles and do 10 damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
! T: Add Snow &lt;br /&gt;
| Adds snow to selected cell&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove Snow &lt;br /&gt;
| Removes snow from selected cell&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear All Snow &lt;br /&gt;
| Removes every single bit of snow from the map.&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (10) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (1000) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (-1000) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Finish Plant Growth &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Grow1 Day &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Grow To Maturity &lt;br /&gt;
| Grows a single plant to full maturity.&lt;br /&gt;
|-&lt;br /&gt;
! T: Regen Section &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Set Color{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Randomize Color{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Rot1 day &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Force sleep &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Fuel -20% &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Break down... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Use Scatterer &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! BaseGen &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! SketchGen &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Make Roof &lt;br /&gt;
| Creates a 3x3 square of constructed roof under the cursor.&lt;br /&gt;
|-&lt;br /&gt;
! T: Delete Roof &lt;br /&gt;
| Deletes a 3x3 square of roof under the cursor, including overhead mountain.&lt;br /&gt;
|-&lt;br /&gt;
! T: Test Flood Unfog &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Closwalk Cell30 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Walk Path &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Skygaze Cell &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Direct Flee Dest &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Spectators Cells &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Check Reachability &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash TryFindRandomPawnExitCell &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: RandomSpotJustOutsideColony &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Random Spot Near ThingAvoiding Host??? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Clear All Fog &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Change Thing Style &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Force sleep then assault colony &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Attach Fire &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Enable wound debug draw &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wound debug export (non-humanlike)? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====General: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Atlas Rebuild &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change camera config… &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
A number of commands to interact with pawns of all types - humans or animals, colonist or otherwise, alive or dead. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Set Ideo{{IdeologyIcon}}  &lt;br /&gt;
| Sets pawn's ideology to selected&lt;br /&gt;
|- &lt;br /&gt;
! Convert To Ideo{{IdeologyIcon}} &lt;br /&gt;
| Converts pawn to selected ideology.&lt;br /&gt;
|-&lt;br /&gt;
! T: Suppression +10%{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Suppression -10%{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear suppression schedule{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Will +1{{IdeologyIcon}} &lt;br /&gt;
| Adds +1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
! T: Will -1{{IdeologyIcon}} &lt;br /&gt;
| Adds -1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
! T: Start slave rebellion (random){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start slave rebellion (aggressive){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Change style &lt;br /&gt;
| Changes pawn's hair and tattoos to selected&lt;br /&gt;
|-&lt;br /&gt;
! T: Request style change &lt;br /&gt;
| Forces pawn to wish it's hair and tattoos&lt;br /&gt;
|-&lt;br /&gt;
! T: Make Faction leader &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear Prisoner Interaction Schedule? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Resurrect &lt;br /&gt;
| Indicate a corpse to resurrect it, healing all damage&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Until Down &lt;br /&gt;
| Damages the pawn until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Legs &lt;br /&gt;
| Damages the pawn's legs until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage To Death &lt;br /&gt;
| Damage the pawn to death.&lt;br /&gt;
|-&lt;br /&gt;
! T: Carried Damage To Death &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: 10 damage until dead &lt;br /&gt;
| Deals an indicated pawn 10 units of damage repeatedly until dead&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Held Pawn To Death &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Minor &lt;br /&gt;
| Simulate minor [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Catastrophic &lt;br /&gt;
| Simulate catastrophic [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Ridiculous &lt;br /&gt;
| Simulate ridiculous [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Restore Body Part &lt;br /&gt;
| Takes you to a submenu of body parts i.e. Left Leg, Right Arm, etc. and allows you to fully restore that part.&lt;br /&gt;
|-&lt;br /&gt;
! Apply damage... &lt;br /&gt;
| Simulate specific type of [[damage]] to a specific body part.&lt;br /&gt;
|-&lt;br /&gt;
! Apply Hediff... &lt;br /&gt;
| Add a specific type of [[Injury]] to a specific body part. Also able to add [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove Hediff... &lt;br /&gt;
| Remove a specific type of [[Injury]] from a pawn. Also able to remove [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Heal random injury (10) &lt;br /&gt;
| Remove a random injury. This may need to used multiple times to restore a pawn to health.&lt;br /&gt;
|-&lt;br /&gt;
! T: Activate HediffGiver &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Activate HediffGiver World Pawn&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Discover Hediffs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Grant Immunities &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Give Birth &lt;br /&gt;
