<?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=Vilobion</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=Vilobion"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Vilobion"/>
	<updated>2026-04-05T21:19:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unique_sniper_rifle&amp;diff=177841</id>
		<title>Unique sniper rifle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unique_sniper_rifle&amp;diff=177841"/>
		<updated>2026-03-19T16:08:13Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Having both max range increasing traits on a unique sniper gives them more range than turrets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{For|the regular variant of this weapon|Sniper rifle}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Unique sniper rifle&lt;br /&gt;
| image = UniqueSniperRifleA.png&lt;br /&gt;
| description = A sniper rifle with customized parts.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 25&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 38&lt;br /&gt;
| range = 44.9&lt;br /&gt;
| accuracyTouch = 50&lt;br /&gt;
| accuracyShort = 70&lt;br /&gt;
| accuracyMedium = 88&lt;br /&gt;
| accuracyLong = 90&lt;br /&gt;
| mode = Single-Shot	&lt;br /&gt;
| warmup = 210&lt;br /&gt;
| cooldown = 90&lt;br /&gt;
| velocity = 100&lt;br /&gt;
| burst = 1	&lt;br /&gt;
| marketvalue = {{Q|Sniper rifle|Market Value Base}}&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| stoppingPower = 1.5&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = SniperRifle&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, UniqueWeapon&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''unique sniper rifle''' is the [[unique weapon]] variant of the [[sniper rifle]]: a slightly heavier, single-shot [[Weapons|firearm]] in RimWorld which deals a high amount of damage per shot; a long time between shots; very long range and high overall accuracy.&lt;br /&gt;
&lt;br /&gt;
Each unique sniper rifle comes with a combination of traits that make it different from other sniper rifles.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unique weapons can be obtained through [[quests]], found in loot boxes like [[sealed crate]]s, [[sealed container]]s, or [[ancient safe]]s, found while [[fishing]], or gifted by [[visitor]]s. Unique weapons can also rarely be dropped by [[raider]]s.&lt;br /&gt;
Ancient Mercenary and Orbital Item Stash quests will always contain at least one unique weapon, typically masterwork or legendary [[quality]].&lt;br /&gt;
&lt;br /&gt;
Weapons depot and [[ancient garrison]] map features do NOT contain unique weapons, nor do [[ancient danger]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Before traits, unique sniper rifles are statistically identical to [[sniper rifle]]s. The stats provided in this article are for base model before traits, except where specified otherwise.&lt;br /&gt;
&lt;br /&gt;
Unique sniper rifles have the following namerLabels for use in their name generation:&lt;br /&gt;
* sniper rifle&lt;br /&gt;
* precision rifle&lt;br /&gt;
* marksman rifle&lt;br /&gt;
* sniper&lt;br /&gt;
* headshotter&lt;br /&gt;
* snipegun&lt;br /&gt;
* stalker&lt;br /&gt;
* assassinator&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{About|section=1|the impact of unique weapon traits|analysis of how the base weapon performs|Sniper rifle#Analysis{{!}}Sniper rifle}}&lt;br /&gt;
&lt;br /&gt;
The maximum range traits (extended barrel and rangefinder) allow the sniper rifle to perform [[Sniper rifle#Analysis|its roles]] even better than before, allowing it to outrange any pawn in the game. Having both traits allows a unique sniper rifle to out range every [[turret]] in the game.&lt;br /&gt;
&lt;br /&gt;
For masterwork or better snipers, high-powered rounds have minimal downside, as a masterwork sniper with high-power rounds still reaches 100% accuracy. It is the best trait for raw average {{DPS}}, although damage may be wasted against human pawns due to overkill. For the same reasons, aim assistance is less helpful, but still useful for negating the [[weather]] and [[blind smoke]] debuffs.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Unique weapon traits}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The Sniper Rifle is modeled after the Remington M24. Variant A has a white frame. Variant B has a polymer skeletalized stock and a vertical foregrip. Variants C and E have bipods, with variant E additionally having been modified to accept a magazine. Variant D also has a bipod, however it is stowed.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:UniqueSniperRifleA.png|Variant A&lt;br /&gt;
