<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Theothersteve7</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Theothersteve7"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Theothersteve7"/>
	<updated>2026-04-06T04:20:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=144381</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=144381"/>
		<updated>2024-04-24T07:25:03Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br/&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| movespeed = 3.60&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0.70&lt;br /&gt;
| basemeatamount = 151&lt;br /&gt;
| baseleatheramount = 43&lt;br /&gt;
| leathername = dread leather&lt;br /&gt;
| meatname = twisted meat&lt;br /&gt;
| lifespan = 10&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chimera is a bestial and ferocious [[Entity]] added by the Anomaly DLC.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Chimeras often appear in packs. Cunning predators, they will wait for an opportunity to attack you at your most vulnerable.{{Check Tag|Detail needed|not sure what actually causes them to start attacking or if that's just flavor text.}} They can be dangerous combatants, especially in large numbers.&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage, gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''Rage Speed:'''&lt;br /&gt;
* [[Pain]]: {{good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}}{{CS}}&lt;br /&gt;
* [[Stagger]] Time Multiplier: {{good|×0%}}&lt;br /&gt;
&lt;br /&gt;
Colonists who see a Chimera will receive a {{bad|-8}} mood effect for 24 hours. Killing or disposing of the Chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite generator]], it yields 3.225 [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With its ability to become enraged, and inability to be downed due to pain, it can catch up to ranged pawns frighteningly fast. With much greater movement speed than a default pawn, outpacing it might prove very difficult.  Heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It has some of the strongest melee attacks of any single entity, comparable to a [[Thrumbo]] with lower armor penetration, and can quickly cause a colonist to bleed out by tearing off limbs. Like many entities, it is susceptible to [[fire]], and won't attack while it is putting out the flames.&lt;br /&gt;
&lt;br /&gt;
They are limited to their powerful melee attacks and will eagerly line up to enter a doorway where you can have your entire colony waiting with guns.  Like manhunting animals, they are unable to attack structures and will wait patiently outside a colony that has closed its doors.  Unlike manhunting packs, they won't go away until they are dealt with, and may move around the map in a difficult to predict fashion.  If you're lucky, a raid may show up and the problems may resolve each other.&lt;br /&gt;
&lt;br /&gt;
Capturing them is quite difficult due to their immunity to pain combined with their great speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may rush down the doorway before your colonist can react.  They are also susceptible to extreme temperature, though their thick fur provides ample insulation.  Psychic shock is another option, if it's available.&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>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Containment&amp;diff=144047</id>
		<title>Containment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Containment&amp;diff=144047"/>
		<updated>2024-04-21T03:39:40Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: here's a starting point&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Containment is the desired end result when encountering [[Entities]].  Colonies can hold entities on a [[Holding Spot]] or a [[Holding Platform]], the latter of which requires research and steel to build.  Once contained, entities can be researched or regularly harvested for resources or power.&lt;br /&gt;
&lt;br /&gt;
Any containment room is subject to containment breaches.  The containment strength of the room can be viewed by clicking on the platform.  It is affected by a broad number of factors, including wall strength, door strength, lighting, the presence of a ceiling, temperature, the presence of a bioferrite floor, and the presence of various linkable structures.  Larger and more dangerous entities generally require more containment strength.  An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out.  As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days.  This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.&lt;br /&gt;
&lt;br /&gt;
The size of the cell does not affect containment strength.  Note that storing multiple entities in the same room will increase the required containment strength.  This may still be worthwhile for harvesting certain resources more efficiently.&lt;br /&gt;
&lt;br /&gt;
An entity incapable of moving will never breach.  This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength.  Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.&lt;br /&gt;
&lt;br /&gt;
Only creature entities are placed on holding platforms.  Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea.  Building entities, such as the Monolith, must be studied in their current location, as none of the are mobile.  Be careful about integrating them into your base designs as they may be a source of risk down the road.&lt;br /&gt;
&lt;br /&gt;
A good starting cell would include the strongest walls available, a steel or stone door, a light source, a ceiling, and a holding spot.  In a pinch, a walk-in freezer serves as an excellent holding location for a range of reasons - they tend to have strong walls, double doors, entities will ignore the stored food, and the low temperature actually provides a small containment strength bonus.  Another option is to integrate existing veins of metal into the wall.  The extremely high HP of compacted steel - or better yet, plasteel - will cause the containment strength of the cell to skyrocket.  Endgame setups will vary depending on how many of each entity the colony has acquired.&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=144041</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=144041"/>
		<updated>2024-04-21T03:43:40Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: that seems spoiler-free enough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Move|reason=Verify ingame name}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| image = Void monolith.png&lt;br /&gt;
| name = Monolith&lt;br /&gt;
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The void monolith is structure{{Check Tag|?}} that is the center point of the [[Anomaly DLC]]. It is used to start the arrival of [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The monolith will already be on the map as a fallen monolith when the player generates a new world. If there is no monolith, a &amp;quot;strange signal&amp;quot; quest should appear that will create an monolith on the map when accepted.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Void Monolith is the first Entity that the player will encounter. It will start deactivated, but will activate when a pawn is assigned to investigate it and all warnings are ignored. (If you are on the anomaly start, the Void Monolith will activate itself). Upon first activating the monolith, a gray pall will immediately occur, and colonists will be able to begin studying it. Studying it will cause entities to begin appearing in your colony, much as studying the mechanoid transponder started the process for [[Mechanitor]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
After a certain amount of study, your researchers will grow to better understand the monolith, increasing the amount of research it provides.  For this reason, it's important to research it whenever it's available.&lt;br /&gt;
&lt;br /&gt;
It cannot be moved and is important to an Anomaly playthrough, so its position should be taken into consideration when planning your base. If unable to directly base around or nearby the monolith, it is advised to create a safe and lit path from the colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as unnatural darkness.  Note that building your base directly around the monolith may or may not have long term risks.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
On &amp;quot;The Anomaly&amp;quot; scenario, the monolith will activate itself after approximately 4 days if not interacted with. It will then upgrade itself to Tier 1.&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>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=143932</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=143932"/>
		<updated>2024-04-20T02:08:51Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: Results of a couple cube management strategies I've tried&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the miscellaneous object added by the [[Anomaly DLC]]|the object used in an [[Ideoligion]]'s [[Reliquary]]|Relic}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires confirmation on acquisition and effects, compilation of disposal methods, complete list of mood and health effects, etc.}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Golden cube&lt;br /&gt;
| image = Golden cube.png&lt;br /&gt;
| description = A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention, by the delightful way light plays across its welcoming surface.&lt;br /&gt;
&lt;br /&gt;
The cube seems impervious to most damage.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| beauty = 400&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''golden cube''' is an anomalous object obtained from quests in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The golden cube can be found in [[Events]] in which you are contacted by either a planetary faction{{Check Tag|verify|Which factions?}} or an anonymous AI. The quest giver will ask that you receive some unspecified cargo and refuse any questions about the shipment. Once the quest has been accepted there is a chance that the object which is given to you is the golden cube{{Check Tag|verify|Any other way to obtain? Chance of acquisition}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Once received, [[colonists]] will begin to obsess over this object{{Check Tag|verify|How often are colonists newly affected by the obsession?}}. They gain significant mood bonuses as long as they are allowed to interact with the cube, but also severe penalties to mood if they are separated{{Check Tag|verify|Complete list of mood buffs/debuffs required}}.&lt;br /&gt;
&lt;br /&gt;
Colonists will often stop whatever they were tasked with to 'Play' with the cube. Any obsessed colonists will be unable to have their task changed while playing, but can still be drafted. If the drafted colonist goes too long without being allowed to interact with the cube they will experience 'Cube Withdrawal'{{Check Tag|verify|Complete list and range of effects required}}. Undrafting a colonist undergoing this withdrawal will have them immediately try to interact with the cube, though they can continue to be drafted at any point{{Check Tag|verify}} allowing them to be useful during attacks on the colony.&lt;br /&gt;
&lt;br /&gt;
Obsessed colonists will go on periodic mental breaks{{Check Tag|verify|MTB?}} during which they will build a [[sculpture]] related to the cube. The sculpture is constructed from whatever material the colonist is standing on or by. For example, colonists standing around dirt will make dirt sculptures while those on concrete will make scrap or stone sculptures{{Check Tag|verify|verify all possible materials and floor compositions}}. This artwork will provide a {{+|15}} mood buff to any obsessed colonist who views it. These sculptures cannot be deconstructed and must be destroyed by attacks. When destroyed, obsessed colonists will suffer a mood penalty{{Check Tag|verify|Severity? Stacking? All obsessed colonists or only builder?}}.&lt;br /&gt;
&lt;br /&gt;
When enough studies have been conducted on the golden cube, an option to permanently deactivate it becomes available which requires 1 Archotech [[Shard]]. This destroys the cube and breaks its hold over your colony. However, doing so will send any currently obsessed colonists on the map into [[Berserk]] Mental Breaks{{Check Tag|verify|Are colonists on other map tiles not in caravans affected?}}. Any affected colonists within a [[caravan]] at the time of destruction will leave the colony permanently. Colonists who are obsessed with the cube will not willingly destroy it, so this action must be performed by an unaffected colonist. Temporary pawns from quests may deactivate the cube so long as they are not currently affected{{Check Tag|verify|Can temporary pawns become obsessed?}}.&lt;br /&gt;
&lt;br /&gt;
Upon deactivation the golden cube drops 166 Gold{{Check Tag|verify|Is this amount based on variables such as construction skill?}}.&lt;br /&gt;
&lt;br /&gt;
Other methods of disposal which must be tested: Caravan dumping, [[Transport pod]] disposal, etc{{Check Tag|verify|Confirm and compile all possible routes of disposal}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As with any anomalous object, care should be taken that the colony is able to reliably deal with adverse side effects brought on by the entity. The introduction of the cube may severely cut down on overall productivity, but also grant a substantial mood bonus to any colonist allowed to consistently interact with the golden cube. Colonies with many pawns who are constantly in danger of mental breaking may find a use, as the huge mood buffs will change potentially dangerous mental breaks into smaller sculpture creation breaks. However, constant sculpture making can prove troublesome as it not only wastes a pawns time, but also takes up space with relatively low value sculptures which cannot be broken without a mood penalty.&lt;br /&gt;
&lt;br /&gt;
The cube itself has a considerably high [[beauty]] value (About on par with a Good quality golden statue) which can even increase the mood of pawns who are not obsessed but simply share the same room as the cube. This can quickly increase the beauty value within a room colonists frequent, such as a rec room or dining room. Keeping the cube on display may prove difficult though, as many of your pawns may attempt to play with it constantly. This may limit the display time and relocate the golden cube afterwards. Placing a dedicated 1x1 [Stockpile Zone] or a [shelf] for the cube can ensure that it always returns to a specific viewing point.&lt;br /&gt;
&lt;br /&gt;
Caravans are made substantially more difficult to form and maintain as any affected colonists will eventually be plagued with constant mood penalties due to undergoing cube withdrawal{{Check Tag|verify|Does carrying the cube within a caravan change this?}}. Often, you may be restricted to keeping any obsessed colonists at home while unaffected pawns can safely do quests on the world map.&lt;br /&gt;
&lt;br /&gt;
Destruction of the cube can be both difficult and dangerous. If all of your colonists are obsessed there will be no way to conventionally deactivate the object, as affected colonists refuse to do so. Any unaffected colonists should be ready to promptly secure and subdue obsessed pawns who go berserk. Be sure to return any affected colonists to the home map before destroying the golden cube, otherwise they will permanently leave. This is likely intended to force affected pawns into the Berserk state and prevent them from avoiding this by caravanning away.&lt;br /&gt;
&lt;br /&gt;
Placing an affected colonist in cryptosleep will result in them escaping the casket and beginning a berserk rage mental break normally.  Anesthetized colonists will be unaffected by the cube's destruction, so if you can manage it, this may be the safest option.  Even the slightest amount of cube fascination will result in berserk break when the cube is destroyed; the meter doesn't need to be full.&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite_harvester&amp;diff=143833</id>
		<title>Bioferrite harvester</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioferrite_harvester&amp;diff=143833"/>
		<updated>2024-04-19T01:07:19Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: some initial bioferrite generation numbers, please add&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 = Bioferrite harvester&lt;br /&gt;
| image = BioferriteHarvester east.png&lt;br /&gt;
| description = When placed near to a holding platform, this device draws biomass from the held entity and converts it to bioferrite.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Larger entities generally produce more bioferrite. However, for most creatures, the process causes extreme discomfort, making the entity harder to contain.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Each holding platform can only support one harvester, however each harvester can link to up to four platforms.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Anomaly Research: &amp;quot;Bioferrite Harvesting.&amp;quot;  Basic tier, requires electricity.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A bioferrite harvester take 100W to power and reduces containment strength of connected platforms by 15 points.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Generation:&lt;br /&gt;
&lt;br /&gt;
* Shambler: 1&lt;br /&gt;
* Ghoul: 1&lt;br /&gt;
* Sightstealer: 1.6&lt;br /&gt;
* Fingerspike: 1.2&lt;br /&gt;
* Toughspike: 2&lt;br /&gt;
* Gorehulk: 3&lt;br /&gt;
* Revenant: 4&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>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=143421</id>
		<title>Electroharvester</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=143421"/>
		<updated>2024-04-13T02:26:19Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: &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 = Electroharvester &lt;br /&gt;
| image = Electroharvester south.png&lt;br /&gt;
| description = An electrical generator that can be placed near a holding platform, where it will draw power from a contained entity.  The generator hooks into the entity's body and harnesses energy generated by unnatural spatial distortions or psychic flows inside it.&lt;br /&gt;
&lt;br /&gt;
Larger entities produce more power.  However, electroharvesting agitates entities, making them more likely to escape.&lt;br /&gt;
&lt;br /&gt;
An electroharvester can link to up to four platforms.  However, each holding platform can support only one electroharvester.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Requires 50 steel, 25 bioferrite, and one component.  Requires the Electroharvester research, a basic dark research.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Intermittently deals mild electrical burns to linked entities.  Generates modest amounts of power depending on entity contained; 400 for one gorehulk.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Appears much inferior to the Bioferrite generator and should be replaced when possible.  The containment penalty it inflicts is considerable.  Might be worth using with specific entities as power generation depends on the entity in question; further testing needed.&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>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y2t00kcvr1ytevr8&amp;topic_postId=y2t00kcvr5wvmzpg&amp;topic_revId=y2t00kcvr5wvmzpg&amp;action=single-view</id>
		<title>Topic:Y2t00kcvr1ytevr8</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y2t00kcvr1ytevr8&amp;topic_postId=y2t00kcvr5wvmzpg&amp;topic_revId=y2t00kcvr5wvmzpg&amp;action=single-view"/>
		<updated>2024-04-13T02:17:11Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Theothersteve7&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Theothersteve7 (page does not exist)&quot;&gt;&lt;bdi&gt;Theothersteve7&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Theothersteve7&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Theothersteve7 (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Theothersteve7&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Theothersteve7&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:Y2t00kcvr1ytevr8&amp;amp;topic_showPostId=y2t00kcvr5wvmzpg#flow-post-y2t00kcvr5wvmzpg&quot;&gt;commented&lt;/a&gt; on &quot;Description is wrong, new page needed&quot; (&lt;em&gt;The description on the page is for the &amp;quot;Bioferrite Generator&amp;quot; which is a different building than the Electroharvester and needs its own p...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=143239</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=143239"/>
		<updated>2024-04-12T08:57:29Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Move|reason=Verify ingame name}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Monolith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The void monolith is structure{{Check Tag|?}} that is the centerpoint of the [[Anomaly DLC]]. It is used to start the arrival of [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquistion ==&lt;br /&gt;
The monolith is already on the map when the player generates the world. If there is no monolith, a &amp;quot;strange signal&amp;quot; quest should appear that will create an monolith on the map when accepted. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Void Monolith is the first Entity that the player will encounter.  Studying it will cause entities to begin appearing in your colony, much as studying the mechanoid transponder started the process for Mechanitors.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
After a certain amount of study, your researchers will grow to better understand the monolith, increasing the amount of research it provides.  For this reason, it's important to research it whenever it's available.&lt;br /&gt;
&lt;br /&gt;
It cannot be moved and is important to an Anomaly playthrough, so its position should be taken into consideration when planning your base.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anomaly_(DLC)&amp;diff=143238</id>
		<title>Anomaly (DLC)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anomaly_(DLC)&amp;diff=143238"/>
		<updated>2024-04-12T08:59:18Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: /* Entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ &amp;quot;The monolith speaks in my mind. Such beautiful promises.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=59ooT57Lo3g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Anomaly''' is a horror-themed [[DLC]] for RimWorld that adds mysterious threats, containment facilities, and a new endgame. Many of the events are inspired by classics like Cabin in the Woods, The Thing, The Cthulhu mythos, Hellraiser, and many more. It was released on April 11, 2024.&lt;br /&gt;
&lt;br /&gt;
== Monolith ==&lt;br /&gt;
{{Main|Monolith|l1=Monolith (article under construction)}} &lt;br /&gt;
The Monolith is a structure that is found on the map at the start of the game, or after the quest '''Strange Signal''' if Anomaly was not previously installed. It starts off deactivated, and becomes activated once a pawn is assigned to investigate it and all warnings are ignored. &lt;br /&gt;
&lt;br /&gt;
After the monolith becomes activated, [[entities]] are able to appear. The player is given access to view the entity codex. The monolith will start at level 1, and can be brought up to level 3 by discovering all entities found in the entity codex for that level.&lt;br /&gt;
&lt;br /&gt;
There are 8 entities to research at level 1, 17 at level 2, and 2 at level 3.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
{{Main|Entities|l1=Entities (article under construction)}}&lt;br /&gt;
Entities are the major threats of the Anomaly DLC. Entities will not appear until a colonist has finished investigating the [[monolith]]. Entities will appear in the Entity Codex after being discovered. A higher level monolith will cause more dangerous entities to appear.&lt;br /&gt;
&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will study them with the Dark Research job, which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
=== Basic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
![[Void monolith]]&lt;br /&gt;
|A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
![[Harbinger tree]]&lt;br /&gt;
|A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fleshbeast.png|72px|link=Fleshbeast|Fleshbeast]]&lt;br /&gt;
![[Fleshbeast]]&lt;br /&gt;
|Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sightstealer.png|72px|link=Sightstealer|Sightstealer]]&lt;br /&gt;
![[Sightstealer]]&lt;br /&gt;
|Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shambler.png|72px|link=Shambler|Shambler]]&lt;br /&gt;
![[Shambler]]&lt;br /&gt;
|Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghoul.png|72px|link=Ghoul|Ghoul]]&lt;br /&gt;
![[Ghoul]]&lt;br /&gt;
|A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gorehulk.png|72px|link=Gorehulk|Gorehulk]]&lt;br /&gt;
![[Gorehulk]]&lt;br /&gt;
|A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deathpall.png|72px|link=Deathpall|Deathpall]]&lt;br /&gt;
![[Deathpall]]&lt;br /&gt;
|A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life.&lt;br /&gt;
|}&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pit gate.png|72px|link=Pit gate|Pit gate]]&lt;br /&gt;
![[Pit gate]]&lt;br /&gt;
|A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dreadmeld.png|72px|link=Dreadmeld|Dreadmeld]]&lt;br /&gt;
![[Dreadmeld]]&lt;br /&gt;
|A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fleshmass heart.png|72px|link=Fleshmass heart|Fleshmass heart]]&lt;br /&gt;
![[Fleshmass heart]]&lt;br /&gt;
|The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fleshmass nucleus.png|72px|link=Fleshmass nucleus|Fleshmass nucleus]]&lt;br /&gt;
![[Fleshmass nucleus]]&lt;br /&gt;
|The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chimera.png|72px|link=Chimera|Chimera]]&lt;br /&gt;
![[Chimera]]&lt;br /&gt;
|A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Devourer.png|72px|link=Devourer|Devourer]]&lt;br /&gt;