| Spawns a random pawn with the age 0&lt;br /&gt;
|-&lt;br /&gt;
! T: Resistance -1 &lt;br /&gt;
| Adds -1 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
! T: Resistance -10 &lt;br /&gt;
| Adds -10 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
! T: +20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} &lt;br /&gt;
| Adds 20℅ to pawn's neural heat&lt;br /&gt;
|-&lt;br /&gt;
! T: -20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} &lt;br /&gt;
| Removes 20℅ from pawn's neural heat&lt;br /&gt;
|-&lt;br /&gt;
! T: List Melee Verbs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Add/remove pawn relation &lt;br /&gt;
| Add or remove a pawn's relationship from the [[Social|social]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! T: Add Opinion Talks About &lt;br /&gt;
| Make other colonist's opinion about a selected pawn higher/lower.&lt;br /&gt;
|-&lt;br /&gt;
! T: Force vomit... &lt;br /&gt;
| Forces the pawn to vomit&lt;br /&gt;
|-&lt;br /&gt;
! T: [[Psycasts#Psyfocus|Psyfocus]] +20% {{RoyaltyIcon}}&lt;br /&gt;
| Adds 20% to pawn's psyfocus&lt;br /&gt;
|-&lt;br /&gt;
! T: [[Psycasts#Psyfocus|Psyfocus]] -20% {{RoyaltyIcon}}&lt;br /&gt;
| Removes 20℅ from pawn's psyfocus&lt;br /&gt;
|-&lt;br /&gt;
! T: Food -20% &lt;br /&gt;
| Make the pawn's [[Needs|hunger]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Rest -20% &lt;br /&gt;
| Make the pawn's [[Needs|rest]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Joy -20%&lt;br /&gt;
| Make the pawn's [[Needs|joy]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Chemical -20% &lt;br /&gt;
| Make the pawn's [[Needs|chemical]] meter 20% lower. Requires &amp;quot;Chemical fascination&amp;quot; or &amp;quot;Chemical interest&amp;quot; [[Traits|trait]]. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Indoors -20% &lt;br /&gt;
| Make the pawn's [[Needs|indoors]] meter 20% lower. Requires &amp;quot;Undergrounder&amp;quot; [[Traits|trait]]. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Needs misc -20% &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Certainty -20%{{IdeologyIcon}} &lt;br /&gt;
| Make the pawn less certain in their current ideology.&lt;br /&gt;
|-&lt;br /&gt;
! Set [[Skill]] &lt;br /&gt;
| Set a pawn's selected [[Skills|skill]] to a selected level.&lt;br /&gt;
|-&lt;br /&gt;
! Max [[Skill]] &lt;br /&gt;
| Max a pawn's selected [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Max All [[Skill]]s &lt;br /&gt;
| Max all the pawn's [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Mental break]]... &lt;br /&gt;
| Cause an instant mental breakdown on the indicated pawn&lt;br /&gt;
|-&lt;br /&gt;
! T: Do Voice Call &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mental state... &lt;br /&gt;
| Start other mental states on the indicated pawn, such as manhunter, social fighting, and panic&lt;br /&gt;
|-&lt;br /&gt;
! T: Stop mental state &lt;br /&gt;
| Stop a pawn's [[Mental break|mental break]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Inspiration]]... &lt;br /&gt;
| Give a selected [[Inspiration|inspiration]] to a colonist.&lt;br /&gt;
|-&lt;br /&gt;
! Give [[trait]]... &lt;br /&gt;
| Give a selected [[Traits|trait]] to a pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Set [[backstory]] &lt;br /&gt;
| Change a pawn's [[Backstories|backstory]]&lt;br /&gt;
|-&lt;br /&gt;
! Give ability... &lt;br /&gt;
| Gives pawn a selected ability&lt;br /&gt;
|-&lt;br /&gt;
! Give Psylink... {{RoyaltyIcon}} &lt;br /&gt;
| Gives pawn a selected psylink level&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove neural heat {{RoyaltyIcon}} &lt;br /&gt;
| Removes all neural heat from selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Give good thought... &lt;br /&gt;
| Give a temporary +10 [[Mood|mood boost]] to a pawn. Can be used in pawn's needs list&lt;br /&gt;
|&lt;br /&gt;
! T: Give bad thought... &lt;br /&gt;
| Give a temporary -10 [[Mood|mood debuff]] to a pawn. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear Bound Unfinished Things &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Force Birthday &lt;br /&gt;
| Force a pawn to age. Has a chance to develop age-related [[ailments]], such as [[dementia]] or [[Alzheimer's]].&lt;br /&gt;
|-&lt;br /&gt;
! T: Recruit &lt;br /&gt;
| Recruits the selected human to the colony&lt;br /&gt;
|-&lt;br /&gt;
! T: Enslave{{IdeologyIcon}} &lt;br /&gt;
| Enslaves selected pawn to the colony&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Apparel &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wear apparel (selected) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Equip primary (selected) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Tame Animal &lt;br /&gt;
| Tame a selected [[animal]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Train Animal &lt;br /&gt;
| Put all selected training for an animal to the max level.&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Develop Bound Relation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Queue Training Decay &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Display Relations Info &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Display Interactions Info &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start Marriage Ceremony &lt;br /&gt;
| Forces marriage ceremony&lt;br /&gt;
|-&lt;br /&gt;
! T: Force Interaction &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Start Random Gathering &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Start Gathering &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start Prison Break &lt;br /&gt;
| Force a prison break to happen.&lt;br /&gt;
|-&lt;br /&gt;
! T: Pass To World &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Make1 Year Older &lt;br /&gt;
| Force a pawn to age one year without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Make1 Year Older &lt;br /&gt;
| Force a pawn to age one day without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Job Giver &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Joy Giver &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: EndCurrentJob(InterruptForced) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: CheckForJobOverride &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Toggle Job Logging&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Toggle Stance Logging&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Kidnap colonist &lt;br /&gt;