File:UniqueSniperRifleB.png|Variant B&lt;br /&gt;
File:UniqueSniperRifleC.png|Variant C&lt;br /&gt;
File:UniqueSniperRifleD.png|Variant D&lt;br /&gt;
File:UniqueSniperRifleE.png|Variant E&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] release - Added.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Unique sniper rifles with high range not showing range.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Rifles]]&lt;br /&gt;
[[Category: Unique Weapons]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Incinerator&amp;diff=177674</id>
		<title>Incinerator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Incinerator&amp;diff=177674"/>
		<updated>2026-03-15T13:24:03Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Utility */ Slight rearrangement of section, mention incinerator vs. frag grenades for item/corpse destruction purposes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Incinerator&lt;br /&gt;
| image = Incinerator.png&lt;br /&gt;
| description = A heavy weapon that can spray a stream of flame into an area. It can shoot in an arc over allies without harming them. The flame burns off rapidly, so it will only ignite the most flammable targets.&amp;lt;br/&amp;gt;While the main flamethrower can be used without limit, the weapon also comes equipped with a bioferrite-powered mega-burner unit which generates a massive blast of flame from a pressurized bioferrite charge. The mega-burner unit must be refueled after each use.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class =&lt;br /&gt;
| damage = 10&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| damage type = Flame&lt;br /&gt;
| range = 15.9&lt;br /&gt;
| minrange = 5.9&lt;br /&gt;
| burst = 20&lt;br /&gt;
| burstTicks = 2&lt;br /&gt;
| mode = Beam&lt;br /&gt;
| warmup = 30&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Bioferrite&lt;br /&gt;
| resource 3 amount = 30&lt;br /&gt;
| marketvalue = 530&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| research = Bioferrite weaponry&lt;br /&gt;
| work to make = 48000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| set property = true&lt;br /&gt;
| weaponTags = Gun, Flamethrower&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| has quality = false&lt;br /&gt;
}}&lt;br /&gt;
The '''incinerator''' is a flamethrower-like ranged [[weapon]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Incinerators can also be obtained from [[Raider#Heavy mercenary|heavy mercenaries]] or purchased from [[Outlander]] [[Trade#Combat_supplier|combat suppliers]] and [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Unique shooting mechanics, also burner details. penetrates [[skipshield]], does it ignore low shield packs and shield belts in enemies? considerstions need to be added to analysis as well. Also verify current info.}}&lt;br /&gt;
{{Image wanted|section=1|reason=AoE see hellcat rifle for example}}&lt;br /&gt;
[[File:Burner.png|thumb|left|Incinerator burner gizmo icon]]&lt;br /&gt;
&lt;br /&gt;
Incinerators deal [[Damage types#Heat|heat]]{{Check Tag|Verify}} damage and set flammable objects ablaze in an approximately 8-tile wide, 1-tile long arc. &lt;br /&gt;
&lt;br /&gt;
The incinerator contains an integrated burner called &amp;quot;Incinerator Burner&amp;quot; which gives the user the ability to fire a gout of flame at will before requiring a reload.&lt;br /&gt;
&lt;br /&gt;
The burner fires in a 11 range cone, thin close to the pawn and expanding to 5 tiles wide at a 11 tiles when fired in a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
This ability does 16 damage worth of burns which can be distributed amongst various bodyparts.&lt;br /&gt;
&lt;br /&gt;
The Incinerator Burner ability can be fired once before the unit must be reloaded with {{Icon Small|bioferrite||10}} [[bioferrite]]. The reloading process takes {{Ticks|60}}.{{Check Tag|Verify}} The pawn will never automatically use the burner - instead it must be manually activated by the player by use of the &amp;quot;??&amp;quot;{{Check Tag|Gizmo Name?}} gizmo, similar to using [[Utility]] items. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check Needed|Can NPCs use Unit under any circumstances?}} This gizmo will only appear when the pawn is [[draft]]ed.&lt;br /&gt;