![[Devourer]]&lt;br /&gt;
|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;
![[File:Noctolith.png|72px|link=Noctolith|Noctolith]]&lt;br /&gt;
![[Noctolith]]&lt;br /&gt;
|A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Noctol.png|72px|link=Noctol|Noctol]]&lt;br /&gt;
![[Noctol]]&lt;br /&gt;
|A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant.png|72px|link=Revenant|Revenant]]&lt;br /&gt;
![[Revenant]]&lt;br /&gt;
|A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Metalhorror.png|72px|link=Metalhorror|Metalhorror]]&lt;br /&gt;
![[Metalhorror]]&lt;br /&gt;
|A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nociosphere.png|72px|link=Nociosphere|Nociosphere]]&lt;br /&gt;
![[Nociosphere]]&lt;br /&gt;
|A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blood rain.png|72px|link=Blood rain|Blood rain]]&lt;br /&gt;
![[Blood rain]]&lt;br /&gt;
|A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
![[Twisted obelisk]]&lt;br /&gt;
|A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
![[Corrupted obelisk]]&lt;br /&gt;
|A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
![[Warped obelisk]]&lt;br /&gt;
|A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
![[Golden cube]]&lt;br /&gt;
|A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention, by the delightful way light plays across its welcoming surface.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Unnatural corpse.png|72px|link=Unnatural corpse|Unnatural corpse]]&lt;br /&gt;
![[Unnatural corpse]]&lt;br /&gt;
|An odd corpse that feels waxy and warm to the touch. Something is deeply unsettling about it.&lt;br /&gt;
|}&lt;br /&gt;
=== Ultimate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Void structure.png|72px|link=Void structure|Void structure]]&lt;br /&gt;
![[Void structure]]&lt;br /&gt;
|A warped structure made of jagged oily metallic-like pieces. This is an element of the void itself which has manifested into our reality. It emanates a disturbing psychic throbbing and kills the plant life around it by some unnatural influence. The structure is linked to the void monolith, though the exact nature of the connection is beyond human understanding.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Void node.png|72px|link=Void node|Void node]]&lt;br /&gt;
![[Void node]]&lt;br /&gt;
|A roiling sphere of twisted psychic energy. Powered by nearby archotech machinery, it is one part of a bridge from our world into the black void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:DLC]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shambler&amp;diff=143237</id>
		<title>Shambler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shambler&amp;diff=143237"/>
		<updated>2024-04-12T08:54:22Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Shambler&lt;br /&gt;
| image = Shambler.png&lt;br /&gt;
| description = A creature who has been raised from the dead by corrupted nano-scale archites.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquistion ==&lt;br /&gt;
Shamblers are immune to pain and thus are quite difficult to capture without killing them outright.  Their tendency to appear in large groups means that there may be a specimen or two that ends up with damaged legs after you have netralized the threat.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Shamblers are basic zombies and should be treated as such.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Shamblers will not attack unless a pawn enters sight range of them.  This means that they can be treated much as you would treat a mech cluster; you can safely ignore them if they're in a good location.  They have significant defensive applications for this reason as well, attacking raiders and other invaders indiscriminately.  The ritual to summon them is potentially useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
Despite the name, most shamblers move at nearly the same speed as a healthy pawn.  They are only capable of melee attacks, and they are fairly durable.  A group of shamblers is a modest threat, roughly equivalent to an equivalent group of tribals.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=143236</id>
		<title>Harbinger tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=143236"/>
		<updated>2024-04-12T08:42:12Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
it's a tree that eats corpses. It can eat both rotten and fresh corpses. It is capable of eating twisted meat as well.&lt;br /&gt;
&lt;br /&gt;
After eating enough, an additional tree will spawn nearby.&lt;br /&gt;
&lt;br /&gt;
When cut down, it provides a small amount of twisted meat as well as wood.&lt;br /&gt;
&lt;br /&gt;
Does not appear to be dangerous in any way.&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gorehulk&amp;diff=143235</id>
		<title>Gorehulk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gorehulk&amp;diff=143235"/>
		<updated>2024-04-12T08:45:50Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Gorehulk&lt;br /&gt;
| image = Gorehulk.png&lt;br /&gt;
| description = A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
}}&lt;br /&gt;
intro&lt;br /&gt;
&lt;br /&gt;
Acquisition or Occurrence &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
While not especially dangerous, the Gorehulk is particularly adept at breaking out of containment for its level, and as such should receive the best storage possible that a beginning player can provide.  Their great bulk combined with no particular resistance to pain makes them easy to capture.  With a little investment into proper facilities they can be a great source of bioferrite.&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Category_talk:Anomaly&amp;diff=143104</id>
		<title>Category talk:Anomaly</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Category_talk:Anomaly&amp;diff=143104"/>
		<updated>2024-04-11T21:41:45Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: Created page with &amp;quot;Here's a quick dump of all of the entity names, which should be useful for page creation.  VoidMonolith HarbingerTree Fleshbeasts Sightstealer Shambler Ghoul Gorehulk Deathpal...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's a quick dump of all of the entity names, which should be useful for page creation.&lt;br /&gt;
&lt;br /&gt;
VoidMonolith&lt;br /&gt;
HarbingerTree&lt;br /&gt;
Fleshbeasts&lt;br /&gt;
Sightstealer&lt;br /&gt;
Shambler&lt;br /&gt;
Ghoul&lt;br /&gt;
Gorehulk&lt;br /&gt;
Deathpall&lt;br /&gt;
PitGate&lt;br /&gt;
Dreadmeld&lt;br /&gt;
FleshmassHeart&lt;br /&gt;
FleshmassNucleus&lt;br /&gt;
Chimera&lt;br /&gt;
Devourer&lt;br /&gt;
Noctolith&lt;br /&gt;
Noctol&lt;br /&gt;
Revenant&lt;br /&gt;
Metalhorror&lt;br /&gt;
Nociosphere&lt;br /&gt;
BloodRain&lt;br /&gt;
TwistedObelisk&lt;br /&gt;
CorruptedObelisk&lt;br /&gt;
WarpedObelisk&lt;br /&gt;
GoldenCube&lt;br /&gt;
UnnaturalCorpse&lt;br /&gt;
VoidStructure&lt;br /&gt;
VoidNode&lt;br /&gt;
&lt;br /&gt;
You can find the full codex entries in Anomaly/Defs/EntityCodexEntryDefs.&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gene_processor&amp;diff=143071</id>
		<title>Gene processor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gene_processor&amp;diff=143071"/>
		<updated>2024-04-10T23:50:18Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Gene processor&lt;br /&gt;
| image = Gene processor.png&lt;br /&gt;
| description = A genetic analysis and processing system. Placed near a gene assembler, it increases the maximum genetic complexity of the xenogerms you can assemble. Building multiple gene processors will increase the genetic complexity limit further.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| cover = 0.0&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 350&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = -50&lt;br /&gt;
| glowradius =&lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Gene processor&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount =  25&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount =  2&lt;br /&gt;
}}&lt;br /&gt;
'''Gene processors''' connect to [[Gene assembler|gene assemblers]] to increase the maximum complexity of [[Xenogerm|xenogerms]] they can produce.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Gene processors can be constructed 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;
== Summary ==&lt;br /&gt;
Each gene processor raises the maximum genetic complexity of its connected gene assembler by +2. Multiple processors can be connected at the same time, up to a maximum of 100 for a total of +200 complexity.&lt;br /&gt;
&lt;br /&gt;
Gene processors must be powered to have any effect. If the processor loses power during recombination, and the maximum complexity falls below the required complexity, then recombination will be put on hold. Gene assemblers must also be active when the player is designing a new [[xenotype]] with the gene assembler.&lt;br /&gt;
&lt;br /&gt;
When its connected gene assembler is not in use, the gene processor has no effect, and can be safely turned off.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{For|a general guide to the gene system|Genetics}}&lt;br /&gt;
Gene processors are highly recommended for genetic engineering and are necessary for all but the most rudimentary modifications.  Genetic engineering itself requires significant investment in materials, research, and power generation, and so may be delayed or skipped entirely depending on playstyle.  Inexperienced players are advised to first focus on weapons and armor for their more immediate and straightforward advantages.&lt;br /&gt;
&lt;br /&gt;
As a frame of reference, creating the Genie, Neanderthal, and Waster genotypes from scratch would require 11, 12, and 13 complexity respectively.  This would translate to 3 or 4 gene processors; 6 complexity from the assembler, and two each from the processors.  Advanced custom supersoldier programs may require dozens of processors, particularly if the player is also including modded genes.  The actual strategy will depends greatly on what genes the player manages to acquire.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Path cost 0 -&amp;gt; 14.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechlord_helmet&amp;diff=116545</id>
		<title>Mechlord helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechlord_helmet&amp;diff=116545"/>
		<updated>2022-11-04T19:46:00Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Mechlord helmet&lt;br /&gt;
| image = MechlordHelmet.png&lt;br /&gt;
| description = A heavy plasteel-weave helmet packed with mechanitor-assistance gear. The mechlord helmet dramatically amplifies a mechanitor's bandwidth, but is somewhat less protective than dedicated heavy armor.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 240&lt;br /&gt;
| mass base = 0.08&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| production facility 2 = &lt;br /&gt;
| research = Ultra Mechtech&lt;br /&gt;
| work to make = 15750&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Nano structuring chip&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| armorsharp = 92&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorheat = 46&lt;br /&gt;
| insulationcold = 4&lt;br /&gt;
| insulationheat = 2&lt;br /&gt;
| coverage = FullHead&lt;br /&gt;
| layer = Overhead&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
The '''mechlord helmet''' is a piece of [[apparel]] added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Mechlord helmets 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;
== Summary ==&lt;br /&gt;
Increase [[bandwidth]] by 12.&lt;br /&gt;
&lt;br /&gt;
[[Shooting Accuracy]] = -5&lt;br /&gt;
[[Melee Hit Chance]] = -0.5&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Providing the same armor and coverage as a [[recon helmet]] and providing debuffs to combat skills, while also offering the largest buff to bandwidth, the mechlord helmet is for [[mechanitor]]s that prefer to rely more heavily on their mechanoids to do the fighting instead of themselves. With the best armor ''and'' the best bandwidth of all the mechanitor headwear, it is the ultimate headpiece for them.  It meets the apparel requirements of nobility as well.&lt;br /&gt;
&lt;br /&gt;
As it deteroriates over time, and losing one means losing control of some of your mechanoids, make sure to have some way to replace one.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
*[[Version/1.4.3534|1.4.3534]] Now counts as [[title|royal]] apparel.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechlord_suit&amp;diff=116544</id>
		<title>Mechlord suit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechlord_suit&amp;diff=116544"/>
		<updated>2022-11-04T19:44:44Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Mechlord suit&lt;br /&gt;
| image = MechlordSuit.png&lt;br /&gt;
| description = A power-assisted armor suit packed with mechanitor-assistance gear. The mechlord suit dramatically amplifies a mechanitor's bandwidth, but is somewhat less protective than dedicated heavy armor.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 340&lt;br /&gt;
| mass base = 12&lt;br /&gt;
| flammability = 0.4&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Ultra mechtech&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| resource 1 = Nano structuring chip&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| resource 2 = Powerfocus chip&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| resource 3 = Plasteel&lt;br /&gt;
| resource 3 amount = 120&lt;br /&gt;
| resource 4 = Advanced component&lt;br /&gt;
| resource 4 amount = 8&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| armorsharp = 92&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorheat = 46&lt;br /&gt;
| insulationcold = 32 &lt;br /&gt;
| insulationheat = 9&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
The '''mechlord suit''' is a piece of [[apparel]] added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Mechlord suits 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;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The Mechlord suit and its associated helmet meet the apparel requirements of nobility.  It has the same defensive stats as recon armor, and like the recon armor, has no move speed penalty.&lt;br /&gt;
&lt;br /&gt;
Equip delay: 11&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Xenotypes&amp;diff=114974</id>
		<title>Xenotypes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Xenotypes&amp;diff=114974"/>
		<updated>2022-10-31T17:11:14Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Xenotypes''', also known as '''Xenohumans''', are pawns with distinct features and abilities.  Humans without a xenotype are known as '''Baseliners'''.&lt;br /&gt;
&lt;br /&gt;
== Pigskins ==&lt;br /&gt;
[[Pigskins]] are human-pig hybrids which are capable of two-legged movement, tool use, and speech, but which also retain many pig-like qualities. They are hardy and can eat almost anything without getting sick, but their trotter-shaped hands leave them at a disadvantage when attempting to precisely manipulate tools and objects. They don't see well at a distance, so pigskin gangs usually focus on close-range weapons. They also have a strong taste for explosives.&lt;br /&gt;
&lt;br /&gt;
Pigskins were made for their organs. Uncomfortable with the idea of harvesting organs from baseliner humans, a long-gone government merged human DNA into pigs to make the animals produce more easily-transplantable hearts and livers. They succeeded, but the resulting creatures became more humanlike than anyone anticipated.&lt;br /&gt;
&lt;br /&gt;
The pigskins’ faction is the [[Factions#rough pig union|rough pig union]], a loose union of hardy pigskin townships. They're willing to make friends, even with thinsnouts, but they're also ready to toss a bomb and gnaw human gristle when it suits them. Treat them with respect and they'll offer a trotter to an ally in need. Turn against them and the last thing you hear might be a triumphant battle squeal.&lt;br /&gt;
&lt;br /&gt;
== Impids == &lt;br /&gt;
Made for desert life, [[Impids|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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
The [[Factions#savage impid tribe|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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
== Yttakin ==&lt;br /&gt;
[[Yttakin]] (pronounced roughly as ee-ta-keen) descend from colonists engineered to thrive on ultra-cold planets. Their great size and fur make them hardy in frozen environments. Yttakin share a psychic connection with the wildlife and can summon animals to their side during battles. They are not fast or energetic or precise, but can keep going when others would have collapsed long before.&lt;br /&gt;
&lt;br /&gt;
Since they migrated off their icy birthworld of Yttak, Yttakin settlements live on many planets. Their fur, roaring voices, and aversion to urban living sometimes leads naive outsiders to believe they are simple-minded animals. Quick-minded Yttakin are happy to make good use of such wrong beliefs, whether at the negotiating table or on the battlefield.&lt;br /&gt;
&lt;br /&gt;
The faction of [[Factions#yttakin pirates|yttakin pirates]] choose to be isolated, and they refuse to deal with outsiders. They’re quick to call animal warriors against anyone who threatens or disrespects them. Underestimating their wild animal companions would be a mistake. However, a captured and recruited yttakin can be a strong ally.&lt;br /&gt;
&lt;br /&gt;
== Neanderthals ==&lt;br /&gt;
[[Neanderthals]] are stocky, powerfully-built humanoids. Their most salient characteristic is that they are difficult to hurt: they are very resistant to injury, and their strong immune systems protect them from infection. However, without ever having evolved in a complex civilization, they are less adept than baseliner humans at intellectual and social tasks, and their impulsiveness can make them dangerously aggressive.&lt;br /&gt;
&lt;br /&gt;
Homo neanderthalensis was originally an archaic population of hominids that emerged over 200,000 years ago during the Pleistocene epoch. After they were replaced by and merged with humans 30,000 years ago, they were absent for tens of thousands of years until scientists resurrected them from ancient DNA. Neanderthals now survive in sub-societies on some settled planets. On the rimworlds, neanderthal tribes carve out the same existence as their Earth ancestors did so long ago.&lt;br /&gt;
&lt;br /&gt;
The [[Factions#fierce neanderthal tribe|fierce neanderthal tribe]] lives in the deep wilderness. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe won’t hesitate to bash in the skulls of anyone they deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability.&lt;br /&gt;
&lt;br /&gt;
Having been on this planet for countless generations, they have no memory of how they got here. They might be the descendants of a neanderthal service caste from a dead civilization, or even the leftovers from some ancient science experiment.&lt;br /&gt;
&lt;br /&gt;
== Dirtmoles ==&lt;br /&gt;
With gray skin adapted to artificial light, [[dirtmoles]] thrive in cramped and dark spaces where combat and travel happen over short distances. They are extremely capable at digging or mining tasks. In the open, however, they suffer from a sensitivity to light, slow speed and poor eyesight at distance.&lt;br /&gt;
&lt;br /&gt;
After the first tunnel colonies failed due to the stress of confinement, colonization agencies began genetically altering colonists to live without open space or sunlight. This xenotype are known colloquially as dirtmoles. Today, dirtmoles have expanded out of their original tunnel homes and rule many confined spaces in the anthrosphere. They can be found in deep mines, cramped low-tech spacecraft, and teeming by the billions in the dark underlayers of countless urbworlds.&lt;br /&gt;
&lt;br /&gt;
== Genies ==&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
== Hussars ==&lt;br /&gt;
[[Hussars]] are engineered soldiers. They fight aggressively and with precision, heal fast, thrive in extreme temperatures, and freely ingest military drugs. They have a genetic dependence on the drug go-juice, which also makes them less likely to rebel against their commanders.&lt;br /&gt;
&lt;br /&gt;
While hussars' emotions make them dangerous in combat, they can't relate to baseliner humans. They are famous for their blood-red eyes and &amp;quot;hussar stare&amp;quot;, a dead expression that unsettles many people.&lt;br /&gt;
Their lack of expression and burning aggressive nature has led to many violent misunderstandings.&lt;br /&gt;
&lt;br /&gt;
In most societies where they live, hussars are kept separated from the rest of the population. Hussars are single-purpose tools - and they generally aren't bothered by the fact.&lt;br /&gt;
&lt;br /&gt;
== Highmates ==&lt;br /&gt;
Empathic and effortlessly beautiful, these designed companions and concubines have the unique ability to psychically bond with a mate. In a certain context, they seem to be perfect - happy, charming, and kind. However, they are also inept at manual tasks, physically weak, and mentally incapable of violence even if their life depends on it.&lt;br /&gt;
&lt;br /&gt;
On a few wealthy worlds, highmate xenogerms are commercially available and some people become [[highmates]] as a sort of career. However, many societies find them abhorrent, either because they distract people from forming natural families, or because they are humans shaped to serve the pleasures of another. On such worlds they are either reserved as playthings of the powerful, or banned entirely. This particular line of highmate fits the fashions of classical Novaroma, but many other variants exist.&lt;br /&gt;
&lt;br /&gt;
== Wasters ==&lt;br /&gt;
[[Wasters]] are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo.&lt;br /&gt;
&lt;br /&gt;
Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.&lt;br /&gt;
&lt;br /&gt;
The faction of [[Factions#waster pirates|waster pirates]] are a diverse collection of violent xenohumans. They are mostly wasters, with a smattering of hussars, neanderthals, genies, dirtmoles, genies, yttakins, and pigskins. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. They’ll always be a threat.&lt;br /&gt;
&lt;br /&gt;
== Sanguophages ==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
[[Sanguophages]] pass among other xenotypes undetected while concealing superhuman powers and working to satiate their genetic need for human blood. They are subjects of wild stories and childrens’ nightmares, and their very existence is debated. They do not reveal themselves without good reason.&lt;br /&gt;
&lt;br /&gt;
Powered by archites, unique micro-machines created by archotech superintelligence, sanguophages’ abilities go far beyond normal genetic enhancements. They are mentally adept across domains and preternaturally beautiful. In combat, they can launch deadly spines and heal injured friends. They don't age or die naturally and never suffer from disease or poison. A sanguophage can make a new sanguophage by reimplanting their own xenogerm into a person.&lt;br /&gt;
&lt;br /&gt;
The price of all this is the endless red thirst. Sanguophages must regularly consume [[hemogen]] derived from human blood. [[Hemogen]] acts as a sort of fuel for the sanguophages’ powers. They're easily destroyed by fire, and slowed down by UV light.&lt;br /&gt;
&lt;br /&gt;
Sanguophages must also go into [[deathrest]] every now and then, where they enter a dormant state for several days in the darkness to regenerate their powers. This process of [[deathrest]] can be enhanced by a variety of technological structures, chief among them is the [[deathrest casket]].&lt;br /&gt;
&lt;br /&gt;
The [[deathrest casket]] is an enclosed med-casket that accelerates the process of deathrest. It can connect to other devices which confer additional bonuses on the deathrester. The number of devices that can connect depends on the person's deathrest capacity, which can be seen by selecting them. The devices to connect are:&lt;br /&gt;
&amp;lt;br&amp;gt;[[Hemopump]]: This blood-refining pump increases the amount of [[hemogen]] a deathresting person can store in their body.&lt;br /&gt;
&amp;lt;br&amp;gt;[[Hemogen amplifier]]: This device leaves a deathrester in a [[hemogen]]-amplified state so they gain more hemogen from any hemogen source. Using a gland probe and blood analyzer, it links with a deathresting person, stimulating hemogen glands into a more active state.&lt;br /&gt;
&amp;lt;br&amp;gt;[[Glucosoid pump]]: This device allows a deathrester to move faster after [[deathrest]] is complete. It pumps the body with extra muscle-signaling factors while cleaning waste products from muscle tissue.&lt;br /&gt;
&amp;lt;br&amp;gt;[[Psychofluid pump]]: This device enhances the psychic sensitivity of a deathresting person by rhythmically stimulating neural tissues.&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deathrest accelerator]]: This device connects with a deathresting person and makes deathrest complete quicker. It enhances the effect of the [[deathrest casket]] using finer blood analysis and more powerful chemicals.&lt;br /&gt;
&lt;br /&gt;
There is a secret faction of sanguophages. Every now and then, you may get an opportunity to perform a service for them by giving protection, secrecy, or salvation. If you succeed, one of them may offer you the dark gift of immortality. Alternatively, if a sanguophage can be disabled and captured, then a new sanguophage can be made against the blood-drinker’s will.&lt;br /&gt;
&lt;br /&gt;
The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans.&lt;br /&gt;
&lt;br /&gt;
Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds.&lt;br /&gt;
&lt;br /&gt;
If you want to engineer your own xenotype with sanguophage-like powers, you can find copies of the sanguophages' special superhuman genes via quests and trade. However, many of them require a unique resource called archites to be reinstalled in a new person. Archites are rare, but can be found via quests, trade, and other special means.&lt;br /&gt;