| Forces raiders to kidnap a pawn&lt;br /&gt;
|-&lt;br /&gt;
! T: Face cell (selected)... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Precept{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Remove Precept{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trigger Date Ritual{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add 5 days to obligation timer{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Remove ritual obligation{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Generate 200 ritual names{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Set ideo role...{{IdeologyIcon}} &lt;br /&gt;
| Sets pawn's ideology role to selected&lt;br /&gt;
|-&lt;br /&gt;
! T: Make guilty &lt;br /&gt;
| Makes pawn to be guilty&lt;br /&gt;
|-&lt;br /&gt;
! T: Force age reversal demand now{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Reset age reversal demand{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Draw breach path &lt;br /&gt;
| Shows the path that breach raids will take to infiltrate your base, often blasting through man-made or natural walls.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
Spawns things - items, pawns, terrain etc.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Spawn Complex{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Remove world pawn... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn Pawn &lt;br /&gt;
| Select a moving being - colonists, animals, adversaries, from a list of all in the game. Left click to spawn, right click to cancel. Pawns will spawn in the relevant [[faction]] e.g. Pirate pawns will spawn in [[Pirates]] faction, animals will spawn wild, colonist pawns will spawn in the player's faction.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Weapon]] &lt;br /&gt;
| Select a weapon from a list of all in the game, including any that are otherwise unavailable such as thr [[mini-turret gun|mini]]. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[apparel]]... &lt;br /&gt;
| Select an item of apparel from a list of all in the game, including any that are otherwise unavailable. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
! Try place near thing... &lt;br /&gt;
| Place an item at or near where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place near thing with style... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Try place near stack of 25... &lt;br /&gt;
| Place 25 items at or near where you indicate (items with a maximum pile number less than 25 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
! Try place near stack of 75... &lt;br /&gt;
| Place 75 items at or near where you indicate (items with a maximum pile number less than 75 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
! Try place direct thing... &lt;br /&gt;
| Try to place an item directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place direct stack of 25... &lt;br /&gt;
| Try to place a stack of 25 items directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place stack of market value &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Try add to inventory... &lt;br /&gt;
| Adds item to pawn inventory.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn thing with wipe mode... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Set terrain... &lt;br /&gt;
| Select a ground type or flooring and indicate where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
! Set terrain (rect)... &lt;br /&gt;
| Select a ground type or flooring and select the area where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Mechanoid cluster|Mech Cluster]] {{RoyaltyIcon}} &lt;br /&gt;
| Summons mechanoid cluster to selected point&lt;br /&gt;
|-&lt;br /&gt;
! T: Make [[filth]] x100 &lt;br /&gt;
| Creates filth.&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Faction Leader &lt;br /&gt;
| Spawns the leader of a faction.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn world pawn... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn thing set... &lt;br /&gt;
| Spawn a selection of event things&lt;br /&gt;
|-&lt;br /&gt;
! Trigger effecter... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Shuttle]] {{RoyaltyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn relic{{IdeologyIcon}} &lt;br /&gt;
| Spawns ideology relic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spawning: World mode ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Random Caravan &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Random Faction Base &lt;br /&gt;
| Creates a faction base at selected position.&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Site &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Destroy Site &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Site With Points &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn World Object &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map management ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Leak Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Print Leaked Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Game Condition &lt;br /&gt;
| Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Remove Game Condition &lt;br /&gt;
| End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! T: Transfer &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Regenerate Current Map &lt;br /&gt;
| Resets the current active map to its default state. &lt;br /&gt;
|-&lt;br /&gt;
! Generate Map With Caves &lt;br /&gt;
| Generates a new map that contains caves.&lt;br /&gt;
|-&lt;br /&gt;
! Run Map Generator &lt;br /&gt;
| Generates a new map for various encounters. &lt;br /&gt;
|-&lt;br /&gt;
! Force Reform in Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Map management: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Leak Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Print Leaked Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Game Condition &lt;br /&gt;
| Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Remove Game Condition &lt;br /&gt;
| End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Change Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Regenerate Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map With Caves &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Run Map Generator &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Force Reform in Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autotests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Make Colony (full) &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Make colony (animals) &lt;br /&gt;