&lt;br /&gt;
Shooting skill does not affect incinerator effectiveness.&lt;br /&gt;
&lt;br /&gt;
Incinerators are unique in that they can be fired while wearing a [[shield belt]]. This  applies to both fire modes. This has been confirmed as intended.&lt;br /&gt;
&lt;br /&gt;
{{Pyromaniac Weapon Note}} Oddly, Pyromaniacs do not count use of the Incinerator Burner ability as the use of a flame weapon - only the attack counts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to the [[incendiary launcher]], incinerators have a faster fire rate and larger AOE at the cost of shorter range and a 6 tile minimum firing distance. They also don't produce [[filth#Chemfuel puddle|chemfuel puddle]]s, leading to a &amp;quot;cleaner&amp;quot; fire that only burn flammable pawns, items and buildings in the area.&lt;br /&gt;
&lt;br /&gt;
Consider giving them to colonists with poor [[shooting accuracy]], since their effectiveness is largely unaffected by skill. &lt;br /&gt;
&lt;br /&gt;
Incinerators are useful to the point of being almost mandatory against [[fleshbeast]] events, they cause [[devourer]]s to eject swallowed colonists, they can also be useful against [[infestation]]s and ordinary human [[raids]].  Also, it's highly recommended to toggle autofire off on incinerators in order to avoid friendly fire. Like most other fire based weapons, they are ineffective against [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
Incinerators can be useful tools for defoliation, disposing of unwanted flammable items, and destroying [[corpse]]s with less work than utilizing a [[crematorium]].&lt;br /&gt;
&lt;br /&gt;
Unlike other sources of [[fire#As a tool or weapon|fire]], the incinerator deals damage directly to flammable objects, allowing the incinerator to destroy items that are outdoors even while it is raining. The incinerator is significantly faster than using [[Frag_grenades|frag grenades]] for the same purpose, as frag grenades are not perfectly accurate and don't benefit from additional damage over time from fire.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Incinerators no longer have qualities.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Patch notes for this version also reports: &amp;quot;Incinerator weapons no longer have quality.&amp;quot; however it was already implemented. &lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]][[Category:Flame Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=177406</id>
		<title>Growth vat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=177406"/>
		<updated>2026-03-13T13:37:38Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Low metabolic efficiency infants are annoying and need to be fed constantly and lead to spurious starvation warnings- thankfully something growth vats can circumvent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Growth vat&lt;br /&gt;
| image = GrowthVat_south.png&lt;br /&gt;
| description = A vat of fluid which can gestate an embryo or accelerate a child's growth.&amp;lt;br/&amp;gt;While growing or gestating, the vat must be fed with a constant supply of nutrition to provide the feedstock for growth. Gestating an embryo takes twice the nutrition of accelerating a child's growth.&amp;lt;br/&amp;gt;Embryos are gestated for 9 days before a baby is formed. There is a risk of health complications.&amp;lt;br/&amp;gt;Child growth can only be accelerated up to age 18, but not beyond. While growing, a child's skills will slowly increase. Children raised in growth vats will have lower skills and gain fewer passions than normal.&amp;lt;br/&amp;gt;The device uses chemical injections, electrical stimulation, and simple mechanite treatments to push the body to grow. Growth vats are often used to quickly manufacture engineered workers or warriors.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 1 * 2&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 500&lt;br /&gt;
| mass base = 30&lt;br /&gt;
| beauty = &lt;br /&gt;
| power = -80&lt;br /&gt;
| glowradius =&lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = Growth vats&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 8000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 150 &lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| buildingTags = Biotech&lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
}}&lt;br /&gt;