&lt;br /&gt;
It is possible to be a sanguophage and another xenotype at the same time - pigskin sanguophages look pretty great in their dark hooded robes.&lt;br /&gt;
&lt;br /&gt;
You can start the game as a sanguophage with a single human servant, if you want to build your own blood-harvest empire from scratch.&lt;br /&gt;
&lt;br /&gt;
We made sure to design all the character-oriented enhancements so they can be used freely in any combination. We are very much looking forward to the stories of people making their favorite colonist into a [[Titles|royal]], a [[psycast]]er, a [[Roles|priest]], a [[mechanitor]], a unique xenotype, and a sanguophage all at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_creation&amp;diff=113736</id>
		<title>Mechanoid creation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_creation&amp;diff=113736"/>
		<updated>2022-10-27T04:34:32Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: /* Controllable Mechanoids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
''For the enemy structure that creates mechanoids in the [[Royalty DLC]], see [[Mech assembler]].''&lt;br /&gt;
&lt;br /&gt;
With the release of the [[Biotech DLC]], '''mechanoids''' may be built, gestated, and controlled by a colony - specifically, by a [[mechanitor]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
[[Mechanitor]]s are required to build, gestate, and control your own mechanoids. [[Research]] must be done with a valid mechaniator in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first.&lt;br /&gt;
&lt;br /&gt;
#Mechanitors must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.&lt;br /&gt;
#All mechanoids require a subcore to create, along with other materials like [[steel]]. Simple mechs use a [[basic subcore]] (from a [[subcore encoder]], while more complex ones require a [[standard subscore]] (from a [[subcore softscanner]]) or [[high subcore]] (from a [[subcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create.&lt;br /&gt;
#After being &amp;quot;built&amp;quot; for a tiny amount of a mechanitor's work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]]. Gestation types are measured in cycles; each cycle is 1.8 game days by default, and larger mechs require more cycles. A [[mech gestation processor]] can be installed into a mechanitor to increase the speed. When cycling is done, the mechanitor must take the mech out.&lt;br /&gt;
&lt;br /&gt;
More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - the [[Diabolus]], [[War queen]], and [[Apocriton]], in order of progression - and studying their specific item before it is possible.&lt;br /&gt;
&lt;br /&gt;
Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. However, you can create every mechanoid in the game, except for the [[Termite]] and [[Apocriton]].&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[Mechanitor]]s are required to control mechanoids. A mechanitor has a limited amount of [[bandwidth]], which controls the amount and complexity of mechanoids they can command.&lt;br /&gt;
&lt;br /&gt;
In general, [[mechanoid]]s are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They are vulnerable to [[EMP]] attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require [[power]], and cause [[pollution]] in the process.&lt;br /&gt;
&lt;br /&gt;
Mechs considered &amp;quot;light&amp;quot; use a regular [[mech recharger]] and [[mech gestator]]. Mechs considered &amp;quot;medium&amp;quot; or heavier use the [[large mech recharger]] and [[large mech gestator]].&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Player mechanoids use a variable amount of power, depending on their state.&lt;br /&gt;
*They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.&lt;br /&gt;
*Labor mechs use 3% power / day while idle, or not doing work.&lt;br /&gt;
*Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of 1% power / day. Mechs that run out of power will also enter this state.&lt;br /&gt;
&lt;br /&gt;
They can instead be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waster. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.&lt;br /&gt;
&lt;br /&gt;
Mechanoids can be repaired at the cost of their power, the rate dependent on which mech it is. This will restore otherwise permanent injuries. If killed, mechanoids can be ressurected at the cost of some size-dependent [[steel]] and 1 gestation cycle, so long as some part of their corpse is intact&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
Mech are fully autonomous. Mechanoids assigned to work tasks have an effective [[Skill]] of 10, though most have a 50% [[Global Work Speed]], and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', which can then be assigned to one of four orders:&lt;br /&gt;
*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left.&lt;br /&gt;
*'''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left.&lt;br /&gt;
*'''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.&lt;br /&gt;
*'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.&lt;br /&gt;
&lt;br /&gt;
Control groups and orders may be changed, though the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs must be in the same map. If they are seperated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders can not be changed.&lt;br /&gt;
&lt;br /&gt;
Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.&lt;br /&gt;
&lt;br /&gt;
Mechanoids in a [[caravan]] contribute towards its carrying capacity. They do not use power as long as they are on the world map.&lt;br /&gt;
&lt;br /&gt;
If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc. After {{ticks|60000}} uncontrolled, there is a chance for a mech to go fferal with {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}&lt;br /&gt;
&lt;br /&gt;
==Controllable Mechanoids==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Class&lt;br /&gt;
! Bandwidth&lt;br /&gt;
! Research&lt;br /&gt;
! Cost&lt;br /&gt;
! Market Value&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Militor&amp;quot;&lt;br /&gt;
! Militor&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lifter&amp;quot;&lt;br /&gt;
! Lifter&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Constructoid&amp;quot;&lt;br /&gt;
! Constructoid&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabricor&amp;quot;&lt;br /&gt;
! Fabricor&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 100 Steel + High Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Agrihand&amp;quot;&lt;br /&gt;
! Agrihand&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cleansweeper&amp;quot;&lt;br /&gt;
! Cleansweeper&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 100 Steel + Regular Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Paramedic&amp;quot;&lt;br /&gt;
! Paramedic&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 100 Steel + High Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;War urchin&amp;quot;&lt;br /&gt;
! War urchin&lt;br /&gt;
| Light&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1300&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scyther&amp;quot;&lt;br /&gt;
! Scyther&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 75 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pikeman&amp;quot;&lt;br /&gt;
! Pikeman&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 100 Steel + 40 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 2600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scorcher&amp;quot;&lt;br /&gt;
! Scorcher&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 80 Steel + 32 Plasteel + 3 Components + 1 Regular Subcore&lt;br /&gt;
| 2200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lancer&amp;quot;&lt;br /&gt;
! Lancer&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 75 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Legionary&amp;quot;&lt;br /&gt;
! Legionary&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 100 Plasteel + 6 Components + 1 High Subcore&lt;br /&gt;
| 2600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tesseron&amp;quot;&lt;br /&gt;
! Tesseron&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 110 Plasteel + 7 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| Heavy&lt;br /&gt;
| 3&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 150 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Gunner)&amp;quot;&lt;br /&gt;
! Centipede (Gunner)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 255 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Burner)&amp;quot;&lt;br /&gt;
! Centipede (Burner)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 255 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Blaster)&amp;quot;&lt;br /&gt;
! Centipede (Blaster)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 355 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centurion&amp;quot;&lt;br /&gt;
! Centurion&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 300 Steel + 200 Plasteel + 2 Advanced Components + 1 Powerfocus Chip + 1 High Subcore&lt;br /&gt;
| 1600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diabolus&amp;quot;&lt;br /&gt;
! Diabolus&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 300 Steel + 300 Plasteel + 2 Signal Chip + 1 High Subcore&lt;br /&gt;
| 3000&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;War queen&amp;quot;&lt;br /&gt;
! War queen&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 600 Steel + 300 Plasteel + 3 Advanced Components + 1 Nanostructuring Chip + 1 High Subcore&lt;br /&gt;
| 1600&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_creation&amp;diff=113735</id>
		<title>Mechanoid creation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_creation&amp;diff=113735"/>
		<updated>2022-10-27T04:31:00Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: /* Controllable Mechanoids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
''For the enemy structure that creates mechanoids in the [[Royalty DLC]], see [[Mech assembler]].''&lt;br /&gt;
&lt;br /&gt;
With the release of the [[Biotech DLC]], '''mechanoids''' may be built, gestated, and controlled by a colony - specifically, by a [[mechanitor]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
[[Mechanitor]]s are required to build, gestate, and control your own mechanoids. [[Research]] must be done with a valid mechaniator in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first.&lt;br /&gt;
&lt;br /&gt;
#Mechanitors must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.&lt;br /&gt;
#All mechanoids require a subcore to create, along with other materials like [[steel]]. Simple mechs use a [[basic subcore]] (from a [[subcore encoder]], while more complex ones require a [[standard subscore]] (from a [[subcore softscanner]]) or [[high subcore]] (from a [[subcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create.&lt;br /&gt;
#After being &amp;quot;built&amp;quot; for a tiny amount of a mechanitor's work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]]. Gestation types are measured in cycles; each cycle is 1.8 game days by default, and larger mechs require more cycles. A [[mech gestation processor]] can be installed into a mechanitor to increase the speed. When cycling is done, the mechanitor must take the mech out.&lt;br /&gt;
&lt;br /&gt;
More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - the [[Diabolus]], [[War queen]], and [[Apocriton]], in order of progression - and studying their specific item before it is possible.&lt;br /&gt;
&lt;br /&gt;
Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. However, you can create every mechanoid in the game, except for the [[Termite]] and [[Apocriton]].&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[Mechanitor]]s are required to control mechanoids. A mechanitor has a limited amount of [[bandwidth]], which controls the amount and complexity of mechanoids they can command.&lt;br /&gt;
&lt;br /&gt;
In general, [[mechanoid]]s are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They are vulnerable to [[EMP]] attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require [[power]], and cause [[pollution]] in the process.&lt;br /&gt;
&lt;br /&gt;
Mechs considered &amp;quot;light&amp;quot; use a regular [[mech recharger]] and [[mech gestator]]. Mechs considered &amp;quot;medium&amp;quot; or heavier use the [[large mech recharger]] and [[large mech gestator]].&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Player mechanoids use a variable amount of power, depending on their state.&lt;br /&gt;
*They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.&lt;br /&gt;
*Labor mechs use 3% power / day while idle, or not doing work.&lt;br /&gt;
*Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of 1% power / day. Mechs that run out of power will also enter this state.&lt;br /&gt;
&lt;br /&gt;
They can instead be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waster. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.&lt;br /&gt;
&lt;br /&gt;
Mechanoids can be repaired at the cost of their power, the rate dependent on which mech it is. This will restore otherwise permanent injuries. If killed, mechanoids can be ressurected at the cost of some size-dependent [[steel]] and 1 gestation cycle, so long as some part of their corpse is intact&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
Mech are fully autonomous. Mechanoids assigned to work tasks have an effective [[Skill]] of 10, though most have a 50% [[Global Work Speed]], and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', which can then be assigned to one of four orders:&lt;br /&gt;
*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left.&lt;br /&gt;
*'''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left.&lt;br /&gt;
*'''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.&lt;br /&gt;
*'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.&lt;br /&gt;
&lt;br /&gt;
Control groups and orders may be changed, though the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs must be in the same map. If they are seperated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders can not be changed.&lt;br /&gt;
&lt;br /&gt;
Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.&lt;br /&gt;
&lt;br /&gt;
Mechanoids in a [[caravan]] contribute towards its carrying capacity. They do not use power as long as they are on the world map.&lt;br /&gt;
&lt;br /&gt;
If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc. After {{ticks|60000}} uncontrolled, there is a chance for a mech to go fferal with {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}&lt;br /&gt;
&lt;br /&gt;
==Controllable Mechanoids==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Class&lt;br /&gt;
! Bandwidth&lt;br /&gt;
! Research&lt;br /&gt;
! Cost&lt;br /&gt;
! Market Value&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Militor&amp;quot;&lt;br /&gt;
! Militor&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lifter&amp;quot;&lt;br /&gt;
! Lifter&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Constructoid&amp;quot;&lt;br /&gt;
! Constructoid&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabricor&amp;quot;&lt;br /&gt;
! Fabricor&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 100 Steel + High Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Agrihand&amp;quot;&lt;br /&gt;
! Agrihand&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cleansweeper&amp;quot;&lt;br /&gt;
! Cleansweeper&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 100 Steel + Regular Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Paramedic&amp;quot;&lt;br /&gt;
! Paramedic&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 100 Steel + High Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;War urchin&amp;quot;&lt;br /&gt;
! War urchin&lt;br /&gt;
| Light&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1300&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scyther&amp;quot;&lt;br /&gt;
! Scyther&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 75 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pikeman&amp;quot;&lt;br /&gt;
! Pikeman&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 100 Steel + 40 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 2600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scorcher&amp;quot;&lt;br /&gt;
! Scorcher&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 80 Steel + 32 Plasteel + 3 Components + 1 Regular Subcore&lt;br /&gt;
| 2200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lancer&amp;quot;&lt;br /&gt;
! Lancer&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 75 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Legionary&amp;quot;&lt;br /&gt;
! Legionary&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 100 Plasteel + 6 Components + 1 High Subcore&lt;br /&gt;
| 2600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tesseron&amp;quot;&lt;br /&gt;
! Tesseron&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 110 Plasteel + 7 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| Heavy&lt;br /&gt;
| 3&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 150 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Gunner)&amp;quot;&lt;br /&gt;
! Centipede (Gunner)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 255 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Burner)&amp;quot;&lt;br /&gt;
! Centipede (Burner)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 255 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Blaster)&amp;quot;&lt;br /&gt;
! Centipede (Blaster)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 355 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centurion&amp;quot;&lt;br /&gt;
! Centurion&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 300 Steel + 200 Plasteel + 2 Advanced Components + 1 Powerfocus Chip + 1 High Subcore&lt;br /&gt;
| 1600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diabolus&amp;quot;&lt;br /&gt;
! Diabolus&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 300 Steel + 300 Plasteel + 2 Signal Chip + 1 High Subcore&lt;br /&gt;
| 3000&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;War queen&amp;quot;&lt;br /&gt;
! War queen&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 600 Steel + 300 Plasteel + 3 Advanced Components + 1 Nanostructuring Chip + 1 High Subcore&lt;br /&gt;
| 1600&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_creation&amp;diff=113734</id>
		<title>Mechanoid creation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_creation&amp;diff=113734"/>
		<updated>2022-10-27T04:30:21Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: /* Controllable Mechanoids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
''For the enemy structure that creates mechanoids in the [[Royalty DLC]], see [[Mech assembler]].''&lt;br /&gt;
&lt;br /&gt;
With the release of the [[Biotech DLC]], '''mechanoids''' may be built, gestated, and controlled by a colony - specifically, by a [[mechanitor]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
[[Mechanitor]]s are required to build, gestate, and control your own mechanoids. [[Research]] must be done with a valid mechaniator in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first.&lt;br /&gt;
&lt;br /&gt;
#Mechanitors must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.&lt;br /&gt;
#All mechanoids require a subcore to create, along with other materials like [[steel]]. Simple mechs use a [[basic subcore]] (from a [[subcore encoder]], while more complex ones require a [[standard subscore]] (from a [[subcore softscanner]]) or [[high subcore]] (from a [[subcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create.&lt;br /&gt;
#After being &amp;quot;built&amp;quot; for a tiny amount of a mechanitor's work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]]. Gestation types are measured in cycles; each cycle is 1.8 game days by default, and larger mechs require more cycles. A [[mech gestation processor]] can be installed into a mechanitor to increase the speed. When cycling is done, the mechanitor must take the mech out.&lt;br /&gt;
&lt;br /&gt;
More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - the [[Diabolus]], [[War queen]], and [[Apocriton]], in order of progression - and studying their specific item before it is possible.&lt;br /&gt;
&lt;br /&gt;
Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. However, you can create every mechanoid in the game, except for the [[Termite]] and [[Apocriton]].&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[Mechanitor]]s are required to control mechanoids. A mechanitor has a limited amount of [[bandwidth]], which controls the amount and complexity of mechanoids they can command.&lt;br /&gt;
&lt;br /&gt;
In general, [[mechanoid]]s are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They are vulnerable to [[EMP]] attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require [[power]], and cause [[pollution]] in the process.&lt;br /&gt;
&lt;br /&gt;
Mechs considered &amp;quot;light&amp;quot; use a regular [[mech recharger]] and [[mech gestator]]. Mechs considered &amp;quot;medium&amp;quot; or heavier use the [[large mech recharger]] and [[large mech gestator]].&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Player mechanoids use a variable amount of power, depending on their state.&lt;br /&gt;
*They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.&lt;br /&gt;
*Labor mechs use 3% power / day while idle, or not doing work.&lt;br /&gt;
*Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of 1% power / day. Mechs that run out of power will also enter this state.&lt;br /&gt;
&lt;br /&gt;
They can instead be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waster. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.&lt;br /&gt;
&lt;br /&gt;
Mechanoids can be repaired at the cost of their power, the rate dependent on which mech it is. This will restore otherwise permanent injuries. If killed, mechanoids can be ressurected at the cost of some size-dependent [[steel]] and 1 gestation cycle, so long as some part of their corpse is intact&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
Mech are fully autonomous. Mechanoids assigned to work tasks have an effective [[Skill]] of 10, though most have a 50% [[Global Work Speed]], and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', which can then be assigned to one of four orders:&lt;br /&gt;
*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left.&lt;br /&gt;
*'''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left.&lt;br /&gt;
*'''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.&lt;br /&gt;
*'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.&lt;br /&gt;
&lt;br /&gt;
Control groups and orders may be changed, though the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs must be in the same map. If they are seperated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders can not be changed.&lt;br /&gt;
&lt;br /&gt;
Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.&lt;br /&gt;
&lt;br /&gt;
Mechanoids in a [[caravan]] contribute towards its carrying capacity. They do not use power as long as they are on the world map.&lt;br /&gt;
&lt;br /&gt;
If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc. After {{ticks|60000}} uncontrolled, there is a chance for a mech to go fferal with {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}&lt;br /&gt;
&lt;br /&gt;
==Controllable Mechanoids==&lt;br /&gt;
{{Rewrite|section=1|reason=Convert into table with class(light v medium etc), bandwidth, energy consumption, research tier, cost, combined market value (mech+gun) etc for easier centralized comparison}}&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Class&lt;br /&gt;
! Bandwidth&lt;br /&gt;
! Research&lt;br /&gt;
! Cost&lt;br /&gt;
! Market Value&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Militor&amp;quot;&lt;br /&gt;
! Militor&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lifter&amp;quot;&lt;br /&gt;
! Lifter&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Constructoid&amp;quot;&lt;br /&gt;
! Constructoid&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabricor&amp;quot;&lt;br /&gt;
! Fabricor&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 100 Steel + High Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Agrihand&amp;quot;&lt;br /&gt;
! Agrihand&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cleansweeper&amp;quot;&lt;br /&gt;
! Cleansweeper&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 100 Steel + Regular Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Paramedic&amp;quot;&lt;br /&gt;
! Paramedic&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 100 Steel + High Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;War urchin&amp;quot;&lt;br /&gt;
! War urchin&lt;br /&gt;
| Light&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1300&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scyther&amp;quot;&lt;br /&gt;
! Scyther&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 75 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pikeman&amp;quot;&lt;br /&gt;
! Pikeman&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 100 Steel + 40 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 2600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scorcher&amp;quot;&lt;br /&gt;
! Scorcher&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 80 Steel + 32 Plasteel + 3 Components + 1 Regular Subcore&lt;br /&gt;
| 2200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lancer&amp;quot;&lt;br /&gt;
! Lancer&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 75 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Legionary&amp;quot;&lt;br /&gt;
! Legionary&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 100 Plasteel + 6 Components + 1 High Subcore&lt;br /&gt;
| 2600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tesseron&amp;quot;&lt;br /&gt;
! Tesseron&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 110 Plasteel + 7 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| Heavy&lt;br /&gt;
| 3&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 150 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Gunner)&amp;quot;&lt;br /&gt;