| For each animal, creates the animal, their dessicated corpse, and one meat and leather.&lt;br /&gt;
|-&lt;br /&gt;
! Make colony (ancient junk){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test force downed x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test force kill x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Surgery fail catastrophic x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Surgery fail ridiculous x100  &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test generate pawn x1000 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Generate Pawns Of All Shapes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Check Region Listers &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test time-to-down &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale All PawnKinds &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale Humanlikes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale By Damagetype &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Custom Structure Generation===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Quickspawn structure &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy all hostile pawns on map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug Logging Menu ==&lt;br /&gt;
[[File:Debug logging menu.jpeg|500px|thumb|right|Debug Logging Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
===Economy===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Animal Breeding &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Growth &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel Armor &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel By Stuff &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel Insulation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Buildings Skills &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Crops &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Drugs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Floors &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Hediffs Price Impact &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Item Accessibility &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Item And Building Acquisition &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recipe Skills &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recipes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thing Set Make Tags &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thing Smelt Products &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wool &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Incidents===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Future Incidents &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Future Incidents Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Incident Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Incident Targets List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Arrival Candidates &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Group Gen Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Peace Talks Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pod Contents Possible Defs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pod Contents Test &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Arrivemode Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Faction Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Strategy Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Threats Generator &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Kind Things &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Kinds &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Generation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Generators Defs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Market Values &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Animal Behavior &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Combat Balance &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Points To Hunt Or Slaughter &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Trade Tags &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Basics &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Ecosystem &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Backstory Counts Per Tag &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! List Solid Backstories &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Live Pawns Inspiration Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mental Breaks &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Gear Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Apparel Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Basics &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Tech Hediff Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Weapon Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Work Disables Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Races Butchery &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Races Food Consumption &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recruit Difficulties Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thoughts &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Traits Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Performance===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Generation Histogram &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! All Graphics Loaded &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dynamic Draw Things List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Loaded Assets &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Delta &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Report &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Snapshot &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mesh Pool Stats &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Rand By Curve Tests &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Rand Tests &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Steam Workshop Status &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Math Perf &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Text generation===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Database Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Random Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Specific Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Taleless &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Database Tales Interest &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Database Tales List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Flavorful Combat Test &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Interaction Logs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Names From Rulepack &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UI===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Column Test &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===World pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Colonist Relative Chance &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Kidnapped Pawns &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Run World Pawn Gc &lt;br /&gt;