The '''growth vat''' is a building added by the [[Biotech DLC]]. It allows the gestation and accelerated aging of [[babies]] and [[children]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Vatgrown childhood?}}&lt;br /&gt;
While hosting a human, growth vats require a constant 200W of [[power]] as well as [[nutrition]]. Both [[raw food|raw]] and processed foods, including [[nutrient paste meal|nutrient paste]] and [[hay]], can be inserted. None of the usual mood bonuses or maluses from different food types, such as from [[human meat]], are applied. Hosting an embryo costs 6 [[nutrition]] per day and aging a child costs 3 nutrition per day. The vat's contents can be ejected immediately by the player by canceling vat growth; if it was an embryo, it will be destroyed. When no pawn is inside, the power consumption reduces to 80W.&lt;br /&gt;
&lt;br /&gt;
If the vat has no power or nutrition, the being inside will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{Bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. See [[bio-starvation]] for a full list.&lt;br /&gt;
&lt;br /&gt;
While in the vat the needs (like sleep) and ongoing status effects are suspended {{Check Tag|All effects?|Currently confirmed with food poisoning, gene loss shock, regrowing genes. Are diseases affected?}}&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Baby creation ===&lt;br /&gt;
Growth vats can be used to grow an [[embryo]] in 9 days, twice as fast as natural pregnancy, and regardless of either parent's [[Reproduction#Fertility|Fertility]] (as long as it's above 0%). This comes without risk to the mother, but the baby can still arrive [[Reproduction#Outcomes|sick]].&lt;br /&gt;
&lt;br /&gt;
Growth vats have a [[Reproduction#Outcomes|birth quality]] of 70%. There is roughly an 89.1% chance for the baby to be born healthy.&lt;br /&gt;
&lt;br /&gt;
=== Children ===&lt;br /&gt;
Colonists under 18 can also have their aging sped up by 20x, i.e., it takes 3 days to age 1 year. This ignores the default 4x aging multiplier for [[babies]] and [[children]], so a vat is 5x faster than that. While in the vat, a pawn's needs are frozen like in [[cryptosleep casket|cryptosleep]], and children will not gain growth points. Every 3 days that a baby or child is in the vat, they'll received 8000 experience (before passions or other multipliers) towards a random skill.  The skill selected is entirely random and does not prefer passions, though it will ignore skills that are disabled due to backstory or traits.  The experience ignores the daily limit of XP to a skill and is not affected by global learning rate (for example, the Fast Learner trait), but is modified by the child's current passion level in the skill chosen.&lt;br /&gt;
&lt;br /&gt;
As a child spends a maximum of 54 days inside a growth vat from birth to age 18, a child gains a maximum of 18 of these experience bonuses, for a total of 144,000 pre-passion experience.  If distributed evenly across skills, a child can expect to see an average of 12,000 experience per skill before passions.  Ignoring passions that are changed at growth moments, this average XP would cause a no-passion skill to reach level 2, a regular passion skill level 4, and a burning passion skill level 5.  Exact distribution will vary randomly, and passions can be altered at growth moments, affecting this gain rate.  Overall, however, it is very unlikely for any given skill to reach more than level 8 even with a burning passion in it from the start. A child grown entirely within a vat will have no passions and 3 random traits. &lt;br /&gt;
&lt;br /&gt;
Non-[[psychopath]] parents (including surrogates) will have a {{--|4}} ''My child is in a growth vat'' [[mood]]let while their kid is inside. This can be altered by [[ideoligion]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Biological Age  &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Time in vat&amp;lt;br&amp;gt;Nutrition&lt;br /&gt;
! No Vat&lt;br /&gt;
|-&lt;br /&gt;
! Base Vat !! [[Ideoligion#Growth vats|Vats: Essential]]{{IdeologyIcon}}&amp;lt;ref&amp;gt;Growth Vats: Essential does not apply to pawns without the [[ideoligion]], i.e. [[embryo]]s and [[babies]] age normally.&amp;lt;/ref&amp;gt;  !!  400% Aging&amp;lt;ref&amp;gt;Default child aging value from 0 to 11. Note that children will start to age slower from this speed after reaching 11 biological years of age. See [[Children#Aging]] for more details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! +1 Year&amp;lt;ref name=&amp;quot;Non-baby&amp;quot;&amp;gt;Assuming a child between age 3 and 11&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{#expr: 1 * 3 round 1}} day&lt;br /&gt;