! Centipede (Gunner)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 255 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Burner)&amp;quot;&lt;br /&gt;
! Centipede (Burner)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 255 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Blaster)&amp;quot;&lt;br /&gt;
! Centipede (Blaster)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 355 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centurion&amp;quot;&lt;br /&gt;
! Centurion&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 300 Steel + 200 Plasteel + 2 Advanced Components + 1 Powerfocus Chip + 1 High Subcore&lt;br /&gt;
| 1600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diabolus&amp;quot;&lt;br /&gt;
! Diabolus&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 300 Steel + 300 Plasteel + 2 Signal Chip + 1 High Subcore&lt;br /&gt;
| 3000&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;War queen&amp;quot;&lt;br /&gt;
! War queen&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 600 Steel + 300 Plasteel + 3 Advanced Components + 1 Nanostructuring Chip + 1 High Subcore&lt;br /&gt;
| 1600&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_creation&amp;diff=113733</id>
		<title>Mechanoid creation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_creation&amp;diff=113733"/>
		<updated>2022-10-27T04:29:38Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: /* Controllable Mechanoids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
''For the enemy structure that creates mechanoids in the [[Royalty DLC]], see [[Mech assembler]].''&lt;br /&gt;
&lt;br /&gt;
With the release of the [[Biotech DLC]], '''mechanoids''' may be built, gestated, and controlled by a colony - specifically, by a [[mechanitor]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
[[Mechanitor]]s are required to build, gestate, and control your own mechanoids. [[Research]] must be done with a valid mechaniator in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first.&lt;br /&gt;
&lt;br /&gt;
#Mechanitors must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.&lt;br /&gt;
#All mechanoids require a subcore to create, along with other materials like [[steel]]. Simple mechs use a [[basic subcore]] (from a [[subcore encoder]], while more complex ones require a [[standard subscore]] (from a [[subcore softscanner]]) or [[high subcore]] (from a [[subcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create.&lt;br /&gt;
#After being &amp;quot;built&amp;quot; for a tiny amount of a mechanitor's work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]]. Gestation types are measured in cycles; each cycle is 1.8 game days by default, and larger mechs require more cycles. A [[mech gestation processor]] can be installed into a mechanitor to increase the speed. When cycling is done, the mechanitor must take the mech out.&lt;br /&gt;
&lt;br /&gt;
More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - the [[Diabolus]], [[War queen]], and [[Apocriton]], in order of progression - and studying their specific item before it is possible.&lt;br /&gt;
&lt;br /&gt;
Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. However, you can create every mechanoid in the game, except for the [[Termite]] and [[Apocriton]].&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[Mechanitor]]s are required to control mechanoids. A mechanitor has a limited amount of [[bandwidth]], which controls the amount and complexity of mechanoids they can command.&lt;br /&gt;
&lt;br /&gt;
In general, [[mechanoid]]s are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They are vulnerable to [[EMP]] attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require [[power]], and cause [[pollution]] in the process.&lt;br /&gt;
&lt;br /&gt;
Mechs considered &amp;quot;light&amp;quot; use a regular [[mech recharger]] and [[mech gestator]]. Mechs considered &amp;quot;medium&amp;quot; or heavier use the [[large mech recharger]] and [[large mech gestator]].&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Player mechanoids use a variable amount of power, depending on their state.&lt;br /&gt;
*They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.&lt;br /&gt;
*Labor mechs use 3% power / day while idle, or not doing work.&lt;br /&gt;
*Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of 1% power / day. Mechs that run out of power will also enter this state.&lt;br /&gt;
&lt;br /&gt;
They can instead be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waster. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.&lt;br /&gt;
&lt;br /&gt;
Mechanoids can be repaired at the cost of their power, the rate dependent on which mech it is. This will restore otherwise permanent injuries. If killed, mechanoids can be ressurected at the cost of some size-dependent [[steel]] and 1 gestation cycle, so long as some part of their corpse is intact&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
Mech are fully autonomous. Mechanoids assigned to work tasks have an effective [[Skill]] of 10, though most have a 50% [[Global Work Speed]], and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', which can then be assigned to one of four orders:&lt;br /&gt;
*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left.&lt;br /&gt;
*'''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left.&lt;br /&gt;
*'''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.&lt;br /&gt;
*'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.&lt;br /&gt;
&lt;br /&gt;
Control groups and orders may be changed, though the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs must be in the same map. If they are seperated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders can not be changed.&lt;br /&gt;
&lt;br /&gt;
Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.&lt;br /&gt;
&lt;br /&gt;
Mechanoids in a [[caravan]] contribute towards its carrying capacity. They do not use power as long as they are on the world map.&lt;br /&gt;
&lt;br /&gt;
If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc. After {{ticks|60000}} uncontrolled, there is a chance for a mech to go fferal with {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}&lt;br /&gt;
&lt;br /&gt;
==Controllable Mechanoids==&lt;br /&gt;
{{Rewrite|section=1|reason=Convert into table with class(light v medium etc), bandwidth, energy consumption, research tier, cost, combined market value (mech+gun) etc for easier centralized comparison}}&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Class&lt;br /&gt;
! Bandwidth&lt;br /&gt;
! Research&lt;br /&gt;
! Cost&lt;br /&gt;
! Market Value&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Militor&amp;quot;&lt;br /&gt;
! Militor&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lifter&amp;quot;&lt;br /&gt;
! Lifter&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Constructoid&amp;quot;&lt;br /&gt;
! Constructoid&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabricor&amp;quot;&lt;br /&gt;
! Fabricor&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 100 Steel + High Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Agrihand&amp;quot;&lt;br /&gt;
! Agrihand&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech + Basic Subcore&lt;br /&gt;
| 50 Steel&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cleansweeper&amp;quot;&lt;br /&gt;
! Cleansweeper&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 100 Steel + Regular Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Paramedic&amp;quot;&lt;br /&gt;
! Paramedic&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 100 Steel + High Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;War urchin&amp;quot;&lt;br /&gt;
! War urchin&lt;br /&gt;
| Light&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1300&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scyther&amp;quot;&lt;br /&gt;
! Scyther&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 75 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pikeman&amp;quot;&lt;br /&gt;
! Pikeman&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 100 Steel + 40 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 2600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scorcher&amp;quot;&lt;br /&gt;
! Scorcher&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 80 Steel + 32 Plasteel + 3 Components + 1 Regular Subcore&lt;br /&gt;
| 2200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lancer&amp;quot;&lt;br /&gt;
! Lancer&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 75 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Legionary&amp;quot;&lt;br /&gt;
! Legionary&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 100 Plasteel + 6 Components + 1 High Subcore&lt;br /&gt;
| 2600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tesseron&amp;quot;&lt;br /&gt;
! Tesseron&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 110 Plasteel + 7 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| Heavy&lt;br /&gt;
| 3&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 150 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Gunner)&amp;quot;&lt;br /&gt;
! Centipede (Gunner)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 255 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Burner)&amp;quot;&lt;br /&gt;
! Centipede (Burner)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 255 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Blaster)&amp;quot;&lt;br /&gt;
! Centipede (Blaster)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 355 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centurion&amp;quot;&lt;br /&gt;
! Centurion&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 300 Steel + 200 Plasteel + 2 Advanced Components + 1 Powerfocus Chip + 1 High Subcore&lt;br /&gt;
| 1600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diabolus&amp;quot;&lt;br /&gt;
! Diabolus&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 300 Steel + 300 Plasteel + 2 Signal Chip + 1 High Subcore&lt;br /&gt;
| 3000&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;War queen&amp;quot;&lt;br /&gt;
! War queen&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 600 Steel + 300 Plasteel + 3 Advanced Components + 1 Nanostructuring Chip + 1 High Subcore&lt;br /&gt;
| 1600&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_creation&amp;diff=113732</id>
		<title>Mechanoid creation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_creation&amp;diff=113732"/>
		<updated>2022-10-27T04:28:22Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: Created table (market values don't make much sense, someone please verify in-game)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
''For the enemy structure that creates mechanoids in the [[Royalty DLC]], see [[Mech assembler]].''&lt;br /&gt;
&lt;br /&gt;
With the release of the [[Biotech DLC]], '''mechanoids''' may be built, gestated, and controlled by a colony - specifically, by a [[mechanitor]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
[[Mechanitor]]s are required to build, gestate, and control your own mechanoids. [[Research]] must be done with a valid mechaniator in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first.&lt;br /&gt;
&lt;br /&gt;
#Mechanitors must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.&lt;br /&gt;
#All mechanoids require a subcore to create, along with other materials like [[steel]]. Simple mechs use a [[basic subcore]] (from a [[subcore encoder]], while more complex ones require a [[standard subscore]] (from a [[subcore softscanner]]) or [[high subcore]] (from a [[subcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create.&lt;br /&gt;
#After being &amp;quot;built&amp;quot; for a tiny amount of a mechanitor's work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]]. Gestation types are measured in cycles; each cycle is 1.8 game days by default, and larger mechs require more cycles. A [[mech gestation processor]] can be installed into a mechanitor to increase the speed. When cycling is done, the mechanitor must take the mech out.&lt;br /&gt;
&lt;br /&gt;
More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - the [[Diabolus]], [[War queen]], and [[Apocriton]], in order of progression - and studying their specific item before it is possible.&lt;br /&gt;
&lt;br /&gt;
Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. However, you can create every mechanoid in the game, except for the [[Termite]] and [[Apocriton]].&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[Mechanitor]]s are required to control mechanoids. A mechanitor has a limited amount of [[bandwidth]], which controls the amount and complexity of mechanoids they can command.&lt;br /&gt;
&lt;br /&gt;
In general, [[mechanoid]]s are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They are vulnerable to [[EMP]] attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require [[power]], and cause [[pollution]] in the process.&lt;br /&gt;
&lt;br /&gt;
Mechs considered &amp;quot;light&amp;quot; use a regular [[mech recharger]] and [[mech gestator]]. Mechs considered &amp;quot;medium&amp;quot; or heavier use the [[large mech recharger]] and [[large mech gestator]].&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Player mechanoids use a variable amount of power, depending on their state.&lt;br /&gt;
*They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.&lt;br /&gt;
*Labor mechs use 3% power / day while idle, or not doing work.&lt;br /&gt;
*Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of 1% power / day. Mechs that run out of power will also enter this state.&lt;br /&gt;
&lt;br /&gt;
They can instead be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waster. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.&lt;br /&gt;
&lt;br /&gt;
Mechanoids can be repaired at the cost of their power, the rate dependent on which mech it is. This will restore otherwise permanent injuries. If killed, mechanoids can be ressurected at the cost of some size-dependent [[steel]] and 1 gestation cycle, so long as some part of their corpse is intact&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
Mech are fully autonomous. Mechanoids assigned to work tasks have an effective [[Skill]] of 10, though most have a 50% [[Global Work Speed]], and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', which can then be assigned to one of four orders:&lt;br /&gt;
*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left.&lt;br /&gt;
*'''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left.&lt;br /&gt;
*'''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.&lt;br /&gt;
*'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.&lt;br /&gt;
&lt;br /&gt;
Control groups and orders may be changed, though the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs must be in the same map. If they are seperated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders can not be changed.&lt;br /&gt;
&lt;br /&gt;
Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.&lt;br /&gt;
&lt;br /&gt;
Mechanoids in a [[caravan]] contribute towards its carrying capacity. They do not use power as long as they are on the world map.&lt;br /&gt;
&lt;br /&gt;
If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc. After {{ticks|60000}} uncontrolled, there is a chance for a mech to go fferal with {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}&lt;br /&gt;
&lt;br /&gt;
==Controllable Mechanoids==&lt;br /&gt;
{{Rewrite|section=1|reason=Convert into table with class(light v medium etc), bandwidth, energy consumption, research tier, cost, combined market value (mech+gun) etc for easier centralized comparison}}&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Class&lt;br /&gt;
! Bandwidth&lt;br /&gt;
! Research&lt;br /&gt;
! Cost&lt;br /&gt;
! Market Value&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Militor&amp;quot;&lt;br /&gt;
! Militor&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lifter&amp;quot;&lt;br /&gt;
! Lifter&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Constructoid&amp;quot;&lt;br /&gt;
! Constructoid&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel + Basic Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabricor&amp;quot;&lt;br /&gt;
! Fabricor&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 100 Steel + High Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Agrihand&amp;quot;&lt;br /&gt;
! Agrihand&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 50 Steel&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cleansweeper&amp;quot;&lt;br /&gt;
! Cleansweeper&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 100 Steel + Regular subcore&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Paramedic&amp;quot;&lt;br /&gt;
! Paramedic&lt;br /&gt;
| Light&lt;br /&gt;
| 1&lt;br /&gt;
| Basic Mechtech&lt;br /&gt;
| 100 Steel + High Subcore&lt;br /&gt;
| 1800&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;War urchin&amp;quot;&lt;br /&gt;
! War urchin&lt;br /&gt;
| Light&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1300&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scyther&amp;quot;&lt;br /&gt;
! Scyther&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 75 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pikeman&amp;quot;&lt;br /&gt;
! Pikeman&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 100 Steel + 40 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 2600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scorcher&amp;quot;&lt;br /&gt;
! Scorcher&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 80 Steel + 32 Plasteel + 3 Components + 1 Regular Subcore&lt;br /&gt;
| 2200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lancer&amp;quot;&lt;br /&gt;
! Lancer&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 75 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Legionary&amp;quot;&lt;br /&gt;
! Legionary&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 100 Plasteel + 6 Components + 1 High Subcore&lt;br /&gt;
| 2600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tesseron&amp;quot;&lt;br /&gt;
! Tesseron&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 110 Plasteel + 7 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| Heavy&lt;br /&gt;
| 3&lt;br /&gt;
| Standard Mechtech&lt;br /&gt;
| 150 Steel + 75 Plasteel + 4 Components + 1 Regular Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Gunner)&amp;quot;&lt;br /&gt;
! Centipede (Gunner)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 255 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Burner)&amp;quot;&lt;br /&gt;
! Centipede (Burner)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 255 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centipede (Blaster)&amp;quot;&lt;br /&gt;
! Centipede (Blaster)&lt;br /&gt;
| Heavy&lt;br /&gt;
| 4&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 255 Steel + 355 Plasteel + 8 Components + 1 High Subcore&lt;br /&gt;
| 1200&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Centurion&amp;quot;&lt;br /&gt;
! Centurion&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 300 Steel + 200 Plasteel + 2 Advanced Components + 1 Powerfocus Chip + 1 High Subcore&lt;br /&gt;
| 1600&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diabolus&amp;quot;&lt;br /&gt;
! Diabolus&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| High Mechtech&lt;br /&gt;
| 300 Steel + 300 Plasteel + 2 Signal Chip + 1 High Subcore&lt;br /&gt;
| 3000&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;War queen&amp;quot;&lt;br /&gt;
! War queen&lt;br /&gt;
| Superheavy&lt;br /&gt;
| 5&lt;br /&gt;
| Ultra Mechtech&lt;br /&gt;
| 600 Steel + 300 Plasteel + 3 Advanced Components + 1 Nanostructuring Chip + 1 High Subcore&lt;br /&gt;
| 1600&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Needle_gun&amp;diff=113707</id>
		<title>Needle gun</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Needle_gun&amp;diff=113707"/>
		<updated>2022-10-27T03:31:03Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: these are also equipped on legionaries now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|weapon|&lt;br /&gt;
| name = Needle gun&lt;br /&gt;
| image = NeedleGun.png|Needle gun&lt;br /&gt;
| description = A long-range weapon used by mechanoids. Named after its needle-like projectiles, it fires single shots with great accuracy. While it does less damage than charge weapons, it can reach over very long distances.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Mechanoid&lt;br /&gt;
| marketvalue = 1400&lt;br /&gt;
| damage = 15&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 35&lt;br /&gt;
| range = 44.9&lt;br /&gt;
| accuracyTouch = 60&lt;br /&gt;
| accuracyShort = 80&lt;br /&gt;
| accuracyMedium = 90&lt;br /&gt;
| accuracyLong = 85&lt;br /&gt;
| accuracyAvg = 78.75&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| burst = 1&lt;br /&gt;
| warmup = 150&lt;br /&gt;
| cooldown = 126&lt;br /&gt;
| velocity = 120	&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| mass base = 2.6&lt;br /&gt;
| stoppingPower = 1.5&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Barrel&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = poke&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| weaponTags = MechanoidGunLongRange&lt;br /&gt;
}}{{info|The '''needle gun'''  is a [[mechanoid]]-only weapon equipped on [[pikeman|pikemen]] and [[legionary|legionaries]] which deals a moderate amount of damage per shot; longer time between shots; very long range and high overall accuracy.}}&lt;br /&gt;
&lt;br /&gt;
The needle gun essentially takes the low fire rate of the charge lance with the lower single shot damage of the [[heavy charge blaster]]. It is relatively harmless, only able to destroy some minor body parts when without armor.&lt;br /&gt;
&lt;br /&gt;
This weapon is unobtainable in normal play, though it can be spawned in by the [[Development mode#Debug actions menu|Debug actions menu]]. It is provided here for comparisons sake. Like all [[unobtainable items|unobtainable weapons]], after being equipped and dropped, it disappears.&lt;br /&gt;
{{Weapon Quality Table}}&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Unobtainable items]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_hive&amp;diff=113706</id>
		<title>Mechanoid hive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_hive&amp;diff=113706"/>
		<updated>2022-10-27T03:30:12Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: /* Pawns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{quote|Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.|[[Lore|RimWorld Universe Quick Primer]]|large=1}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A  '''Mechanoid Hive''' is a permanently hostile [[faction]] composed entirely of '''[[mechanoids]]''', deadly autonomously intelligent robots.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
All [[mechanoid]]s from a mech hive are permanently hostile to the colony. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. As machines, they are vulnerable to [[EMP]] attacks, though will &amp;quot;Adapt&amp;quot; for {{ticks|2200}} (regardless of source), making them immune to all further EMP strikes. Hostile mechanoids do not fear for their life, unable to feel [[pain]] and will not seek to take [[cover]].&lt;br /&gt;
&lt;br /&gt;
Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. They may sometimes appear dormant in Ancient Complex and guarding any relic with [[Ideology DLC]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Hostile mechanoids are not bound by [[power]] limits. While [[mechanitor]]s from the [[Biotech DLC]] can create their own [[allied mechanoid]]s, they are unable to tame or convert hostile ones. Friendly mechs may become feral and join a mech hive if left Uncontrolled (such as having too little [[bandwidth]]) for too long, and can't be re-converted.&lt;br /&gt;
&lt;br /&gt;
= Mechanoid Types =&lt;br /&gt;
Mechanoid forces are specialized by their unit types, with each unit performing a single role. Basics summaries are available here, see the individual pages for further details and analysis.&lt;br /&gt;
==Core==&lt;br /&gt;
===Scyther===&lt;br /&gt;
{{Main|Scyther}}&lt;br /&gt;
The melee boogeymen of Mechanoids. Fast and extremely dangerous up close, large numbers can and will overwhelm single enemies. Melee blocking, use of chokepoints, and focus fire while they close in are useful tactics. Mechanoid raids consisting entirely of large numbers of scythers are fairly common.&lt;br /&gt;
&lt;br /&gt;
===Lancer===&lt;br /&gt;
{{Main|Lancer}}&lt;br /&gt;
Armed with [[charge lance]]s, they have medium range and modest overall DPS. However, their high shot damage presents a modest, but serious risk of one-shot-killing pawns by destroying body parts. Therefore, exposure should be limited and lancers prioritized as threats. Like many non-scythers, melee combat is very effective if can get close enough.&lt;br /&gt;
&lt;br /&gt;
===Pikeman===&lt;br /&gt;
{{Main|Pikeman}}&lt;br /&gt;
Acting as the sniper, their [[needle gun]] doesn't do too much damage. Their main role is to allow mechanoids to engage at range - use bends in chokepoints to force them into range, or simply advance and kill them.&lt;br /&gt;
&lt;br /&gt;
===Centipede===&lt;br /&gt;
{{Main|Centipede}}&lt;br /&gt;
Centipedes are tanks and crowd controllers. They are incredibly durable, but rather slow. They can wield [[heavy charge blaster]]s or [[minigun]]s for raw, inaccurate damage, or [[inferno cannon]]s to light fires and force ignited pawns out of cover. Mortar Fire and melee combat are decent options for actually damaging the centipede due to it's slow movement speed and large size, and avoid bunching against any of their weapons. Alternatively, a [[psychic insanity lance]] against a centipede turns a danger into a significant asset, though note that other mechanoids are immune to inferno cannons.&lt;br /&gt;
&lt;br /&gt;
===Termite===&lt;br /&gt;
{{Main|Termite}}&lt;br /&gt;
While not particularly dangerous on their own, their thump cannon can destroy most walls in a single shot, leaving your colonists open to damage from other mechanoids. Depending on the exact strategy employed against the raid as a whole, these might be the highest priority, or of negligible concern.&lt;br /&gt;