| Deletes any world pawns that the game sees no reason to keep.&lt;br /&gt;
|-&lt;br /&gt;
! Run World Pawn Mothball &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Dotgraph &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Gc Breakdown &lt;br /&gt;
| Shows how many world pawns will be deleted by the 'Run World Pawn Gc' option, and how many will be kept, as well as the reasons for keeping them.&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn List &lt;br /&gt;
| Shows a list of all world pawns.&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Mothball Info &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** T: Spawn Relic &lt;br /&gt;
** T: Set Source Precept &lt;br /&gt;
** Add Slave &lt;br /&gt;
** T: Hack 100% &lt;br /&gt;
** T: Hack +10% &lt;br /&gt;
** T: Darklight At Position &lt;br /&gt;
** Set Ideo  &lt;br /&gt;
** T: Suppression +10% &lt;br /&gt;
** T: Suppression -10% &lt;br /&gt;
** T: Clear suppression schedule &lt;br /&gt;
** T: Will +1 &lt;br /&gt;
** T: Will -1 &lt;br /&gt;
** T: Start slave rebellion (random) &lt;br /&gt;
** T: Start slave rebellion (aggressive) &lt;br /&gt;
** T: Enslave &lt;br /&gt;
** Add Precept &lt;br /&gt;
** Remove Precept &lt;br /&gt;
** Trigger Date Ritual &lt;br /&gt;
** Add 5 days to obligation timer &lt;br /&gt;
** Remove ritual obligation &lt;br /&gt;
** Generate 200 ritual names &lt;br /&gt;
** T: Set ideo role... &lt;br /&gt;
** Spawn relic &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** Do trade caravan arrival &lt;br /&gt;
** Atlas Rebuild &lt;br /&gt;
** Add Trade Ship Of Kind .&lt;br /&gt;
** Dump Pawn Atlases &lt;br /&gt;
** Dump Static Atlases &lt;br /&gt;
** T: Glow At Position &lt;br /&gt;
** T: HSV At Position &lt;br /&gt;
** Fill Map With Trees &lt;br /&gt;
** Flash Blocked Landing Cells &lt;br /&gt;
** T: Discard &lt;br /&gt;
** Rotate Clockwise &lt;br /&gt;
** Rotate Counter Clockwise &lt;br /&gt;
** Clear All Fog &lt;br /&gt;
** T: Change Thing Style &lt;br /&gt;
** T: Force sleep then assault colony 	&lt;br /&gt;
** T: Enable wound debug draw &lt;br /&gt;
** Wound debug export (non-humanlike)? &lt;br /&gt;
** T: Change style &lt;br /&gt;
** T: Request style change &lt;br /&gt;
** T: Make Faction leader &lt;br /&gt;
** T: Clear Prisoner Interaction Schedule? &lt;br /&gt;
** T: Indoors -20% &lt;br /&gt;
** T: Needs misc -20% &lt;br /&gt;
** T: Certainty -20% &lt;br /&gt;
** T: Do Voice Call &lt;br /&gt;
** T: Display Relations Info &lt;br /&gt;
** T: Display Interactions Info &lt;br /&gt;
** T: Make guilty &lt;br /&gt;
** Draw breach path &lt;br /&gt;
** Try place near thing with style... 	&lt;br /&gt;
** Try place stack of market value &lt;br /&gt;
** Set terrain (rect)... &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genies&amp;diff=130770</id>
		<title>Genies</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genies&amp;diff=130770"/>
		<updated>2023-03-03T16:25:51Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
'''Genies''' are a [[Xenotypes|xenohuman]] breed that's cool as a cucumber, with the social skills of one too. Designed to be engineers, they are great at crafting and researching, but sacrifice farming and social skills for these talents. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;small&amp;gt;''Designed to be engineers, genies' delicate bones and natural aptitude with machines allow them to manipulate devices with remarkable precision. They are emotionally cold and can follow orders where others might panic. However, they are fragile, and their amplified nerve impulses make them easy to debilitate with relatively little pain. With so much of their brains dedicated to analyzing machines, they lack the neural hardware to analyze emotions, so they sometimes come off as socially inept. Their dead calm makes it even harder for them to relate to what they see as madly-hotheaded baseliner humans.&amp;lt;br&amp;gt;Genies were engineered thousands of years ago by a long-disbanded space navy to hold engineering positions on large starships. Today, genies still serve as engineers in great cities and fleets, but many can also be found working as lawyers, pilots, and musicians.'' - '''In Game Description'''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a genie. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|genie}}&lt;br /&gt;
As raiders, genies have a x0.8 [[raid points|combat power]] multiplier, meaning they count as 0.8 of a raider.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Genies blend in more than many other xenotypes, but they always are hairless, with slight bodies. Their genes are non-hereditary [[Xenogenes|xenogenes]], like their aggressive super-soldier counterparts, [[Hussars|hussars]]. &lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Genies are designed to be peaceful, skilled workers. All genies have these xenogenes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 }}&lt;br /&gt;
!This table has been collapsed due to length. &amp;lt;span style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-collapsible mw-customtoggle-Gene&amp;quot; id=&amp;quot;mw-customcollapsible-Gene&amp;quot;&amp;gt;Click to expand {{Cross}}&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed mw-customtoggle-Gene&amp;quot; id=&amp;quot;mw-customcollapsible-Gene&amp;quot;&amp;gt;Click to collapse {{Check}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Gene&amp;quot;&amp;gt; &lt;br /&gt;
{| {{STDT| sortable c_17 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Genies have a gene complexity of 11. With a [[metabolic efficiency]] of {{+|1}}, they have a hunger rate of x90%.&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