----&lt;br /&gt;
{{#expr: 1 * 3 * 3 round 2}} nutrition&lt;br /&gt;
| {{#expr: 1 * 3/1.3 round 1}} day&lt;br /&gt;
----&lt;br /&gt;
{{#expr: 1 * 3/1.3 * 3 round 2}} nutrition&lt;br /&gt;
| {{#expr: 60 / 4 round 1}} days &lt;br /&gt;
|-&lt;br /&gt;
! +3 Years&amp;lt;ref name=&amp;quot;Non-baby&amp;quot;/&amp;gt;	&lt;br /&gt;
| {{#expr: 3 * 3 round 1}} day&lt;br /&gt;
----&lt;br /&gt;
{{#expr: 3 * 3 * 3 round 1}} nutrition&lt;br /&gt;
| {{#expr: 3 * 3/1.3 round 1}} day&lt;br /&gt;
----&lt;br /&gt;
{{#expr: 3 * 3/1.3 * 3 round 2}} nutrition&lt;br /&gt;
| {{#expr: 3 * 60 / 4 round 1}} days&lt;br /&gt;
|-&lt;br /&gt;
! Embryo to 0&lt;br /&gt;
| 9 days&lt;br /&gt;
----&lt;br /&gt;
{{#expr: 9 * 6 round 2}} nutrition&lt;br /&gt;
| 9 days&lt;br /&gt;
----&lt;br /&gt;
{{#expr: 9 * 6 round 2}} nutrition&lt;br /&gt;
| 18 days&lt;br /&gt;
|-&lt;br /&gt;
! Embryo to 3 &lt;br /&gt;
| {{#expr: 9 + (3 * 3) round 1}} days&lt;br /&gt;
----&lt;br /&gt;
{{#expr: 9 * 6 + (3 * 3) * 3 round 1}} nutrition&lt;br /&gt;
| {{#expr: 9 + (3*3) round 1}} days&lt;br /&gt;
----&lt;br /&gt;
{{#expr: 9 * 6 + (3 * 3) * 3 round 1}} nutrition&lt;br /&gt;
| {{#expr: 18 + 3 * 60 / 4 round 1}} days &lt;br /&gt;
|-&lt;br /&gt;
! Embryo to 18 &lt;br /&gt;
| {{#expr: 9 + (18 * 3) round 1}} days &lt;br /&gt;
----&lt;br /&gt;
{{#expr: 9 * 6 + (18 * 3) * 3 round 1}} nutrition&lt;br /&gt;
| {{#expr: 9 + (3*3) + (15 * 3/1.3) round 1}} days&lt;br /&gt;
----&lt;br /&gt;
{{#expr: 9 * 6 + ((3*3) + (15 * 3/1.3))*3 round 1}} nutrition&lt;br /&gt;
| 322 days&lt;br /&gt;
|-&lt;br /&gt;
! Age 0 to 3&lt;br /&gt;
| {{#expr: (3 * 3) round 1}} days &lt;br /&gt;
----&lt;br /&gt;
{{#expr: 3 * 3 * 3 round 1}} nutrition&lt;br /&gt;
| {{#expr: 3 * 3 round 1}} days &lt;br /&gt;
----&lt;br /&gt;
{{#expr: 3 * 3 * 3 round 1}} nutrition&lt;br /&gt;
| {{#expr: 3 * 60 / 4 round 1}} days &lt;br /&gt;
|-&lt;br /&gt;
! Age 3 to 13&lt;br /&gt;
| {{#expr: 10 * 3 round 1}} days &lt;br /&gt;
----&lt;br /&gt;
{{#expr: 10 * 3 *3 round 1}}  nutrtion&lt;br /&gt;
| {{#expr: 10 * 3/1.3 round 1}} days &lt;br /&gt;
----&lt;br /&gt;
{{#expr: 10 * 3/1.3 * 3 round 1}}  nutrtion&lt;br /&gt;
| 152.4 days&lt;br /&gt;
|-&lt;br /&gt;
! Age 13 to 18&lt;br /&gt;
| {{#expr: (5 * 3) round 1}} days &lt;br /&gt;
----&lt;br /&gt;
{{#expr: (5 * 3) * 3 round 1}} nutrition&lt;br /&gt;
| {{#expr: (5 * 3/1.3) round 1}} days &lt;br /&gt;
----&lt;br /&gt;
{{#expr: (5 * 3/1.3) * 3 round 1}} nutrition&lt;br /&gt;
| 106.6 days&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
[[Ideoligion]]s{{IdeologyIcon}} can have an optional [[Ideoligion#Growth vats|Growth Vats precept]] with two options:&lt;br /&gt;
* &amp;quot;Growth vats: Essential&amp;quot; boosts grow vat speed by +30% (children grow 26x faster) if the child has the ideoligion. Babies and embryos are '''not''' boosted. It negates the parent mood penalty. When [[expectations]] are moderate or higher, it gives parents a {{--|2}} ''Child not in growth vat'' mood for their child not being in a vat (stacking up to 3 times), pregnant pawns gain a {{--|5}} ''Natural pregnancy'' mood when pregnant, and all colonists gain a {{--|3}} ''No growth vats'' moodlet if the colony has no growth vats.{{Check Tag|Verify|Not readily apparent in xmls. Confirm in game}}&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Growth vats: Prohibited&amp;quot; gives negative mood for growth vats in your colony, and when any embryo or child is in a growth vat. The ''My child is in a growth vat'' increases to {{--|8}} (stacking 3 times, nullified by the [[psychopath]] trait), and gives a {{+|1}} ''Child not in growth vat'' mood for their child not being in a vat (stacking 3 times). All colonists gain a {{--|3}} ''Growth vat'' moodlet if the colony has a growth vat.&lt;br /&gt;
If neither precept is chosen, the ideoligion has no effect.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
If the [[Children#Learning|Learning]] need is nonexistent, then growth vats will not negatively impact a pawn's development:&lt;br /&gt;