&lt;br /&gt;
==Biotech Mechanoids==&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
===Militor===&lt;br /&gt;
{{Main|Militor}}&lt;br /&gt;
A small combat mechanoid armed with a low power, 12 range mini-shotgun. One of the weakest mechanoids, they serve as earlygame threats and support other mechanoids. They can be scary through sheer numbers - large mechanoid raids comprised only of militors occasionally spawn.&lt;br /&gt;
&lt;br /&gt;
===Scorcher===&lt;br /&gt;
{{Main|Scorcher}}&lt;br /&gt;
A mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.&lt;br /&gt;
===Legionary===&lt;br /&gt;
{{Main|Legionary}}&lt;br /&gt;
A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.&lt;br /&gt;
===Tesseron===&lt;br /&gt;
{{Main|Tesseron}}&lt;br /&gt;
A medium-range combat mechanoid. The tesseron's sweeping beam attack pierces shields, ignites pawns, and deals great damage, but can't be fired up close.&lt;br /&gt;
===Centurion===&lt;br /&gt;
{{Main|Centurion}}&lt;br /&gt;
An incredibly durable ultra-heavy mech, with a large shield capable of defending allies. It also has point-defense turret, which can fire while moving.&lt;br /&gt;
&lt;br /&gt;
==Mechanoid Commanders==&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
===Diabolus===&lt;br /&gt;
{{Main|Diabolus}}&lt;br /&gt;
An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. It takes time to charge up, but devastates everything including buildings and walls in a large radius. Also has a flame burst for use against nearby foes, and a general purpose turret.&lt;br /&gt;
===War Queen===&lt;br /&gt;
{{Main|War queen}}&lt;br /&gt;
An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. &lt;br /&gt;
===War Urchin===&lt;br /&gt;
{{Main|War urchin}}&lt;br /&gt;
A small, deployable combat mechanoid usually manufactured inside an ultra-heavy war queen mech. War urchins are expendable fighters designed to swarm-attack enemies. They are mounted with short-ranged spiner guns and have a non-rechargeable power source.&lt;br /&gt;
===Apocriton===&lt;br /&gt;
{{Main|Apocriton}}&lt;br /&gt;
A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.  While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
{{See also|Lore}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Killer machines of unknown origin. Hidden in ancient structures, under mounds of dust, or at the bottom of the ocean, mechanoids can self-maintain for thousands of years. This group of mechs seems to be unified in purpose, but not well-coordinated in action. While local scholars believe they're autonomous weapons left over from an ancient war, tribal legends describe them as the demonic servants of a sleeping god. - Faction description.&lt;br /&gt;
&lt;br /&gt;
In the [[lore]], Mechanoids are autonomous intelligent robots built for a variety of purposes. The technologies required to build them vary based on the complexity of the resultant mechanoid, with [[Lore#Tech_levels|Spacer-level]]&amp;lt;includeonly&amp;gt;&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;&amp;gt;[[Lore#Cryptosleep Revival Briefing|Cryptosleep Revival Briefing]]&amp;lt;/ref&amp;gt;&amp;lt;/noinclude&amp;gt; urbworlds&amp;lt;includeonly&amp;gt;&amp;lt;ref name=&amp;quot;Keuneke&amp;quot;/&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;ref name=&amp;quot;Keuneke&amp;quot;&amp;gt;Backstory of Markus 'Keuneke' Keuneke&amp;lt;/ref&amp;gt;&amp;lt;/noinclude&amp;gt; being able to construct more simple mechanoids for companionship, combat and labor use, while only glitterworlds are capable of constructing the more advanced, quasi-conscious versions.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Others still are constructed and utilized by [[Lore#Archotech|archotechs]]. &amp;lt;ref&amp;gt;Backstory of Ang 'Codex' Gao&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Quest]] descriptions&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In-game however, only combat mechanoids from a single, somewhat mysterious source are ever seen. There are some indications that the Mechanoids seen in game may have been built by, or otherwise allied with, an ancient army, perhaps that of the [[Ancients]] faction.&amp;lt;ref&amp;gt;[[Orbital mech cluster targeter]] description&amp;lt;/ref&amp;gt;. Whatever the case however, they have since lost any allegiances they may have had and are now hostile to every other faction.&lt;br /&gt;
&lt;br /&gt;
[[Crashed ship parts|Defoliator ship parts]] are usually associated with orbital-drop mechanoid armies.&amp;lt;ref&amp;gt;[[Crashed ship parts|Ship part (defoliator)]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Insectoid]] ecosystems were genetically engineered to fight Mechanoid invasions&amp;lt;ref name=&amp;quot;Megascarab Description&amp;quot;&amp;gt;[[Megascarab]] description&amp;lt;/ref&amp;gt; and thus the two factions are always hostile to one another.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pawns ==&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Armor (S/B/H) !! Gear Health (%) !! Avg. Gear Quality !! Weapon Budget !! Available Weapons !! Age Range !! Move Speed !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Scyther]]&lt;br /&gt;
|[[{{Q|Scyther|Image}}|50px]]   || 150 || {{Q|Scyther|Armor - Sharp}}% / {{Q|Scyther|Armor - Blunt}}% / {{Q|Scyther|Armor - Heat|0}}% || 100 ||   -    ||   -  || '''Melee (Blades)''' || Any || {{Q|Scyther|Move Speed Base}} {{CS}} || - &amp;lt;!--Before adding anything to these sections, see its purpose on other faction pages. They are not for general analysis--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Lancer]]&lt;br /&gt;
|[[{{Q|Lancer|Image}}|50px]]    || 150 || {{Q|Lancer|Armor - Sharp}}% / {{Q|Lancer|Armor - Blunt}}% / {{Q|Lancer|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Charge lance]]''' || Any || {{Q|Lancer|Move Speed Base}} {{CS}} || - &lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede]]&lt;br /&gt;
|[[{{Q|Centipede|Image}}|50px]] || 400 || {{Q|Centipede|Armor - Sharp}}% / {{Q|Centipede|Armor - Blunt}}% / {{Q|Centipede|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Heavy charge blaster]] / [[Inferno cannon]]''' || Any || {{Q|Centipede|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pikeman]]&lt;br /&gt;
|[[{{Q|Pikeman|Image}}|50px]]   || 110 || {{Q|Pikeman|Armor - Sharp}}% / {{Q|Pikeman|Armor - Blunt}}% / {{Q|Pikeman|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Needle gun]]''' || Any || {{Q|Pikeman|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Termite]]&lt;br /&gt;
|[[{{Q|Termite|Image}}|50px]]   || 110 || {{Q|Termite|Armor - Sharp}}% / {{Q|Termite|Armor - Blunt}}% / {{Q|Termite|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Thump cannon]]''' || Any || {{Q|Termite|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Militor]]&lt;br /&gt;
|[[{{Q|Militor|Image}}|50px]]   || 75 || {{Q|Militor|Armor - Sharp}}% / {{Q|Militor|Armor - Blunt}}% / {{Q|Militor|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[mini-shotgun]]''' || Any || {{Q|Militor|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[War urchin]]&lt;br /&gt;
|[[{{Q|War urchin|Image}}|50px]]   || 75 || {{Q|War urchin|Armor - Sharp}}% / {{Q|War urchin|Armor - Blunt}}% / {{Q|War urchin|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[spiner]]''' || Any || {{Q|War urchin|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Legionary]]&lt;br /&gt;
|[[{{Q|Legionary|Image}}|50px]]   || 150 || {{Q|Legionary|Armor - Sharp}}% / {{Q|Legionary|Armor - Blunt}}% / {{Q|Legionary|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[needle gun]]''' || Any || {{Q|Legionary|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Tesseron]]&lt;br /&gt;
|[[{{Q|Tesseron|Image}}|50px]]   || 150 || {{Q|Tesseron|Armor - Sharp}}% / {{Q|Tesseron|Armor - Blunt}}% / {{Q|Tesseron|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[beam graser]]''' || Any || {{Q|Tesseron|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Scorcher]]&lt;br /&gt;
|[[{{Q|Scorcher|Image}}|50px]]   || 110 || {{Q|Scorcher|Armor - Sharp}}% / {{Q|Scorcher|Armor - Blunt}}% / {{Q|Scorcher|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[mini-flameblaster]]''' || Any || {{Q|Scorcher|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Apocriton]]&lt;br /&gt;
|[[{{Q|Apocriton|Image}}|50px]]   || 600 || {{Q|Apocriton|Armor - Sharp}}% / {{Q|Apocriton|Armor - Blunt}}% / {{Q|Apocriton|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[toxic needle gun]]''' || Any || {{Q|Apocriton|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Tunneler]]&lt;br /&gt;
|[[{{Q|Tunneler|Image}}|50px]]   || 400 || {{Q|Tunneler|Armor - Sharp}}% / {{Q|Tunneler|Armor - Blunt}}% / {{Q|Tunneler|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[power claw]]''' || Any || {{Q|Tunneler|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centurion]]&lt;br /&gt;
|[[{{Q|Centurion|Image}}|50px]]   || 250 || {{Q|Centurion|Armor - Sharp}}% / {{Q|Centurion|Armor - Blunt}}% / {{Q|Centurion|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[charge blaster turret]]''' || Any || {{Q|Centurion|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[War queen]]&lt;br /&gt;
|[[{{Q|War queen|Image}}|50px]]   || 600 || {{Q|War queen|Armor - Sharp}}% / {{Q|War queen|Armor - Blunt}}% / {{Q|War queen|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[charge blaster turret]]''' || Any || {{Q|War queen|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Diabolus]]&lt;br /&gt;
|[[{{Q|Diabolus|Image}}|50px]]   || 600 || {{Q|Diabolus|Armor - Sharp}}% / {{Q|Diabolus|Armor - Blunt}}% / {{Q|Diabolus|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[hellsphere cannon]]''' || Any || {{Q|Diabolus|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] - Mechanoid raids added.&lt;br /&gt;
* [[Biotech DLC]] - Added many new mechanoids.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_hive&amp;diff=113705</id>
		<title>Mechanoid hive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_hive&amp;diff=113705"/>
		<updated>2022-10-27T03:29:58Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: fixed legionary weapon, it has me confused when I wrote this initially&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{quote|Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.|[[Lore|RimWorld Universe Quick Primer]]|large=1}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A  '''Mechanoid Hive''' is a permanently hostile [[faction]] composed entirely of '''[[mechanoids]]''', deadly autonomously intelligent robots.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
All [[mechanoid]]s from a mech hive are permanently hostile to the colony. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. As machines, they are vulnerable to [[EMP]] attacks, though will &amp;quot;Adapt&amp;quot; for {{ticks|2200}} (regardless of source), making them immune to all further EMP strikes. Hostile mechanoids do not fear for their life, unable to feel [[pain]] and will not seek to take [[cover]].&lt;br /&gt;
&lt;br /&gt;
Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. They may sometimes appear dormant in Ancient Complex and guarding any relic with [[Ideology DLC]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Hostile mechanoids are not bound by [[power]] limits. While [[mechanitor]]s from the [[Biotech DLC]] can create their own [[allied mechanoid]]s, they are unable to tame or convert hostile ones. Friendly mechs may become feral and join a mech hive if left Uncontrolled (such as having too little [[bandwidth]]) for too long, and can't be re-converted.&lt;br /&gt;
&lt;br /&gt;
= Mechanoid Types =&lt;br /&gt;
Mechanoid forces are specialized by their unit types, with each unit performing a single role. Basics summaries are available here, see the individual pages for further details and analysis.&lt;br /&gt;
==Core==&lt;br /&gt;
===Scyther===&lt;br /&gt;
{{Main|Scyther}}&lt;br /&gt;
The melee boogeymen of Mechanoids. Fast and extremely dangerous up close, large numbers can and will overwhelm single enemies. Melee blocking, use of chokepoints, and focus fire while they close in are useful tactics. Mechanoid raids consisting entirely of large numbers of scythers are fairly common.&lt;br /&gt;
&lt;br /&gt;
===Lancer===&lt;br /&gt;
{{Main|Lancer}}&lt;br /&gt;
Armed with [[charge lance]]s, they have medium range and modest overall DPS. However, their high shot damage presents a modest, but serious risk of one-shot-killing pawns by destroying body parts. Therefore, exposure should be limited and lancers prioritized as threats. Like many non-scythers, melee combat is very effective if can get close enough.&lt;br /&gt;
&lt;br /&gt;
===Pikeman===&lt;br /&gt;
{{Main|Pikeman}}&lt;br /&gt;
Acting as the sniper, their [[needle gun]] doesn't do too much damage. Their main role is to allow mechanoids to engage at range - use bends in chokepoints to force them into range, or simply advance and kill them.&lt;br /&gt;
&lt;br /&gt;
===Centipede===&lt;br /&gt;
{{Main|Centipede}}&lt;br /&gt;
Centipedes are tanks and crowd controllers. They are incredibly durable, but rather slow. They can wield [[heavy charge blaster]]s or [[minigun]]s for raw, inaccurate damage, or [[inferno cannon]]s to light fires and force ignited pawns out of cover. Mortar Fire and melee combat are decent options for actually damaging the centipede due to it's slow movement speed and large size, and avoid bunching against any of their weapons. Alternatively, a [[psychic insanity lance]] against a centipede turns a danger into a significant asset, though note that other mechanoids are immune to inferno cannons.&lt;br /&gt;
&lt;br /&gt;
===Termite===&lt;br /&gt;
{{Main|Termite}}&lt;br /&gt;
While not particularly dangerous on their own, their thump cannon can destroy most walls in a single shot, leaving your colonists open to damage from other mechanoids. Depending on the exact strategy employed against the raid as a whole, these might be the highest priority, or of negligible concern.&lt;br /&gt;
&lt;br /&gt;
==Biotech Mechanoids==&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
===Militor===&lt;br /&gt;
{{Main|Militor}}&lt;br /&gt;
A small combat mechanoid armed with a low power, 12 range mini-shotgun. One of the weakest mechanoids, they serve as earlygame threats and support other mechanoids. They can be scary through sheer numbers - large mechanoid raids comprised only of militors occasionally spawn.&lt;br /&gt;
&lt;br /&gt;
===Scorcher===&lt;br /&gt;
{{Main|Scorcher}}&lt;br /&gt;
A mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.&lt;br /&gt;
===Legionary===&lt;br /&gt;
{{Main|Legionary}}&lt;br /&gt;
A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.&lt;br /&gt;
===Tesseron===&lt;br /&gt;
{{Main|Tesseron}}&lt;br /&gt;
A medium-range combat mechanoid. The tesseron's sweeping beam attack pierces shields, ignites pawns, and deals great damage, but can't be fired up close.&lt;br /&gt;
===Centurion===&lt;br /&gt;
{{Main|Centurion}}&lt;br /&gt;
An incredibly durable ultra-heavy mech, with a large shield capable of defending allies. It also has point-defense turret, which can fire while moving.&lt;br /&gt;
&lt;br /&gt;
==Mechanoid Commanders==&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
===Diabolus===&lt;br /&gt;
{{Main|Diabolus}}&lt;br /&gt;
An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. It takes time to charge up, but devastates everything including buildings and walls in a large radius. Also has a flame burst for use against nearby foes, and a general purpose turret.&lt;br /&gt;
===War Queen===&lt;br /&gt;
{{Main|War queen}}&lt;br /&gt;
An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. &lt;br /&gt;
===War Urchin===&lt;br /&gt;
{{Main|War urchin}}&lt;br /&gt;
A small, deployable combat mechanoid usually manufactured inside an ultra-heavy war queen mech. War urchins are expendable fighters designed to swarm-attack enemies. They are mounted with short-ranged spiner guns and have a non-rechargeable power source.&lt;br /&gt;
===Apocriton===&lt;br /&gt;
{{Main|Apocriton}}&lt;br /&gt;
A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.  While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
{{See also|Lore}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Killer machines of unknown origin. Hidden in ancient structures, under mounds of dust, or at the bottom of the ocean, mechanoids can self-maintain for thousands of years. This group of mechs seems to be unified in purpose, but not well-coordinated in action. While local scholars believe they're autonomous weapons left over from an ancient war, tribal legends describe them as the demonic servants of a sleeping god. - Faction description.&lt;br /&gt;
&lt;br /&gt;
In the [[lore]], Mechanoids are autonomous intelligent robots built for a variety of purposes. The technologies required to build them vary based on the complexity of the resultant mechanoid, with [[Lore#Tech_levels|Spacer-level]]&amp;lt;includeonly&amp;gt;&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;&amp;gt;[[Lore#Cryptosleep Revival Briefing|Cryptosleep Revival Briefing]]&amp;lt;/ref&amp;gt;&amp;lt;/noinclude&amp;gt; urbworlds&amp;lt;includeonly&amp;gt;&amp;lt;ref name=&amp;quot;Keuneke&amp;quot;/&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;ref name=&amp;quot;Keuneke&amp;quot;&amp;gt;Backstory of Markus 'Keuneke' Keuneke&amp;lt;/ref&amp;gt;&amp;lt;/noinclude&amp;gt; being able to construct more simple mechanoids for companionship, combat and labor use, while only glitterworlds are capable of constructing the more advanced, quasi-conscious versions.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Others still are constructed and utilized by [[Lore#Archotech|archotechs]]. &amp;lt;ref&amp;gt;Backstory of Ang 'Codex' Gao&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Quest]] descriptions&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In-game however, only combat mechanoids from a single, somewhat mysterious source are ever seen. There are some indications that the Mechanoids seen in game may have been built by, or otherwise allied with, an ancient army, perhaps that of the [[Ancients]] faction.&amp;lt;ref&amp;gt;[[Orbital mech cluster targeter]] description&amp;lt;/ref&amp;gt;. Whatever the case however, they have since lost any allegiances they may have had and are now hostile to every other faction.&lt;br /&gt;
&lt;br /&gt;
[[Crashed ship parts|Defoliator ship parts]] are usually associated with orbital-drop mechanoid armies.&amp;lt;ref&amp;gt;[[Crashed ship parts|Ship part (defoliator)]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Insectoid]] ecosystems were genetically engineered to fight Mechanoid invasions&amp;lt;ref name=&amp;quot;Megascarab Description&amp;quot;&amp;gt;[[Megascarab]] description&amp;lt;/ref&amp;gt; and thus the two factions are always hostile to one another.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pawns ==&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Armor (S/B/H) !! Gear Health (%) !! Avg. Gear Quality !! Weapon Budget !! Available Weapons !! Age Range !! Move Speed !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Scyther]]&lt;br /&gt;
|[[{{Q|Scyther|Image}}|50px]]   || 150 || {{Q|Scyther|Armor - Sharp}}% / {{Q|Scyther|Armor - Blunt}}% / {{Q|Scyther|Armor - Heat|0}}% || 100 ||   -    ||   -  || '''Melee (Blades)''' || Any || {{Q|Scyther|Move Speed Base}} {{CS}} || - &amp;lt;!--Before adding anything to these sections, see its purpose on other faction pages. They are not for general analysis--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Lancer]]&lt;br /&gt;
|[[{{Q|Lancer|Image}}|50px]]    || 150 || {{Q|Lancer|Armor - Sharp}}% / {{Q|Lancer|Armor - Blunt}}% / {{Q|Lancer|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Charge lance]]''' || Any || {{Q|Lancer|Move Speed Base}} {{CS}} || - &lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede]]&lt;br /&gt;
|[[{{Q|Centipede|Image}}|50px]] || 400 || {{Q|Centipede|Armor - Sharp}}% / {{Q|Centipede|Armor - Blunt}}% / {{Q|Centipede|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Heavy charge blaster]] / [[Inferno cannon]]''' || Any || {{Q|Centipede|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pikeman]]&lt;br /&gt;
|[[{{Q|Pikeman|Image}}|50px]]   || 110 || {{Q|Pikeman|Armor - Sharp}}% / {{Q|Pikeman|Armor - Blunt}}% / {{Q|Pikeman|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Needle gun]]''' || Any || {{Q|Pikeman|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Termite]]&lt;br /&gt;
|[[{{Q|Termite|Image}}|50px]]   || 110 || {{Q|Termite|Armor - Sharp}}% / {{Q|Termite|Armor - Blunt}}% / {{Q|Termite|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Thump cannon]]''' || Any || {{Q|Termite|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Militor]]&lt;br /&gt;
|[[{{Q|Militor|Image}}|50px]]   || 75 || {{Q|Militor|Armor - Sharp}}% / {{Q|Militor|Armor - Blunt}}% / {{Q|Militor|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[mini-shotgun]]''' || Any || {{Q|Militor|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[War urchin]]&lt;br /&gt;
|[[{{Q|War urchin|Image}}|50px]]   || 75 || {{Q|War urchin|Armor - Sharp}}% / {{Q|War urchin|Armor - Blunt}}% / {{Q|War urchin|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[spiner]]''' || Any || {{Q|War urchin|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Legionary]]&lt;br /&gt;
|[[{{Q|Legionary|Image}}|50px]]   || 150 || {{Q|Legionary|Armor - Sharp}}% / {{Q|Legionary|Armor - Blunt}}% / {{Q|Legionary|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[needle gun]''' || Any || {{Q|Legionary|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Tesseron]]&lt;br /&gt;
|[[{{Q|Tesseron|Image}}|50px]]   || 150 || {{Q|Tesseron|Armor - Sharp}}% / {{Q|Tesseron|Armor - Blunt}}% / {{Q|Tesseron|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[beam graser]]''' || Any || {{Q|Tesseron|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Scorcher]]&lt;br /&gt;
|[[{{Q|Scorcher|Image}}|50px]]   || 110 || {{Q|Scorcher|Armor - Sharp}}% / {{Q|Scorcher|Armor - Blunt}}% / {{Q|Scorcher|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[mini-flameblaster]]''' || Any || {{Q|Scorcher|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Apocriton]]&lt;br /&gt;
|[[{{Q|Apocriton|Image}}|50px]]   || 600 || {{Q|Apocriton|Armor - Sharp}}% / {{Q|Apocriton|Armor - Blunt}}% / {{Q|Apocriton|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[toxic needle gun]]''' || Any || {{Q|Apocriton|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Tunneler]]&lt;br /&gt;
|[[{{Q|Tunneler|Image}}|50px]]   || 400 || {{Q|Tunneler|Armor - Sharp}}% / {{Q|Tunneler|Armor - Blunt}}% / {{Q|Tunneler|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[power claw]]''' || Any || {{Q|Tunneler|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centurion]]&lt;br /&gt;
|[[{{Q|Centurion|Image}}|50px]]   || 250 || {{Q|Centurion|Armor - Sharp}}% / {{Q|Centurion|Armor - Blunt}}% / {{Q|Centurion|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[charge blaster turret]]''' || Any || {{Q|Centurion|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[War queen]]&lt;br /&gt;
|[[{{Q|War queen|Image}}|50px]]   || 600 || {{Q|War queen|Armor - Sharp}}% / {{Q|War queen|Armor - Blunt}}% / {{Q|War queen|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[charge blaster turret]]''' || Any || {{Q|War queen|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Diabolus]]&lt;br /&gt;
|[[{{Q|Diabolus|Image}}|50px]]   || 600 || {{Q|Diabolus|Armor - Sharp}}% / {{Q|Diabolus|Armor - Blunt}}% / {{Q|Diabolus|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[hellsphere cannon]]''' || Any || {{Q|Diabolus|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] - Mechanoid raids added.&lt;br /&gt;
* [[Biotech DLC]] - Added many new mechanoids.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deathrest&amp;diff=113693</id>
		<title>Deathrest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deathrest&amp;diff=113693"/>
		<updated>2022-10-27T03:14:11Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: Added maximum limits on deathrest buildings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Deathrest''' is a near-catatonic state that [[Xenotypes#Sanguophages|Sanguophages]] and other pawns with the '''deathrest gene''' can go through to avoid devasating penalties.&lt;br /&gt;
&lt;br /&gt;
==Deathrest Need==&lt;br /&gt;
Only pawns with the deathrest gene, which include Sanguophages, are able to deathrest. For pawns with this gene, the need for deathrest falls by 3% every day, to a minimum of 0%. If the need goes below 10%, then pawns will gain the ''Deathrest exhaustion'' status - this reduces [[Consciousness]] by -50%, [[Psychic Sensitivity]] by -100%, and gives a -12 [[mood]]let. This means that a pawn would need to rest every 27 days to avoid exhaustion.&lt;br /&gt;
&lt;br /&gt;
A pawn that has both the deathrest and ''deathless'' gene, which also include Sanguophages, will go into compulsed deathrest if they would have otherwise died.  While the pawn is hosting lethal injuries, the actual deathrest need, along with deathrest progress, will not increase. However, it is superior than the regular regenerative coma; deathrest lasts for 4 days and the coma lasts for 7 days (plus time to recover from lethal injuries). Deathless itself can restore the torso, but no other body parts (including vital ones like the [[heart]]); deathrest does not impact this.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Deathresting can be done on any [[bed]] or [[deathrest casket]], which must be in a [[roof]]ed space. Forced deathrest from being deathless has no restrictions. Entering deathrest causes any dedicated buildings (like the casket) to be permanently bound to the applicable pawn. If there is no occupant, there are no penalties for deconstructing or destroying bound buildings past general resource loss.&lt;br /&gt;
&lt;br /&gt;