Genies are delicate, driven people. You are most likely to find them with groups from the [[Empire]], but they have a small chance of appearing with [[Outlanders|Outlander Unions]] or [[Pirates]]. Since genies are engineered through their xenogenes, you cannot obtain a genie through reproduction, and should recruit one instead.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Genies have a clear role in your colony - Crafting and Intellectual - and not much else. In combat, genies take more damage and are easy to [[down]] as forced [[Wimp]]s. They are poor at other tasks, namely Plants, Animals, and Social. But, being good at those 2 skills, genies can be useful for the entire game.&lt;br /&gt;
&lt;br /&gt;
Great Crafting means that, if a baseliner would be at Crafting 12, a genie would be at Crafting 20. And great crafting automatically gives a passion in the skill. And because the skill is an offset, genies won't have the skill decay of a &amp;quot;natural&amp;quot; 20 pawn. Genies aren't innately better than a highly skilled pawn, but it is ''much'' easier for a genie to reach and maintain a very high skill level. Skill has a significant impact on [[quality]], which has a significant impact on performance. High skill makes it easy to farm excellent quality items. With a source of [[inspired creativity]], or as a [[Roles#Production specialist|production specialist]],{{IdeologyIcon}} a skill 20 pawn can constantly pump out masterwork and legendary items. &lt;br /&gt;
&lt;br /&gt;
So, while genies are bad at combat, they can outfit the rest of your colony with some great gear. Having 110% [[Manipulation]] and being good at Intellectual is a nice bonus. This makes one or two genies very worthwhile to recruit. Due to the dead calm gene and a lowered hunger rate, genies can also be good as [[prisoner]]s and a [[hemogen]] source.&lt;br /&gt;
&lt;br /&gt;
===Gene extraction===&lt;br /&gt;
Some of the more valuable genes that genies have to [[gene extractor|extract]] are:&lt;br /&gt;
* [[Genes#Great Crafting|Great Crafting]] - As mentioned in the section above, great crafting can result in high skill and high quality gear. You can install this gene onto any [[tortured artist]] for an easy source of Legendary items. If you have this gene, you don't even need to deal with a gene's poor combat.&lt;br /&gt;
* [[Genes#Awful Social|Awful Social]] - You'll only need a few social colonists at any given time. Awful Social can be given to anyone already bad at social for free [[metabolic efficiency]]. In a similar vein, Poor Plants / Poor Animals can be installed on those not using those skills.&lt;br /&gt;
* [[Genes#Dead calm|Dead calm]] - Dead calm prevents [[prison break]]s and [[berserk]], making it a great gene to install on any long-term [[prisoner]]s. This gene is also useful on colonists, as it prevents social fights and disables the [[Genes#Aggressive|Aggressive]] set of genes (just watch out for metabolic efficiency). &lt;br /&gt;
&lt;br /&gt;
Remember that [[xenogerm]]s replace '''all''' xenogenes. If you implant a xenogerm into a genie, all of their genes will be replaced. This also applies to certain other xenotypes. Don't install dead calm onto a [[hussar]], unless you ''want'' to erase their other genes (or are prepared to replace them).&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;br /&gt;
{{#set:Image = [[File:Genie.png]]}}&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xbhsd2bgn4kyjzno&amp;topic_postId=xbhsd2bgn8j0s3lw&amp;topic_revId=xbhsd2bgn8j0s3lw&amp;action=single-view</id>
		<title>Topic:Xbhsd2bgn4kyjzno</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xbhsd2bgn4kyjzno&amp;topic_postId=xbhsd2bgn8j0s3lw&amp;topic_revId=xbhsd2bgn8j0s3lw&amp;action=single-view"/>
		<updated>2023-01-27T17:19:10Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Thegreatestofalltime&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Thegreatestofalltime (page does not exist)&quot;&gt;&lt;bdi&gt;Thegreatestofalltime&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Thegreatestofalltime&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Thegreatestofalltime (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Thegreatestofalltime&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Thegreatestofalltime&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:Xbhsd2bgn4kyjzno&amp;amp;topic_showPostId=xbhsd2bgn8j0s3lw#flow-post-xbhsd2bgn8j0s3lw&quot;&gt;commented&lt;/a&gt; on &quot;Sewer Kid?&quot; (&lt;em&gt;In the core game&amp;#039;s code, there exists a generic backstory category named InsectsRelated_Child with only one childhood backstory in it: &amp;quot;s...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_tongue&amp;diff=125359</id>
		<title>Bionic tongue</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_tongue&amp;diff=125359"/>
		<updated>2023-01-10T17:19:29Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|&lt;br /&gt;
| name = Bionic tongue&lt;br /&gt;
| image = Health item bionic.png|Bionic tongue&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An artificial tongue replacement. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 8&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass = 5&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
}}&lt;br /&gt;
A '''bionic tongue''' acts as a replacement for a removed tongue. It has 100% part efficiency, perfectly replacing but not exceeding the capabilities of a natural tongue. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Who can they be bought from and are they ever offered as quest rewards?}}&lt;br /&gt;
Bionic tongues can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied from other Bionics, but idk if they are actually available from these avenues. When someone does check each element, the format should be similar to this, though obviously with only the relevant sections retained and/or added.&lt;br /&gt;
They can also be [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s. They are also sometimes offered as a [[quest]] reward.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bionic tongues fully replace an organic tongue. Without a tongue, pawns have 0% [[Talking]] and are unable to:&lt;br /&gt;
* Initiate or responds to relationship requests, become lovers, or propose marriage&lt;br /&gt;
* Engage in conversations, good or bad.&lt;br /&gt;