* Babies (0-3) can be placed in the growth vat to speed up reaching toddler age. There are no apparent ill effects on the baby, and they even train an age-3 valid skill (Shooting, Melee, Social). This can be especially useful for children with low metabolic efficiency (such as [[Yttakin]]) who require another colonist to feed them very frequently and can cause spurious starvation warnings.&lt;br /&gt;
** However, parents who dislike growth vats gain the {{--|4}} [[mood]]let, and it negates the [[mood]] buffs from having a happy baby in the colony.&lt;br /&gt;
* If a child (3-13) is at growth tier 8, then no more growth points can be obtained, though children can learn from Work Watching or Lessons. Either way, the benefits are minor: these children will be a few days from growing up naturally.&lt;br /&gt;
* Aging a teen (13-17) to 18 has no ill effect. Using the growth vat will prevent the colonist from working, but removes the [[body size]] and work penalties from being underaged.&lt;br /&gt;
&lt;br /&gt;
In these cases, vats exchange time for the cost of nutrition and power. Each vat doesn't consume much power, while nutrition can usually be solved by simply growing more food. For reference, growing a child is just under 2 colonists' worth of food. An embryo is roughly equal to 4 colonists for the duration, consuming 60 [[simple meal]]s over the 9 days.&lt;br /&gt;
&lt;br /&gt;
===Vatgrowing children===&lt;br /&gt;
====Baseliners====&lt;br /&gt;
Vatgrowing a ''baseliner'' through the child stage will create a weak pawn. A vatgrown pawn will have 0 passions, very weak skills, and 3 random [[trait]]s - a [[Events#Wanderer_joins|wanderer]] or just about any [[prisoner]] recruit is likely to just be ''better'', without consuming nearly as much nutrition. While a vatgrowth pawn can still fight, haul, and clean, these roles can be also be fulfilled by a [[mechanitor]].&lt;br /&gt;
&lt;br /&gt;
====Gene modification====&lt;br /&gt;
The [[gene]] system can turn &amp;quot;blank&amp;quot; pawns into capable soldiers or workers, so a good [[xenogerm]] can greatly increase the viability of vat growing. For example, a simple [[xenogerm]] consisting of [[Great shooting]], [[Psychite dependency]], and [[Psychically deaf (gene)|Psychically deaf]] will create a pawn with a passion and 8 free levels of Shooting, easy mood regulation through [[yayo]], and a hunger rate of only 70%. Furthermore, they can be made into [[shooting specialist]]s{{IdeologyIcon}} right after growing. &lt;br /&gt;
&lt;br /&gt;
While raising children the regular way will still create better pawns, vat growing allows you to create dozens of pawns relatively quickly. A bunch of shooting specialists with Great Shooting will tear apart raids despite having poor traits and other skills. &lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
While [[raw food]] can be put into the dispenser, virtually any means of cooking a meal gives more [[nutrition]] per food item. The absolute best way to prepare food is the [[nutrient paste meal]], which triples nutrition. However, colonists won't automatically dispense nutrient paste for a growth vat; they will only haul meals on the floor to it. See [[Nutrient paste dispenser#Manually producing meals|Nutrient paste#Manually producing meals]] for how you can stockpile nutrient paste.&lt;br /&gt;
&lt;br /&gt;
Without nutrient paste researched, or if you don't want to micromanage everything, [[baby food]] is the next best way to prepare vegetables. [[Simple meal]]s are the next best way to prepare other food items.&lt;br /&gt;
&lt;br /&gt;
There are no penalties to anyone for using [[insect meat]], already-butchered [[human meat]], or other usually undesirable food items in a vat.&lt;br /&gt;
&lt;br /&gt;
=== Organ harvesting ===&lt;br /&gt;
{{Main|Human resources}}&lt;br /&gt;
Children can be organ harvested as soon as they are 3 years old.&lt;br /&gt;
&lt;br /&gt;
* It takes a total of 90 [[simple meal]]s or 1620 [[baby food]] to grow a set of organs (54 [[nutrition]] to grow an embryo, 27 nutrition to grow a newborn to 3). Depending on preparation method, this costs 900 (meals) or 810 (baby food) items of virtually any [[raw food]]. 810 corn is worth {{Icon Small|silver||{{#expr: 810 * {{Q|Corn|Market Value Base}} }} }}, plus preparation time. [[Human meat]] is cheaper.&lt;br /&gt;
* You can harvest 1 [[kidney]] ({{Icon Small|silver||{{Q|Kidney|Market Value Base}} }}), 1 [[lung]] ({{Icon Small|silver||{{Q|Lung|Market Value Base}} }}), and ''either'' a [[heart]] or a [[liver]] ( {{Icon Small|silver||{{Q|Liver|Market Value Base}} }}), for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} }} }}.&lt;br /&gt;