Going into deathrest sets [[Consciousness]] to a maximum of 10% and freezes most needs, including the need for Hemogen, though both rest and deathrest will rise. Pawns must wait for a default of 4 game days to avoid penalties, regardless of their actual deathrest need. They can wake up instantly on command, but waking up too early gives the ''Interrupted deathrest'' debuff for 5 days (0.8x Consciousness, 0.9x [[Moving]] and [[Manipulation]]), which also negates the benefit of all deathrest buildings. Using a deathrest casket connected to power accelerates this by 11%, to 3.6 days, while a [[deathrest accelerator]] speeds it up further.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
Deathrest can be improved by various buildings placed near the casket. If the deathrest is interrupted, then these buildings will not apply.&lt;br /&gt;
&lt;br /&gt;
*[[Hemopump]]: Increases [[hemogen]] storage capacity by +25.&lt;br /&gt;
*[[Hemogen amplifier]]: Increases [[hemogen]] gain by +25%&lt;br /&gt;
*[[Glucosoid pump]]: Speeds pawn [[Movement]] by +12% until the next deathrest. (Maximum 4)&lt;br /&gt;
*[[Psychofluoid pump]]: Increases [[Psychic Sensitivity]] by +25%, as well as [[psyfocus]] (+5%) and neural heat recovery (+0.05 heat). (Maximum 4)&lt;br /&gt;
*[[Deathrest accelerator]]: Speeds deathrest by +20%. (Maximum 2)&lt;br /&gt;
&lt;br /&gt;
Each pawn has a building limit, where only a certain amount of buildings may apply at once. Pawns start with a limit of only 1 building, which can be increased with a [[deathrest capacity serum]].&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=War_queen&amp;diff=113362</id>
		<title>War queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=War_queen&amp;diff=113362"/>
		<updated>2022-10-25T20:12:17Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added boss groups list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{See also|War urchin}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = War queen&lt;br /&gt;
| image = Warqueen east.png&lt;br /&gt;
| description = An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. Even more than other mechanoids, the war queen resembles a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 1.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 5.2&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 4&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''war queen''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
War queens are mechanoids. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks. Warqueens have a 45% [[EMP]] resistance, meaning they are stunned for 45% less time.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
You can summon a hostile War queen with a [[mechanitor]] and a [[mechband antenna]], which requires the [[Research#Basic Mechtech|Basic Mechtech]] research. Summoning the war queen destroys the antenna. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one or even multiple. &lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a War quee before, but is independent of wealth, time, or colony progress. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile War queen rewards the player with a [[Powerfocus chip]], regardless of source. One is required to research [[Research#High_Mechtech|High Mechtech]], and they can also be used to create various mechanitor gear.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
#[[War queen]] with heavy shield unit x1, [[pikeman]] x5, [[scyther]] x2&lt;br /&gt;
#[[War queen]] with heavy shield unit x1, [[militor]] x7, [[centipede]] (burner) x2&lt;br /&gt;
#[[War queen]] with heavy shield unit x1, [[pikeman]] x5, [[tesseron]] x2, [[tunneler]] x3&lt;br /&gt;
#[[War queen]] with heavy shield unit x2, [[militor]] x8, [[lancer]] x4, [[centipede]] (burner) x2&lt;br /&gt;
#[[War queen]] with heavy shield unit x2, [[pikeman]] x5, [[lancer]] x5, [[legionary]] x3, [[centipede]] (burner) x3&lt;br /&gt;
#[[War queen]] with heavy shield unit x2, [[scyther]] x14, [[centipede]] (burner) x4, [[centurion]] x1&lt;br /&gt;
#[[War queen]] with heavy shield unit x2, [[centipede]] (burner) x8, [[scorcher]] x18&lt;br /&gt;
#[[War queen]] with heavy shield unit x3, [[scyther]] x6, [[lancer]] x6, [[legionary]] x3, [[centipede]] burner x8, [[centurion]] x1&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*Equipped with a [[charge blaster turret]].&lt;br /&gt;
*Spawns [[war urchin]]s. Each war urchin costs 25 [[steel]] to make. The war queen generates with 600 steel.&lt;br /&gt;
*May come with an energy shield. 300 HP, recharges at a 0.5 rate.&lt;br /&gt;
*MeleeDoorDamageFactor = 1.5&lt;br /&gt;
&lt;br /&gt;
==As an ally==&lt;br /&gt;
?&lt;br /&gt;
The War queen is an ultra-heavy mechanoid. It takes up 5 bandwidth. It recharges at a [[large mech recharger]] and creates 25 [[wastepack]]s whenever the recharger's waste meter fills.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
A terrifying mechanoid with a built-in mech gestator. The war queen can gestate small war urchin combat mechs inside its massive carapace and deploy them into combat. Given time to build up numbers, a war queen can overwhelm any opponent with dozens of [[war urchin]]s. The war queen demands respect - failing to destroy it quickly could have devastating consequences as it grows its swarm and overruns your colony.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&amp;lt;!--{{Animal Health Table|Mech_Warqueen}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=113361</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=113361"/>
		<updated>2022-10-25T20:04:39Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Apocriton&lt;br /&gt;
| image = ApocritonAncient east.png&lt;br /&gt;
| description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.\n\nWhile all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The apocriton is a psychically-present mechanoid commander who can resurrect recently-killed mechs and jump long distances. It carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It can resurrect up to 30 fallen mechs and induces negative thoughts on nearby colonists. Apocritons will spawn with a heavy shield unit, which has a strength of 400%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes 60% of the stun time from [[EMP]].&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x6, [[scyther]] x5&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x6, [[scyther]] x4, [[tesseron]] x4&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x10, [[scyther]] x6, [[diabolus]] x1&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x10, [[tunneler]] x2, [[diabolus]] x2&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x10, [[tunneler]] x1, [[centipede]] x2, [[diabolus]] x2, [[centurion]] x1&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x10, [[scyther]] x5, [[centipede]] x2, [[diabolus]] x3, [[centurion]] x1&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x12, [[lancer]] x10, [[tunneler]] x5, [[centipede]] x4, [[war queen]] x1&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x15, [[scyther]] x10, [[centipede]] blaster x8, [[diabolus]] x2, [[war queen]] x1&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[Termite]] and Apocriton are the only known mechanoid that cannot be gestated into a loyal mechanoid for mechinator to control.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=113360</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=113360"/>
		<updated>2022-10-25T20:03:21Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added boss groups list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Apocriton&lt;br /&gt;
| image = ApocritonAncient east.png&lt;br /&gt;
| description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.\n\nWhile all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The apocriton is a psychically-present mechanoid commander who can resurrect recently-killed mechs and jump long distances. It carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It can resurrect up to 30 fallen mechs and induces negative thoughts on nearby colonists. Apocritons will spawn with a heavy shield unit, which has a strength of 400%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes 60% of the stun time from [[EMP]].&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x6, [[scyther]] x5&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x6, [[scyther]] x4, [[tesseron]] x4&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x10, [[scyther]] x6, [[diabolus]] x1&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x10, [[tunneler]] x2, [[diabolus]] x2&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x10, [[tunneler]] x1, [[centipede]] x2, [[diabolus]] x2, [[centurion]] x1&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x10, [[scyther]] x5, [[centipede]] x2, [[diabolus]] x3, [[centurion]] x1&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x6, [[lancer]] x10, [[tunneler]] x5, [[centipede]] x4, [[war queen]] x1&lt;br /&gt;
#[[Apocriton]] with heavy shield unit x1, [[militor]] x15, [[scyther]] x10, [[centipede]] blaster x8, [[diabolus]] x2, [[war queen]] x1&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[Termite]] and Apocriton are the only known mechanoid that cannot be gestated into a loyal mechanoid for mechinator to control.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechlord_helmet&amp;diff=113359</id>
		<title>Mechlord helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechlord_helmet&amp;diff=113359"/>
		<updated>2022-10-25T19:53:43Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Mechlord helmet&lt;br /&gt;
| image = MechlordHelmet.png&lt;br /&gt;
| description = A heavy plasteel-weave helmet packed with mechanitor-assistance gear. The mechlord helmet dramatically amplifies a mechanitor's bandwidth, but is somewhat less protective than dedicated heavy armor.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = &lt;br /&gt;
| tech level = &lt;br /&gt;
| hp = 240&lt;br /&gt;
| mass base = 0.08&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| production facility 2 = &lt;br /&gt;
| research = UltraMechtech&lt;br /&gt;
| work to make = 15750&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Nanostructuring chip&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| stuff tags = &lt;br /&gt;
| armorsharpfactor= 0.92&lt;br /&gt;
| armorbluntfactor= 0.4&lt;br /&gt;
| armorheatfactor= 0.46&lt;br /&gt;
| insulationcoldfactor = 4&lt;br /&gt;
| insulationheatfactor = 2&lt;br /&gt;
| coverage = FullHead&lt;br /&gt;
| layer = Overhead&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
The '''mechlord helmet''' is a piece of [[apparel]] added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Mechlord helmets 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;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
They provide the same protection as a Recon Helmet and increase bandwidth by 12.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=War_urchin&amp;diff=112856</id>
		<title>War urchin</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=War_urchin&amp;diff=112856"/>
		<updated>2022-10-24T20:56:39Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{See also|War queen}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = War urchin&lt;br /&gt;
| image = War urchin east.png&lt;br /&gt;
| description = A small, deployable combat mechanoid usually manufactured inside an ultra-heavy war queen mech. War urchins are expendable fighters designed to swarm-attack enemies. They are mounted with short-ranged spiner guns and have a non-rechargeable power source.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 1.3&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''war urchin''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The war queen can gestate small war urchin combat mechs inside its massive carapace and deploy them into combat. Given time to build up numbers, a war queen can overwhelm any opponent with dozens of [[war urchin]]s. The war queen demands respect - failing to destroy it quickly could have devastating consequences as it grows its swarm and overruns your colony.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Agrihand&amp;diff=112855</id>
		<title>Agrihand</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Agrihand&amp;diff=112855"/>
		<updated>2022-10-24T20:55:01Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{About|the mechanoid from the [[Biotech DLC]]|the [[artificial body part]] from the [[Royalty DLC]]|Field hand}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Agrihand&lt;br /&gt;
| image = Agrihand east.png&lt;br /&gt;
| description = A small mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''agrihand''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Agrihands are light mechanoids. They are created from a standard [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], taking up 1 [[bandwidth]] from a [[mechanitor]]. They recharge in a [[mech recharger]] (50% power/day), creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
As mechanoids, they do not need to eat, sleep, or recreate, and are immune to toxic buildup,  but must use power. They use 10% power/day while actively working and 3% power/day when idle. Agrihands can do a small amount of melee damage for defense. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.&lt;br /&gt;
&lt;br /&gt;
Agrihands will do tasks under the Grow and Cut Plants tabs; they can't be manually controlled, except when drafted for combat. They have an effective Plants skill of 10, but a [[Plant Work Speed]] of 40%.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Agrihands are fairly simple, increasing the number of crops you can grow and harvest at any one time. They can grow any crop available without mods. Stuck at 10 Plants skill, Agrihands are worse than skilled colonists at harvesting (and better than unskilled ones). However, they simply allow you to grow more crops, which means more yield overall.&lt;br /&gt;
&lt;br /&gt;
As mechanoids are immune to toxicity, Agrihands are especially useful for growing [[toxipotato]]es and other plants in polluted soil - which you may cause by using mechanoids in the first place.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cleansweeper&amp;diff=112854</id>
		<title>Cleansweeper</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cleansweeper&amp;diff=112854"/>
		<updated>2022-10-24T20:53:24Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Cleansweeper&lt;br /&gt;
| image = Cleansweeper east.png&lt;br /&gt;
| description = A light mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 0.3&lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''cleansweeper''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Cleansweepers are light mechanoids. They are created from a standard [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], taking up 1 [[bandwidth]] from a [[mechanitor]]. They recharge in a [[mech recharger]] (50% power/day), creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
As mechanoids, they do not need to eat, sleep, or recreate, but must use power. They use 10% power/day while actively working and 3% power/day when idle. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.&lt;br /&gt;
&lt;br /&gt;
Cleanswepers [[clean]], at 50% speed. They can't be manually controlled, except when drafted for combat. Like other pawns, they can only clean in the designated [[home area]]. They also move slower than a human, at 3.4 cells/s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Cleansweepers do one thing well, and that is to neaten out your colony. Dirt is [[beauty|ugly]] to look at, and will lower a room's impressiveness. As impressive rooms directly help a colonist's [[mood]], a dedicated cleaner really helps with making your pawns happy. In addition, dirty [[cooking]] areas can cause [[food poisoning]], and treating wounds in a dirty room makes [[infection]] more likely. It is quite cheap, too, once you get the infastructure - one cleansweeper is all you really need for a small to medium sized base. &lt;br /&gt;
&lt;br /&gt;
You may want to set a [[zone]] to control where the cleansweeper goes. Otherwise, it can waste its time cleaning outside.&lt;br /&gt;
&lt;br /&gt;
Note that a cleaner robot really serves to take place of a human, so if you have an excess of human labor, then the mech might be redundant (though this could also mean you haven't assigned enough tasks). Conversely, they are most valuable when colonists are in short supply, such as in [[Scenario_system#The_Mechanitor|The Mechanitor]] start. Cleaners also have the advantage of working longer, and not being impacted by mood itself - it won't be bothered by [[corpse]]s, for example.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Constructoid&amp;diff=112851</id>
		<title>Constructoid</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Constructoid&amp;diff=112851"/>
		<updated>2022-10-24T20:52:01Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Constructoid&lt;br /&gt;
| image = Constructoid east.png&lt;br /&gt;
| description = A small mechanoid designed to perform construction tasks. It is equipped with a small slug gun for light defense. It can also perform blunt melee attacks if necessary.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor =&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''constructoid''' is a [[mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Constructoids are light mechanoids. They are created from a standard [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], taking up 1 [[bandwidth]] from a [[mechanitor]]. They recharge in a [[mech recharger]] (50% power/day), creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
As mechanoids, they do not need to eat, sleep, or recreate, but must use power. They use 10% power/day while actively working and 3% power/day when idle. Constructoids are equipped with a [[slugthrower]] for defense. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.&lt;br /&gt;
&lt;br /&gt;
Constructoids will do tasks associated with the Construction tab; they can't be manually controlled, except when drafted. They have an effective Construction skill of 10, but a [[Construction Speed]] of 25%. Constructoids will also move items to start working on a blueprint, moving at 3.4 cells/s, which is slower than a human.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Due to the construction speed of 25%, constructoids are inferior to a skilled pawn. However, they have the advantages of being a mech, without the need for food, recreation, or rest, and being able to be built en-masse.&lt;br /&gt;
&lt;br /&gt;
With a skill of 10, they can build almost any skill-locked building, and a healthy constructoid's [[Construct Success Chance]] will be at 100% (so can't fail). Unless you don't have a colonist with a better Construction skill, constructoids are useful for building a lot of things without [[quality]], such as [[wall]]s and [[floor]]s. Urgent buildings should still be left for humans. In order to control where they build, you can set a [[zone]] for them.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fabricor&amp;diff=112849</id>
		<title>Fabricor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fabricor&amp;diff=112849"/>
		<updated>2022-10-24T20:50:46Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Fabricor&lt;br /&gt;
| image = Fabricor east.png&lt;br /&gt;
| description = A small work mechanoid designed to craft all manner of manufactured objects. It is equipped with a small slug gun for light defense.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''fabricor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Fabricors are light mechanoids. They are created from a standard [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], taking up 1 [[bandwidth]] from a [[mechanitor]]. They recharge in a [[mech recharger]] (50% power/day), creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
As mechanoids, they do not need to eat, sleep, or recreate, but must use power. They use 10% power/day while actively working and 3% power/day when idle. Fabricors are equipped with a [[slugthrower]] for defense.&lt;br /&gt;
&lt;br /&gt;
Fabricors will do most tasks associated with Crafting, Tailoring, and Smithing. They have an effective Crafting and Intellectual skill of 10, but a [[Global Work Speed]] modifier of 50%, producing items 50% slower. If forced to haul, Fabricors are slower than humans, moving at 3.4 cells/s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Fabricors are best at all sorts of menial crafting tasks, such as fabricating [[component]]s and [[advanced component]]s, creating [[drug]]s, or carving up [[stone block]]s. Colonies may have dedicated crafters with 10+ skill by the time Fabricors are created - they can be reserved for creating [[weapon]]s, [[apparel]], and other items where [[quality]] matters.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=112847</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=112847"/>
		<updated>2022-10-24T20:48:54Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Paramedic&lt;br /&gt;
| image = Paramedic east.png&lt;br /&gt;
| description = A small mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''paramedic''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
Paramedic mechs are designed to aid in emergency situations. They can rescue the wounded, fight fires and even perform surgery. The paramedic has a built-in jump launcher for quickly getting into and out of emergency situations, making it excellent for extracting downed colonists from battle. It also has a built-in firefoam popper which it can use to extinguish fires. It also has basic medical skills - it can tend the wounded and sick, and even perform surgery when a skilled human isn’t available.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=112841</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=112841"/>
		<updated>2022-10-24T20:43:20Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Apocriton&lt;br /&gt;
| image = Apocriton east.png&lt;br /&gt;
| description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.\n\nWhile all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
Takes 60% of the stun time from [[EMP]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[Termite]] and Apocriton are the only known mechanoid that cannot be gestated into a loyal mechanoid for mechinator to control.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scorcher&amp;diff=112839</id>
		<title>Scorcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scorcher&amp;diff=112839"/>
		<updated>2022-10-24T20:40:41Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Scorcher&lt;br /&gt;
| image = Scorcher east.png&lt;br /&gt;
| description = A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''scorcher''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on defenders, it can ignite and disrupt them with blasts of searing flame. Scorchers quickly turn firefights into “fire” fights. These mechanoids start wildfires with ease and are especially effective against large groups of attackers or those taking shelter in flammable defenses.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tesseron&amp;diff=112838</id>
		<title>Tesseron</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tesseron&amp;diff=112838"/>
		<updated>2022-10-24T20:38:03Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Tesseron&lt;br /&gt;
| image = Tesseron east.png&lt;br /&gt;
| description = A medium-range combat mechanoid. While it is fairly vulnerable to attacks, the tesseron's sweeping beam graser attack is so deadly that few opponents can get shots off against it.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.7&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.72&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''tesseron''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
A medium-range combat mechanoid with a powerful, sweeping beam graser attack. Their gamma ray laser is powerful enough to ignite its targets and can even pass through shields. This lets tesserons strike multiple foes from a safe distance, and breach shielded enemies. However, tesserons are unable to focus their laser at close range, making them susceptible to fast-moving melee opponents.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Legionary&amp;diff=112835</id>
		<title>Legionary</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Legionary&amp;diff=112835"/>
		<updated>2022-10-24T20:35:55Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{See also|Centurion}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Legionary&lt;br /&gt;
| image = Legionary east.png&lt;br /&gt;
| description = A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.3&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.72&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''legionary''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A combat support mechanoid with a wide-range bullet shield and long-range [[needle gun]]. Legionaries are excellent for defending long-range allies. Its shield absorbs incoming projectiles, while allowing colonists and mechanoids to shoot out freely. However, legionaries are weak to melee attackers, and their shield can be quickly broken with an [[EMP]].  They are effectively [[Lancers]] with different equipment.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tunneler&amp;diff=112834</id>
		<title>Tunneler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tunneler&amp;diff=112834"/>
		<updated>2022-10-24T20:30:41Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{About|the mechanoid|other uses|Tunneler{{!}}the disambiguation page}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Tunneler&lt;br /&gt;
| image = Tunneler Mechanoid east.png&lt;br /&gt;
| description = A heavy mechanoid built for mining in treacherous locations. While intended for excavation, the tunneler's gigantic power claws and ultra-thick armor makes it a dangerous force in combat.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 1.9&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 3.5&lt;br /&gt;