** Will not be rebuff or be rebuffed by others&lt;br /&gt;
** Unable to trigger social fights by insulting others&lt;br /&gt;
** Unable to increase [[opinion]] of an existing romatic partner&lt;br /&gt;
* Will not try and convert others to their [[ideoligion]]{{IdeologyIcon}}.&lt;br /&gt;
* (to be checked): Unable to issue role commands {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
In addition, a pawn without a tongue is considered [[disfigured]], giving -15 [[opinion]] from others. They will also have a -8 [[mood]] debuff, which is permanent unless the tongue is replaced.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The tongue cannot be damaged in unmodded RimWorld, except for the explicit [[surgery]] option to remove it. As a bionic tongue has the same stats as a regular tongue, installing one on a healthy pawn serves no physical purpose. If [[Ideology DLC]] is installed, the [[biosculpter pod]] {{IdeologyIcon}} can be used to restore the tongue at the cost of {{icon small|glitterworld medicine}} 2 instead. Otherwise, only the rare [[healer mech serum]]s can fix it. &lt;br /&gt;
&lt;br /&gt;
Replacing a missing tongue may not be necessary at all, however.  While very important on any pawn that uses their [[talking]] stat (wardening, trading, taming), other pawns face a tradeoff. It removes all negative conversations, which can help with [[trait]]s like Abrasive, but removes relationship penalties. Note that the [[healer mech serum]] may heal an  missing tongue - installing a bionic one will avoid wasting the much rarer serum on it.&lt;br /&gt;
&lt;br /&gt;
Body modders and transhumanists {{IdeologyIcon}} will be happier when using any artificial body part. Among the {{hover title|RimWorld base content without DLC|core RimWorld}} artificial parts that don't have any downsides, bionic tongues require the fewest [[advanced component]]s.  With the [[Royalty DLC]], [[Venom fangs]] {{RoyaltyIcon}}, [[knee spike]]s {{RoyaltyIcon}}, and [[elbow blade]]s {{RoyaltyIcon}} can provide a similar benefit without requiring advanced components.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - 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>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_arm&amp;diff=125255</id>
		<title>Bionic arm</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_arm&amp;diff=125255"/>
		<updated>2023-01-10T01:43:08Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: /* Installation */ Removing requires 1 medicine and doesn't have a skill requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Bionic arm&lt;br /&gt;
| image = Health item bionic.png|Bionic arm&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An advanced artificial arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Fist&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| MeleeWeaponAverageDPS = 6&lt;br /&gt;
| MeleeWeaponAverageAP = 18&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| damage type = Blunt&lt;br /&gt;
| mass = 5&lt;br /&gt;
| marketvalue = 1030&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| &lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''bionic arm''' is an [[artificial body part]] that acts as a replacement for a pawn's natural arm, increasing [[Manipulation]] by 12.5% per arm while also offering a slightly more powerful punch attack and acting as a [[body part weapon]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Bionic arms can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Body part ===&lt;br /&gt;
Bionic arms replace the user's organic arm up to, and including, the shoulder. They are universal and can be installed on either the left or right. The bionic arm has a part efficiency of 125%. This not only fully replaces the functionality of a normal arm - when coupled with the arm body part having a [[Manipulation]] importance of 50%, it results in an increase in manipulation of 12.5% over natural for each bionic arm installed. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]].&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
A bionic arm replaces the natural &amp;quot;Fist&amp;quot; attack of the replaced arm with an almost 50% more powerful, but otherwise equivalent, punch.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|Heart|32}}&lt;br /&gt;
! style='text-align: left !important;'| Human Fist&lt;br /&gt;
| {{Q|Human|Attack 1 Damage}}&lt;br /&gt;
| {{Q|Human|Attack 1 DPS}}&lt;br /&gt;
| {{Q|Human|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|{{PAGENAME}}|32}}&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
| {{P|Attack 1 Damage}}&lt;br /&gt;
| {{P|MeleeDPS}}&lt;br /&gt;
| {{P|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
=== Installation ===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2 medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2500}} of work, 1 medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 0.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
First, any reasonably important pawn with a destroyed or [[prosthetic arm]] should get a bionic replacement. Then, the increase to manipulation is best used for the [[Crafting]] or [[Doctoring]] skills; doctors tend faster and with higher quality, while crafters make objects faster (quality is unaffected). Manipulation is one of the few ways to increase [[general labor speed]], so it is great for skill-less crafting tasks like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].&lt;br /&gt;
&lt;br /&gt;
Manipulation will also increase the [[Skills|Construction]], [[Skills|Artistic]], [[Skills|Mining]], [[Skills|Plants]], and [[Skills|Research]] (up to 110% Manipulation) skills, but these skills are generally used less often in a mid- to late- game colony that can make bionic arms. The [[drill arm]]{{RoyaltyIcon}} and [[field hand]]{{RoyaltyIcon}} provide a much greater boost to Mining or Plants, though lower [[Moving]] in the process. For combat, bionic arms will increase [[Melee Hit Chance]], but they only increase [[Shooting Accuracy]] if Manipulation is below 100%. While manipulation often goes below 100% due to the effects of [[pain]] and [[injury]], [[bionic eye]]s are superior if combat is your main priority.&lt;br /&gt;
&lt;br /&gt;
Unlike organic parts, bionic arms don't contain subparts - all damage is taken by the main, 30 HP arm, instead of spread throughout the bones, fingers, and shoulder. Note that the bionic arm is fully attached to the shoulder. This means that a [[flak vest]] completely protects a bionic arm, but does not cover an organic arm at all. In addition, the artificial part never feels [[pain]], never bleeds, and will never lose fingers in the first place.&lt;br /&gt;