** If you can create [[prosthetic heart]]s, you can spend a prosthetic heart ({{Q|Prosthetic heart|Market Value Base}}) to get both a heart and a liver, for a net total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Liver|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}} }} }}.&lt;br /&gt;
&lt;br /&gt;
Therefore, each vat-child nets a profit of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - (810 * {{Q|Corn|Market Value Base #}}) }} }} in organs by using corn, before [[Trade Price Improvement]] and [[difficulty]]. But, other than the usual organ harvesting penalties, vatgrowing organs has 2 downsides:&lt;br /&gt;
&lt;br /&gt;
# Children have lower HP. If an operation fails, then even a &amp;quot;minor&amp;quot; failure is likely to outright kill.&lt;br /&gt;
# Children will be related to ''somebody'' in the colony. If the parents are not a [[psychopath]], then their mood will be greatly hit.&lt;br /&gt;
&lt;br /&gt;
Basically, an organ harvesting operation using a Cannibalism: Acceptable and Organ Use: Acceptable [[ideoligion]]{{IdeologyIcon}}, with a psychopath/prisoner mother and psychopath/[[slave]]{{IdeologyIcon}} father (male prisoners cannot fertilize [[embryo]]s and slaves are cheap and disposable) is highly profitable, and comes with no mood downsides. You can give the child [[EMP grenade]]s and make them &amp;quot;guilty&amp;quot;, removing the moodlet for colonist death. All that's needed is a good doctor, some medicine, and preferably a [[hospital bed]]. Without a pro-organ ideoligion, mood impacts start to matter more, but... it can still be profitable.&lt;br /&gt;
&lt;br /&gt;
Of course, creating a proper organ farm should be compared to the money you'd get from a &amp;quot;normal&amp;quot; [[Human resources]] setup. At a certain point, selling [[human leather]] and [[raider]] organs should be enough money to buy anything you'd need.&lt;br /&gt;
&lt;br /&gt;
=== Grow soldiers ===&lt;br /&gt;
Growth vat can be used to create an army of genetically-modified soldiers. All you need is (the best strategy):&lt;br /&gt;
* Prisoners. A lot of them. Used to obtain embryos. Optional, but strongly recommended. Try to use different men and women for every embryo: your soldier will not have debuff &amp;quot;my brother died&amp;quot;. Don't use your colonists, or they will have a trait &amp;quot;my son died X3&amp;quot; after every battle.&lt;br /&gt;
* Genetic lab. Implant at least strong shooting and melee to your army.&lt;br /&gt;
* Powerful production facility to give your army at least some equipment.&lt;br /&gt;
* Crypto caskets. For peaceful time.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
If you have no other source of Animal Protein this is your best bet aside from buying and raiding. To efficiently use growth vats as a food source you must do the following:&lt;br /&gt;
* When creating your [[Ideoligion]] {{IdeologyIcon}}, choose the [[Cannibal]] {{IdeologyIcon}} meme, for obvious reasons. You should also strongly consider using the &amp;quot;Growth Vats: Essential&amp;quot; Precept (henceforth to be referred to as &amp;quot;the Precept&amp;quot; or &amp;quot;P&amp;quot;), as it increases the throughput of your growth vats by a considerable amount.&lt;br /&gt;
* To get the Embryos, you'll need to get a lot of female Prisoners and male Slaves. Consider stockpiling fertilized Ova and disposing of all the affected Slaves and Prisoners. You'll have a Grace window of at least 52 days before the first Moodlets start coming in. &lt;br /&gt;
* The Setup&lt;br /&gt;
** To maintain one Baseline Colonist you'll need at least 4 (3.34 w/P) growth vats constantly running. &lt;br /&gt;
** One ideal [[hydroponics basin]] setup (24 basins growing [[rice]]) converted into [[nutrient paste meal]]s can sustain up to 12.6 (12.3 w/P) Growth Vats.&lt;br /&gt;
** To efficiently Butcher and Cook the Subjects you'll also need a Pawn with a cooking skill of at least 10 and 100% manipulation (such as a [[Fabricor]])&lt;br /&gt;
** Additionally this method supplies [[human leather]] and organs, though harvesting the latter will reduce the amount of meat gained. &lt;br /&gt;
** You can also use the subject pawns for new fertilized ova.&lt;br /&gt;
For optimal distribution, 91.5% (90% w/P, always round up when applying) of your hydroponics basins should be dedicated to making rice for nutrient paste for the vats, the rest should be making rice for cooking.&lt;br /&gt;