| healthscale = 1.5&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 22&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.9&lt;br /&gt;
| attack1part = left power claw&lt;br /&gt;
| attack2dmg = 22&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2.9&lt;br /&gt;
| attack2part = right power claw&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''tunneler''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Tunnelers are a heavy mechanoid. They are created from a [[large mech gestator]] with ??, taking up 3 [[bandwidth]] from a [[mechanitor]]. They  must gestate for 4 cycles (default 1.8 game days per cycle) to be made. Once made, they recharge in a [[large mech recharger]] (50% power/day), creating 15 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
In combat, tunnelers have a shield (equivalent to a [[shield belt]]) of 250 power. They can also emit smoke, though with a cooldown of 15 days. They have a melee attack. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down.&lt;br /&gt;
&lt;br /&gt;
Tunneers will do tasks associated with the Mining tab; they can't be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, with a [[Global Work Speed]] of 150%.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=112833</id>
		<title>Diabolus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=112833"/>
		<updated>2022-10-24T20:26:25Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Diabolus&lt;br /&gt;
| image = Diabolus east.png&lt;br /&gt;
| description = An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby.\n\nThis mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 2.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 4.5&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''Diabolus''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Diaboluses are mechanoids. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks. Diaboluses have a 30% [[EMP]] resistance, meaning they are stunned for 30% less time.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
You can summon a hostile Diabolus with a [[mechanitor]] and a powered [[comms console]], the latter of which requires the [[Research#Microelectronics|Microelectronics]] research. When summoned, it will be accompanied by other mechanoids, depending on how many times you have summoned a Diabolus before. They will crash down in a ship after a random amount of time ranging from a few in game hours to days.  They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault.&lt;br /&gt;
&lt;br /&gt;
The Diabolus alternates between two long range attacks:&lt;br /&gt;
&lt;br /&gt;
1. Hellsphere cannon.  When using this attack, Diabolus will create a red circle around a target. After several seconds, the circle erupts into flames, destroying all structures, leaving a large circle of fire, and often outright killing any pawn in the blast. The radius of the blast is a bit larger than the circle, so you may want to err on the side of caution. &amp;lt;br&amp;gt;2. A single pulse bullet.  This is long range and relatively low damage, but it has almost no startup time.  Try to get behind cover if possible.&lt;br /&gt;
&lt;br /&gt;
When engaged in melee, the Diabolus will trigger a special ability. It surrounds itself in explosive fluids and then ignites them creating a massive fireball around it.  This attack deals heavy damage, and there is almost no time to disengage and run to safety.&lt;br /&gt;
&lt;br /&gt;
Defeating the Diabolus rewards the player with a [[signal chip]], which is required to research [[Research#Standard_Mechtech|Standard Mechtech]]. It may also be used to create various mechanitor gear or even your own Diabolus.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
The Diabolus is an ultra-heavy mechanoid. After [[research]]ing High Mechtech, they can be created from a [[large mech gestator]] with 1 [[high subcore]], 2 [[signal chip]]s, 300 [[steel]], and 300 [[plasteel]], taking 12 gestation cycles to form. It takes up 5 [[bandwidth]] from a [[mechanitor]]. They recharge in a [[large mech recharger]], creating 25 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
In combat, the Diabolus will automatically use their pulse turret, unless disabled. They must be manually commanded to use the hellsphere cannon, which can not be used too close, and still takes a long time to charge up. The cannon won't light the terrain on fire. They may also initiate a flame burst, which takes 3 seconds to warm up and cannot be used for 1 hour afterwards.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
===As an enemy===&lt;br /&gt;
Kiting is key to taking out the Diabolus. It is HIGHLY advised to NOT use melee attacks to avoid the close-ranged burst, unless you have sufficient fire protection (devilstrand clothing, phoenix armor, impids) or use your own mechanoids, who are immune against the fire. Instead, manually move pawns away from the blast radius, and always allow yourself the option to move. Splitting your pawns up will allow more of them to focus on shooting instead of running. You can even use your own [[militor]]s to lure the blast; their range is short enough to justify staying close, anyway.&lt;br /&gt;
&lt;br /&gt;
The fire is rather annoying; not only does this make it difficult to go back to your original positions, but it might also lure non-drafted pawns out onto the battlefield to extinguish the fire.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=War_queen&amp;diff=112832</id>
		<title>War queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=War_queen&amp;diff=112832"/>
		<updated>2022-10-24T20:24:00Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{See also|War urchin}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = War queen&lt;br /&gt;
| image = Warqueen east.png&lt;br /&gt;
| description = An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat.\n\nEven more than other mechanoids, the war queen resembles a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 1.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 5.2&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''war queen''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
Takes 45% of the stun time from [[EMP]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
A terrifying mechanoid with a built-in mech gestator. The war queen can gestate small war urchin combat mechs inside its massive carapace and deploy them into combat. Given time to build up numbers, a war queen can overwhelm any opponent with dozens of [[war urchin]]s. The war queen demands respect - failing to destroy it quickly could have devastating consequences as it grows its swarm and overruns your colony.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centurion&amp;diff=112830</id>
		<title>Centurion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centurion&amp;diff=112830"/>
		<updated>2022-10-24T20:20:28Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{See also|Legionary}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Centurion&lt;br /&gt;
| image = Centurion east.png&lt;br /&gt;
| description = An ultraheavy mech with a built-in shield bubble generator. The centurion carries a point-defense bulb turret capable of firing while the mechanoid is moving.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 1.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 3.6&lt;br /&gt;
| healthscale = 4.5&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
A '''centurion''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
A nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=112828</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=112828"/>
		<updated>2022-10-24T20:02:56Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: Colored the numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text= &amp;lt;big&amp;gt;'''The table format for this page is being discussed on the [[Talk:Genes|Talk Page]]! We want to get it hashed out ''before'' rolling it out to all 200+ genes. Come weigh in with your opinion}}'''&amp;lt;/big&amp;gt;&lt;br /&gt;
'''Genes''' are a system for adding capabilties to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
Metabolism, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, is a measure of how much food a colonist needs to eat. Negative traits will increase their metabolism, meaning they need to eat less food, while positive traits will decrease their metabolism, meaning they need to eat more food. The metabolism counter caps at -5 (250% food intake) and 5 (50% food intake). You can have a metabolism higher than 5, but the food needed will not go below 50%. You can not have a metabolism below -5.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, is a measure of how complex the genetic makeup of a colonist will be. It affects the amount of time needed to regrow the colonist's genes, if need be.&lt;br /&gt;
&lt;br /&gt;
Inheritability, denoted by &amp;quot;N/A&amp;quot;, represents whether or not offspring can inherit it, as well as the chance (whether it's dominant, etc.)&lt;br /&gt;
&lt;br /&gt;
== Archite ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&lt;br /&gt;
| Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. &lt;br /&gt;
| '''0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&lt;br /&gt;
| Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&lt;br /&gt;
| Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&lt;br /&gt;
| Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&lt;br /&gt;
| Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&lt;br /&gt;
| Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;7&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&lt;br /&gt;
| Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;6&amp;lt;/span&amp;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;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effects&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
! Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:FireSpew.png|64px]]&lt;br /&gt;
| Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground. &lt;br /&gt;
| &lt;br /&gt;
* Adds ability: Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'''&lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|300000}}&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* [[Market Value]] Factor: 1.5&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&lt;br /&gt;
| Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&lt;br /&gt;
| Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&lt;br /&gt;
| Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&lt;br /&gt;
| Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&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;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&lt;br /&gt;
| Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&lt;br /&gt;
| Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&lt;br /&gt;
| Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&lt;br /&gt;
| Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&lt;br /&gt;
| Carriers lose an additional 8 hemogen per day from biological entropy.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&lt;br /&gt;
| Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies.\n\nThose who put off deathresting will suffer from deathrest exhaustion.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;6&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
!Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds half as fast as normal. &lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds twice as fast as normal. &lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds four times as fast as normal. &lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&lt;br /&gt;
| Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&lt;br /&gt;
| Carriers of this gene gain immunity to diseases faster than normal.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&lt;br /&gt;
| Carriers of this gene gain immunity to diseases more considerably faster than normal.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&lt;br /&gt;
| Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
!inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&lt;br /&gt;
| Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| Carriers of this gene are less psychically-sensitive than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&lt;br /&gt;
| Carriers of this gene are more psychically-sensitive than average.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&lt;br /&gt;
| Carriers of this gene are much more psychically-sensitive than most.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-5&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;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;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
! Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
!Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&lt;br /&gt;
| Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&lt;br /&gt;
| Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&lt;br /&gt;
| Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&lt;br /&gt;
| Carriers of this gene have regular human hands.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&lt;br /&gt;
| Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&lt;br /&gt;
| Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&lt;br /&gt;
| Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&lt;br /&gt;
| Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&lt;br /&gt;
| Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&lt;br /&gt;
| This genetic condition affects a person's fertility, immunity, and mental capacity.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&lt;br /&gt;
| Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&lt;br /&gt;
| Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&lt;br /&gt;
| Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&lt;br /&gt;
| Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&lt;br /&gt;
| Carriers of this gene are not slowed down when taking damage.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&lt;br /&gt;
| Carriers of this gene move more slowly than normal.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&lt;br /&gt;
| Carriers of this gene move more quickly than normal.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&lt;br /&gt;
| Carriers of this gene move much more quickly than normal.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-5&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&lt;br /&gt;
| Carriers of this gene move slower while clothed, and faster while naked.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;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;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;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;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
!Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&lt;br /&gt;
| Carriers of this gene are slightly less comfortable in cold temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&lt;br /&gt;
| Carriers of this gene are slightly more comfortable in cold temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&lt;br /&gt;
| Carriers of this gene are much more comfortable in cold temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&lt;br /&gt;
| Carriers of this gene are slightly less comfortable in warm temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&lt;br /&gt;
| Carriers of this gene are slightly more comfortable in warm temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&lt;br /&gt;
| Carriers of this gene are much more comfortable in warm temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
!Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&lt;br /&gt;
| Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&lt;br /&gt;
| Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-3&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&lt;br /&gt;
| Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&lt;br /&gt;
| Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&lt;br /&gt;
| Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&lt;br /&gt;
| Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&lt;br /&gt;
| Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-4&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&lt;br /&gt;
| Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&lt;br /&gt;
| Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;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;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judges people by their appearance.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-4&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-6&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&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;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greyless hair&amp;quot;&lt;br /&gt;
! Greyless hair&lt;br /&gt;
| Carriers of this gene keep their natural hair color as they age.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&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;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&lt;br /&gt;
| Carriers can have fat 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;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&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;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&lt;br /&gt;
| Carriers can have large 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;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&lt;br /&gt;
| Carriers can have average-shaped 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;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&lt;br /&gt;
| Carriers of this gene have pig-like snouts.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&lt;br /&gt;
There are one of each of these for each skill.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from skill.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 8. Aptitude acts like an offset on skill level.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-3&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
&lt;br /&gt;
There are one of each of these for each drug.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Drug addict-resist&amp;quot;&lt;br /&gt;
! Drug addict-resist&lt;br /&gt;
| Carriers are only half as likely to become addicted to drug.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug addict-immune&amp;quot;&lt;br /&gt;
! Drug addict-immune&lt;br /&gt;
| Carriers of this gene never get addicted to drug.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-5&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug dependency&amp;quot;&lt;br /&gt;
! Drug dependency&lt;br /&gt;
| Carriers of this gene need to ingest drug on a regular basis to survive. After duration without drug, carriers will suffer from drug deficiency. After duration, they will fall into a coma. After duration, they will die.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=112815</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=112815"/>
		<updated>2022-10-24T19:47:27Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: fixed symbols that I missed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text= &amp;lt;big&amp;gt;'''The table format for this page is being discussed on the [[Talk:Genes|Talk Page]]! We want to get it hashed out ''before'' rolling it out to all 200+ genes. Come weigh in with your opinion}}'''&amp;lt;/big&amp;gt;&lt;br /&gt;
'''Genes''' are a system for adding capabilties to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
Metabolism, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, is a measure of how much food a colonist needs to eat. Negative traits will increase their metabolism, meaning they need to eat less food, while positive traits will decrease their metabolism, meaning they need to eat more food. The metabolism counter caps at -5 (250% food intake) and 5 (50% food intake). You can have a metabolism higher than 5, but the food needed will not go below 50%. You can not have a metabolism below -5.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, is a measure of how complex the genetic makeup of a colonist will be. It affects the amount of time needed to regrow the colonist's genes, if need be.&lt;br /&gt;
&lt;br /&gt;
Inheritability, denoted by &amp;quot;N/A&amp;quot;, represents whether or not offspring can inherit it, as well as the chance (whether it's dominant, etc.)&lt;br /&gt;
&lt;br /&gt;
== Archite ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&lt;br /&gt;
| Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. &lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&lt;br /&gt;
| Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&lt;br /&gt;
| Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&lt;br /&gt;
| Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&lt;br /&gt;
| Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&lt;br /&gt;
| Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&lt;br /&gt;
| Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effects&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
! Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:FireSpew.png|64px]]&lt;br /&gt;
| Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground. &lt;br /&gt;
| &lt;br /&gt;
* Adds ability: Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'''&lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|300000}}&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* [[Market Value]] Factor: 1.5&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&lt;br /&gt;
| Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&lt;br /&gt;
| Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&lt;br /&gt;
| Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&lt;br /&gt;
| Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&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;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&lt;br /&gt;
| Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&lt;br /&gt;
| Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&lt;br /&gt;
| Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&lt;br /&gt;
| Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&lt;br /&gt;
| Carriers lose an additional 8 hemogen per day from biological entropy.&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&lt;br /&gt;
| Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies.\n\nThose who put off deathresting will suffer from deathrest exhaustion.&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
!Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds half as fast as normal. &lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds twice as fast as normal. &lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds four times as fast as normal. &lt;br /&gt;
| -3&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&lt;br /&gt;
| Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&lt;br /&gt;
| Carriers of this gene gain immunity to diseases faster than normal.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&lt;br /&gt;
| Carriers of this gene gain immunity to diseases more considerably faster than normal.&lt;br /&gt;
| -2&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&lt;br /&gt;
| Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
!inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&lt;br /&gt;
| Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| Carriers of this gene are less psychically-sensitive than others.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&lt;br /&gt;
| Carriers of this gene are more psychically-sensitive than average.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&lt;br /&gt;
| Carriers of this gene are much more psychically-sensitive than most.&lt;br /&gt;
| -5&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
! Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
!Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&lt;br /&gt;
| Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&lt;br /&gt;
| Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&lt;br /&gt;
| Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&lt;br /&gt;
| Carriers of this gene have regular human hands.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&lt;br /&gt;
| Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&lt;br /&gt;
| Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&lt;br /&gt;
| Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&lt;br /&gt;
| Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&lt;br /&gt;
| Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&lt;br /&gt;
| This genetic condition affects a person's fertility, immunity, and mental capacity.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&lt;br /&gt;
| Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.&lt;br /&gt;
| -2&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&lt;br /&gt;
| Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&lt;br /&gt;
| Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&lt;br /&gt;
| Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&lt;br /&gt;
| Carriers of this gene are not slowed down when taking damage.&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&lt;br /&gt;
| Carriers of this gene move more slowly than normal.&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&lt;br /&gt;
| Carriers of this gene move more quickly than normal.&lt;br /&gt;
| -3&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&lt;br /&gt;
| Carriers of this gene move much more quickly than normal.&lt;br /&gt;
| -5&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&lt;br /&gt;
| Carriers of this gene move slower while clothed, and faster while naked.&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.&lt;br /&gt;
| -1&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.&lt;br /&gt;
| -2&lt;br /&gt;
| 3&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
!Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&lt;br /&gt;
| Carriers of this gene are slightly less comfortable in cold temperatures.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&lt;br /&gt;