&lt;br /&gt;
{{Manipulation Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
As with all bionics, it will give a mood bonus to anyone with the Body modder [[traits|trait]] and a heavy penalty to anyone with the Body purist trait. Similar effects are also applied to pawns following an {{IdeologyIcon}} [[ideoligion]] with a [[Ideoligion#Body_modification|Body Modification]] [[Ideoligion#Precepts|precept]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - received a nerf to efficiency (from 140%) but is now craftable.&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>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=117498</id>
		<title>Growth vat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=117498"/>
		<updated>2022-11-08T00:08:18Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: Mentioned mood debuff on the parent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = Growth vat&lt;br /&gt;
|image = GrowthVat_south.png&lt;br /&gt;
|description = A vat of fluid which can gestate an embryo or accelerate a child's growth.&amp;lt;br&amp;gt;While growing or gestating, the vat must be fed with a constant supply of nutrition to provide the feedstock for growth. Gestating an embryo takes twice the nutrition of accelerating a child's growth.&amp;lt;br&amp;gt;Embryos are gestated for 9 days before a baby is formed. There is a risk of health complications.&amp;lt;br&amp;gt;Child growth can only be accelerated up to age 18, but not beyond. While growing, a child's skills will slowly increase. Children raised in growth vats will have lower skills and gain fewer passions than normal.&amp;lt;br&amp;gt;The device uses chemical injections, electrical stimulation, and simple mechanite treatments to push the body to grow. Growth vats are often used to quickly manufacture engineered workers or warriors.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = &lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = &lt;br /&gt;
|flammability = &lt;br /&gt;
|hp = &lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -80&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = &lt;br /&gt;
|skill 1 = &lt;br /&gt;
|skill 1 level = &lt;br /&gt;
|work to make = &lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 150 &lt;br /&gt;
|resource 2 = component&lt;br /&gt;
|resource 2 amount = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Growth vats take a constant 200 W of [[power]] as well as [[nutrition]]. Both raw and processed foods, including [[nutrient paste meal|nutrient paste]], can be inserted inside. Hosting an embryo costs 6 [[nutrition]] per day, and aging a child costs 3 nutrition per day. If nutrition is empty, the being inside will enter ''Bio-starvation'', which increases nutrient consumption and will kill in 2 days.&lt;br /&gt;
&lt;br /&gt;
Growth vats be used to grow an [[embryo]] in 9 days, twice as fast as natural pregnancy. This comes without risk to the mother, but the baby can still arrive sick.&lt;br /&gt;
&lt;br /&gt;
Vats will also speed up a baby's or child's aging by 20x, or 3 days per year, up to age 18. This ignores the default 4x aging multiplier, so a vat is 5x faster than normal. While in the vat, their needs are frozen like in [[cryptosleep casket|cryptosleep]], and children will not gain growth points.{{Check Tag|??}} Every 3 days inside the vat, they will gain a small amount of skill. However, a child's parents will have a mood debuff of -4 while they are in the growth vat.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Babies can be placed in the growth vat to speed up reaching toddler age. There are no apparent ill effects on the baby. However, parents gain a {{--|4}} [[mood]]let, and it negates the [[mood]] buffs from having a happy baby in the colony {{Check Tag|Not been extensively checked?}}.&lt;br /&gt;
&lt;br /&gt;
Even if a child is at growth tier 8, they lose out on the skill training provided by the Lesson learning type. Meanwhile, aging a teen (13-17) to 18 is usually worthwhile - pawns under 18 have lots of workspeed penalties.&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Steel_tile&amp;diff=112916</id>
		<title>Steel tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Steel_tile&amp;diff=112916"/>
		<updated>2022-10-25T03:01:23Z</updated>

		<summary type="html">&lt;p&gt;Thegreatestofalltime: Hex tiles are more expensive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Steel tile&lt;br /&gt;
| description = Steel tiles, for that spaceship look. They are pretty, and the smooth tile surface gets a bonus to cleanliness.&lt;br /&gt;
| image = ground metal tile.png&lt;br /&gt;
| info = &lt;br /&gt;
| type = Floor&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = True&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
| beauty = 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| cleanliness = +0.2&lt;br /&gt;
| research = Smithing&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 7&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Steel tile''' is one of the [[floors]] that you can construct. It can be constructed out of 7 [[steel]], making it the second most expensive steel-type flooring.&lt;br /&gt;
&lt;br /&gt;
Steel tiles also has 0.2 [[Room stats#Cleanliness|cleanliness]] value.  Unlike [[Silver tile|silver]] and [[gold tile]], steel tile is not considered a fine floor for nobles in the [[Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Steel tiles can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each tile requires {{Required Resources}}, {{ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
Unlike steel furniture and walls, steel tile will not burn. &lt;br /&gt;
&lt;br /&gt;
Steel tile provides less cleanliness per tile and per silver ({{#expr: {{P|Cleanliness}}/{{P|Market Value Base}} }}/ {{Icon Small|silver}} vs {{#expr: {{Q|Sterile tile|Cleanliness}}/{{Q|Sterile tile|Market Value Base}} }}/ {{Icon Small|silver}}) than [[sterile tile]] but it has a greater beauty (1 vs 0).&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Renamed from '''&amp;quot;metal tile&amp;quot;''' at some point, possibly with the introduction of other metal tiles like the [[gold tile|gold]] and [[silver tile]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Thegreatestofalltime</name></author>
	</entry>
</feed>