| Carriers of this gene are slightly more comfortable in cold temperatures.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&lt;br /&gt;
| Carriers of this gene are much more comfortable in cold temperatures.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&lt;br /&gt;
| Carriers of this gene are slightly less comfortable in warm temperatures.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&lt;br /&gt;
| Carriers of this gene are slightly more comfortable in warm temperatures.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&lt;br /&gt;
| Carriers of this gene are much more comfortable in warm temperatures.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
!Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&lt;br /&gt;
| Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&lt;br /&gt;
| Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.&lt;br /&gt;
| -3&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&lt;br /&gt;
| Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&lt;br /&gt;
| Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&lt;br /&gt;
| Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&lt;br /&gt;
| Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&lt;br /&gt;
| Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.&lt;br /&gt;
| -4&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&lt;br /&gt;
| Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&lt;br /&gt;
| Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judges people by their appearance.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&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;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
| -4&lt;br /&gt;
| 2&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
| -6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&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;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&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;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&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;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greyless hair&amp;quot;&lt;br /&gt;
! Greyless hair&lt;br /&gt;
| Carriers of this gene keep their natural hair color as they age.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&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;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&lt;br /&gt;
| Carriers can have fat 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;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&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;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&lt;br /&gt;
| Carriers can have large 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;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&lt;br /&gt;
| Carriers can have average-shaped 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;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&lt;br /&gt;
| Carriers of this gene have pig-like snouts.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&lt;br /&gt;
There are one of each of these for each skill.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from skill.&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 8. Aptitude acts like an offset on skill level.&lt;br /&gt;
| -3&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
&lt;br /&gt;
There are one of each of these for each drug.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Drug addict-resist&amp;quot;&lt;br /&gt;
! Drug addict-resist&lt;br /&gt;
| Carriers are only half as likely to become addicted to drug.&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug addict-immune&amp;quot;&lt;br /&gt;
! Drug addict-immune&lt;br /&gt;
| Carriers of this gene never get addicted to drug.&lt;br /&gt;
| -5&lt;br /&gt;
| 2&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug dependency&amp;quot;&lt;br /&gt;
! Drug dependency&lt;br /&gt;
| Carriers of this gene need to ingest drug on a regular basis to survive. After duration without drug, carriers will suffer from drug deficiency. After duration, they will fall into a coma. After duration, they will die.&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&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;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=112814</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=112814"/>
		<updated>2022-10-24T19:34:17Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: reformat closer to suggested format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text= &amp;lt;big&amp;gt;'''The table format for this page is being discussed on the [[Talk:Genes|Talk Page]]! We want to get it hashed out ''before'' rolling it out to all 200+ genes. Come weigh in with your opinion}}'''&amp;lt;/big&amp;gt;&lt;br /&gt;
'''Genes''' are a system for adding capabilties to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
Metabolism, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, is a measure of how much food a colonist needs to eat. Negative traits will increase their metabolism, meaning they need to eat less food, while positive traits will decrease their metabolism, meaning they need to eat more food. The metabolism counter caps at -5 (250% food intake) and 5 (50% food intake). You can have a metabolism higher than 5, but the food needed will not go below 50%. You can not have a metabolism below -5.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, is a measure of how complex the genetic makeup of a colonist will be. It affects the amount of time needed to regrow the colonist's genes, if need be.&lt;br /&gt;
&lt;br /&gt;
Inheritability, denoted by &amp;quot;N/A&amp;quot;, represents whether or not offspring can inherit it, as well as the chance (whether it's dominant, etc.)&lt;br /&gt;
&lt;br /&gt;
== Archite ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&lt;br /&gt;
| Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. &lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&lt;br /&gt;
| Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&lt;br /&gt;
| Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&lt;br /&gt;
| Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&lt;br /&gt;
| Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&lt;br /&gt;
| Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&lt;br /&gt;
| Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effects&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
! Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:FireSpew.png|64px]]&lt;br /&gt;
| Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground. &lt;br /&gt;
| &lt;br /&gt;
* Adds ability: Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'''&lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|300000}}&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* [[Market Value]] Factor: 1.5&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&lt;br /&gt;
| Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&lt;br /&gt;
| Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&lt;br /&gt;
| Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&lt;br /&gt;
| Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&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;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&lt;br /&gt;
| Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&lt;br /&gt;
| Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&lt;br /&gt;
| Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&lt;br /&gt;
| Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&lt;br /&gt;
| Carriers lose an additional 8 hemogen per day from biological entropy.&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&lt;br /&gt;
| Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies.\n\nThose who put off deathresting will suffer from deathrest exhaustion.&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
!Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds half as fast as normal. &lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds twice as fast as normal. &lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds four times as fast as normal. &lt;br /&gt;
| -3&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&lt;br /&gt;
| Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&lt;br /&gt;
| Carriers of this gene gain immunity to diseases faster than normal.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&lt;br /&gt;
| Carriers of this gene gain immunity to diseases more considerably faster than normal.&lt;br /&gt;
| -2&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&lt;br /&gt;
| Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
!inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&lt;br /&gt;
| Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| Carriers of this gene are less psychically-sensitive than others.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&lt;br /&gt;
| Carriers of this gene are more psychically-sensitive than average.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&lt;br /&gt;
| Carriers of this gene are much more psychically-sensitive than most.&lt;br /&gt;
| -5&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
! Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
!Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&lt;br /&gt;
| Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&lt;br /&gt;
| Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&lt;br /&gt;
| Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&lt;br /&gt;
| Carriers of this gene have regular human hands.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&lt;br /&gt;
| Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&lt;br /&gt;
| Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&lt;br /&gt;
| Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&lt;br /&gt;
| Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&lt;br /&gt;
| Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&lt;br /&gt;
| This genetic condition affects a person's fertility, immunity, and mental capacity.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&lt;br /&gt;
| Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.&lt;br /&gt;
| -2&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&lt;br /&gt;
| Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&lt;br /&gt;
| Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&lt;br /&gt;
| Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&lt;br /&gt;
| Carriers of this gene are not slowed down when taking damage.&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&lt;br /&gt;
| Carriers of this gene move more slowly than normal.&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&lt;br /&gt;
| Carriers of this gene move more quickly than normal.&lt;br /&gt;
| -3&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&lt;br /&gt;
| Carriers of this gene move much more quickly than normal.&lt;br /&gt;
| -5&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&lt;br /&gt;
| Carriers of this gene move slower while clothed, and faster while naked.&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.&lt;br /&gt;
| -1&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.&lt;br /&gt;
| -2&lt;br /&gt;
| 3&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
!Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&lt;br /&gt;
| Carriers of this gene are slightly less comfortable in cold temperatures.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&lt;br /&gt;
| Carriers of this gene are slightly more comfortable in cold temperatures.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&lt;br /&gt;
| Carriers of this gene are much more comfortable in cold temperatures.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&lt;br /&gt;
| Carriers of this gene are slightly less comfortable in warm temperatures.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&lt;br /&gt;
| Carriers of this gene are slightly more comfortable in warm temperatures.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&lt;br /&gt;
| Carriers of this gene are much more comfortable in warm temperatures.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
!Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&lt;br /&gt;
| Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&lt;br /&gt;
| Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.&lt;br /&gt;
| -3&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&lt;br /&gt;
| Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&lt;br /&gt;
| Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&lt;br /&gt;
| Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&lt;br /&gt;
| Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&lt;br /&gt;
| Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.&lt;br /&gt;
| -4&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&lt;br /&gt;
| Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&lt;br /&gt;
| Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judges people by their appearance.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&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;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
| -4&lt;br /&gt;
| 2&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
| -6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&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;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
| -2&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
| -1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&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;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&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;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greyless hair&amp;quot;&lt;br /&gt;
! Greyless hair&lt;br /&gt;
| Carriers of this gene keep their natural hair color as they age.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&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;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&lt;br /&gt;
| Carriers can have fat 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;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&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;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&lt;br /&gt;
| Carriers can have large 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;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&lt;br /&gt;
| Carriers can have average-shaped 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;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&lt;br /&gt;
| Carriers of this gene have pig-like snouts.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&lt;br /&gt;
There are one of each of these for each skill.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from skill.&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| -1&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 8. Aptitude acts like an offset on skill level.&lt;br /&gt;
| -3&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
&lt;br /&gt;
There are one of each of these for each drug.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug addict-resist&amp;quot;&lt;br /&gt;
! Drug addict-resist&lt;br /&gt;
| Carriers are only half as likely to become addicted to drug.&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug addict-immune&amp;quot;&lt;br /&gt;
! Drug addict-immune&lt;br /&gt;
| Carriers of this gene never get addicted to drug.&lt;br /&gt;
| -5&lt;br /&gt;
| 2&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug dependency&amp;quot;&lt;br /&gt;
! Drug dependency&lt;br /&gt;
| Carriers of this gene need to ingest drug on a regular basis to survive. After duration without drug, carriers will suffer from drug deficiency. After duration, they will fall into a coma. After duration, they will die.&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! Complexity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5ihktflnz6sou4t&amp;topic_postId=x5ihktflo34uwy31&amp;topic_revId=x5ihktflo34uwy31&amp;action=single-view</id>
		<title>Topic:X5ihktflnz6sou4t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X5ihktflnz6sou4t&amp;topic_postId=x5ihktflo34uwy31&amp;topic_revId=x5ihktflo34uwy31&amp;action=single-view"/>
		<updated>2022-10-23T01:43:05Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Theothersteve7&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Theothersteve7 (page does not exist)&quot;&gt;&lt;bdi&gt;Theothersteve7&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Theothersteve7&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Theothersteve7 (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Theothersteve7&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Theothersteve7&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:X5ihktflnz6sou4t&amp;amp;topic_showPostId=x5ihktflo34uwy31#flow-post-x5ihktflo34uwy31&quot;&gt;commented&lt;/a&gt; on &quot;Split into two pages&quot; (&lt;em&gt;I think, given the new content, that we should have two separate pages. One for the Mechanoids faction, and one for Mechanoids in general...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biotech_(DLC)&amp;diff=111986</id>
		<title>Biotech (DLC)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biotech_(DLC)&amp;diff=111986"/>
		<updated>2022-10-23T01:33:02Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: added a couple important links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{quote|&amp;quot;For our children; We'll do what we must.&amp;quot;|Biotech DLC tagline|large=1}}&lt;br /&gt;
''Released on October 21, 2022''&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Biotech''' is a [[DLC]] for RimWorld that focuses on [[Children_and_reproduction|children and reproduction]], expanding on [[mechanoids]], and xenohumans and [[Genes|genetic modification]].&lt;br /&gt;
Upon release, it has managed to become one of the highest grossing DLCs on Steam.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* Control mechanoids, including many new mechanoid types, by making your colonist into a mechanitor&lt;br /&gt;
* Raise babies and children. Reproduce and create families - by both natural and artificial means&lt;br /&gt;
* Genetically-modify children and adults, and interact with new gene-modded factions&lt;br /&gt;
&lt;br /&gt;
== Children and reproduction ==&lt;br /&gt;
With Biotech, colonists (and outsiders) can become pregnant and give birth. Pregnancy can begin naturally, or via technological means, and can be controlled by a variety of methods.&lt;br /&gt;
&lt;br /&gt;
Babies bring joy, but also challenges. Colonists’ hearts will melt when the baby coos and giggles in their arms. But it takes effort to keep a baby happy and healthy and loved - create a safe haven for them in a cozy pastel nursery where there is always warm milk, a comfortable crib, overflowing toy chests and kind caregivers.&lt;br /&gt;
&lt;br /&gt;
[[File:classroom.jpg|620px]]&lt;br /&gt;
&lt;br /&gt;
They grow up fast (especially if you use a growth vat) - soon your child will be walking, talking, and getting into trouble. They’ll soak up knowledge in the classroom and tag along with adults to watch them work. Kids find many ways to entertain themselves with art, exploring nature, playing with technology, and more. Teach them lessons and they’ll learn how to survive, cook, make friends, create art, build, craft, hunt, and fight. Watch as they grow up and make mistakes, lose loved ones, and survive hardships.&lt;br /&gt;
&lt;br /&gt;
[[File:pigskins.jpg|620px]]&lt;br /&gt;
&lt;br /&gt;
A rich childhood makes a capable adult. Every few years, you choose which traits and passions a child will develop. The better-raised a child is, with smarter education and more attention, the more choices you’ll have, and the better their chances are to become a happy and talented adult. Some colonies will sacrifice everything to give a child the best upbringing, while others will use growth vats to pump out cheap workers and soldiers. The choice is up to you.&lt;br /&gt;
&lt;br /&gt;
== The mechanitor ==&lt;br /&gt;
Build and control mechanoids by making your colonist into a mechanitor - a person with a special brain implant that lets them psychically command semi-living machines.&lt;br /&gt;
&lt;br /&gt;
[[File:mechanoid-factory.jpg|620px]]&lt;br /&gt;
&lt;br /&gt;
Create mechanoids by growing them inside high-tech gestator tanks. Command the original [[centipede]], [[lancer]], and [[scyther]], plus a wide variety of new combat and labor mechanoids. Grow your swarm from a few small workers and fighters to a fearsome squadron of massive ultratech war machines and industrial behemoths.&lt;br /&gt;
&lt;br /&gt;
Mechanoid laborers can manufacture goods, rescue and tend to your colonists, build and repair structures, sow and harvest crops, haul stuff, and more. They never get sick. They don’t freeze in the snow or get poisoned in [[toxic fallout]]. They don’t suffer [[mental break]]s from long hours in dark mineshafts or filthy garbage yards.&lt;br /&gt;
&lt;br /&gt;
[[File:mechanoids-working.jpg|620px]]&lt;br /&gt;
&lt;br /&gt;
Combat mechanoids are very diverse in form and function. Some are cheap swarmers that overwhelm the enemy with numbers. Others project shields over their allies, or roast enemies with beam weapons, or charge up for massive concrete-melting hellsphere attacks. Mechanoids wield melee claws and blades, sniper weapons, even flamethrowers. Depending on which mechanoids you command, your tactical options will vary dramatically.&lt;br /&gt;
&lt;br /&gt;
[[File:mechs-approach.jpg|620px]] [[File:diabolus.jpg|620px]]&lt;br /&gt;
&lt;br /&gt;
Mechanoid infrastructure has a special price: Pollution. Left unfrozen, toxic wastepacks deteriorate and leak pollutants into the environment. Pollution makes living things sick. It poisons your colonists and pets. It blocks the sunlight with smog and irritates your colonists’ lungs. It triggers hibernating insects to emerge on the planet’s surface. Some areas of the planet are so polluted that only twisted, toxin-adapted variants of plants and animals can survive there. Pollution is a challenge that you can handle in a variety of ways - freezing, export (neighbors might not like this), adaptation, high-tech atomization.&lt;br /&gt;
&lt;br /&gt;
Advance your mechanitor’s capabilities by acquiring ancient mechanoid technology. This means calling dangerous new super-mechanoids to attack, in order to defeat them and steal technology from their smoking corpses. There are three types of hyper-deadly commander mechs to fight, each with its own weapons and combat style. Be sure you’re ready before you call these machine beasts to attack. Learn enough, and some day, you may command them as your own.&lt;br /&gt;
&lt;br /&gt;
[[File:final-battle.jpg|620px]] [[File:apocriton-revives.jpg|620px]]&lt;br /&gt;
&lt;br /&gt;
== Gene modding ==&lt;br /&gt;
You can genetically-modify people to create xenohumans - humans with exotic traits. [[Genes|Genetic modifications]] range from subtle personality traits and eye color to hulking furry bodies, glands for fire-breathing, rapid regeneration, and even immortality.&lt;br /&gt;
&lt;br /&gt;
[[File:genelab.jpg|620px]]&lt;br /&gt;
&lt;br /&gt;
The world contains a new set of xenohuman types and factions, including unstoppable super soldiers, fur-covered animal-controlling arctic settlers, toxin-immune human bioweapons, fire-breathing horned desert imp-people, psychic-bonding concubines, and more. The darkest of them drink blood, live in shadows, and live forever.&lt;br /&gt;
&lt;br /&gt;
[[File:sanguophage-base.jpg|620px]]&lt;br /&gt;
&lt;br /&gt;
You can make your own xenotypes from scratch, and build infrastructure in your colony to enhance your people. Curate a collection of exotic genes by purchasing them from traders, accepting them as quest rewards, or extracting them from your menagerie of xenohuman prisoners. You can harvest the genes from anyone and implant those genes into your colonists and prisoners. You can also recombine genes to make bizarre and advantageous mixes of traits for implantation. Experiment with gene extraction and recombination to build your colony of xenohumans!&lt;br /&gt;
&lt;br /&gt;
[[File:impids.jpg|620px]] [[File:insects.jpg|620px]] [[File:sanguophage-base.jpg|620px]]&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biotech]]&lt;br /&gt;
[[Category:DLC]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mini-shotgun&amp;diff=111985</id>
		<title>Mini-shotgun</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mini-shotgun&amp;diff=111985"/>
		<updated>2022-10-23T01:22:46Z</updated>

		<summary type="html">&lt;p&gt;Theothersteve7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
| name = mini-shotgun&lt;br /&gt;
| image = &lt;br /&gt;
| description = A compact, short-range shotgun designed to be mounted on a light combat mechanoid.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| marketvalue = 1000&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 12&lt;br /&gt;
| damage type = &lt;br /&gt;
| armorPenetration = 0.12&lt;br /&gt;
| range = 12.9&lt;br /&gt;
| accuracyTouch = 80&lt;br /&gt;
| accuracyShort = 87&lt;br /&gt;
| accuracyMedium = 70&lt;br /&gt;
| accuracyLong = 55&lt;br /&gt;
| accuracyAvg = &lt;br /&gt;
| mode = &lt;br /&gt;
| warmup = 1.2&lt;br /&gt;
| cooldown = 1.5&lt;br /&gt;
| burst = &lt;br /&gt;
| burstTicks = &lt;br /&gt;
| velocity = 55&lt;br /&gt;
| DPS = &lt;br /&gt;
| mass base = 1.5&lt;br /&gt;
| stoppingPower = 2.5&lt;br /&gt;
| meleeattack1dmg = &lt;br /&gt;
| meleeattack1type = &lt;br /&gt;
| meleeattack1part = &lt;br /&gt;
| meleeattack1cool = &lt;br /&gt;
| meleeattack1ap =&lt;br /&gt;
| MeleeWeaponAverageDPS = &lt;br /&gt;
| MeleeWeaponAverageAP = &lt;br /&gt;
| page verified for version =&lt;br /&gt;
| weaponTags = MechanoidGunShortRange&lt;br /&gt;
}}&lt;br /&gt;
The '''{{PAGENAME}}''' is a ranged [[weapon]] added by the [[Biotech DLC]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s 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;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Theothersteve7</name></author>
	</entry>
</feed>