Two sets of 24 hydroponic basins and 22 growth vats can grow enough Nutrition to produce roughly 10 (11.5 w/P) [[fine meal]]s per day, which is enough to support 5 colonists, so this is clearly not very efficient. The construction and maintenance cost of the hydroponic basins and growth vats are also considerable.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Embryo skin color not preserved in growth vat between save/load.&lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Fix: Magenta square fetus graphics when reloading.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=177380</id>
		<title>Chronophagy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=177380"/>
		<updated>2026-03-13T09:03:40Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Remove recode tag asking for a graph of ritual quality to years transferred- article already has such a graph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Chronophagy &lt;br /&gt;
| image = Chronophagy.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&lt;br /&gt;
| research = Chronophagy &lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
}}&lt;br /&gt;
'''Chronophagy''' is a [[psychic ritual]] that de-ages and removes some age related [[ailments]] of the invoker while aging the target.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below. &lt;br /&gt;
** The ritual cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Will remove one of the Invoker's scars and has a 50% chance to remove a second. Additionally, if the invoker has an ailment that can be acquired through aging, and is rejuvenated to an age that is below the minimum age of the ailment, then the ailment will be cured. This occurs regardless of how the ailment was acquired. Note that the minimum age is '''not''' the first birthday that an ailment can occur.&lt;br /&gt;
** For example, [[Alzheimer's]] has a minimum age of 33.6 years. If a pawn receives the ailment on their 34th birthday, they must be rejuvenated to the biological age of 33, the ailment will be removed.&lt;br /&gt;
** Curable ailments and the ages required to remove them are as follows: [[Alzheimer's]] at 33 years, [[Bad back]] at 39 years, [[Cataract]] at 47 years, [[Carcinoma]] at 22 years, [[Dementia]] at 67 years, [[Frail]] at 49 years, [[Artery blockage]] at 19 years, [[Hearing loss]] at 47 years. [[Asthma]] has no minimum reception age, and therefore cannot be cured by chronophagy.&lt;br /&gt;
* Target gain age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year.&lt;br /&gt;
** Brain damage is inflicted in the form of a psychic burn. The amount of damage based on their age before the ritual, and is affected by the [[Incoming Damage Multiplier]] of the pawn.&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Base Brain Damage by Pre-Ritual Age&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=line|xAxisTitle=Pre-Ritual Age|yAxisTitle=Base brain damage|x=0,70,90,100,140|y=1,1,5,8,10|yAxisMin=0}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Years Transferred by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred|x=0,100|y=1,25}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Age Where Chronic Ailments Can First Appear&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Ailment&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Artery Blockage&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Carcinoma&lt;br /&gt;
|-&lt;br /&gt;
| 34 || Alzheimer's&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Bad Back&lt;br /&gt;
|-&lt;br /&gt;
| 49 || Cataracts, Hearing Loss&lt;br /&gt;
|-&lt;br /&gt;
| 51 || Frail&lt;br /&gt;
|-&lt;br /&gt;
| 69 || Dementia&lt;br /&gt;
|}&lt;br /&gt;
There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop [[Ailments#Chronic|chronic ailments]], and the lower their [[Fertility]]{{BiotechIcon}} and [[Immunity Gain Speed]]. Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} includes a need for age reversal after pawns reach age 25.&lt;br /&gt;
&lt;br /&gt;
In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to [[Healer mech serum]] or [[Bionics|bionic]] replacements.&lt;br /&gt;
&lt;br /&gt;
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, notably a [[Global Work Speed]] of .83, a move speed of 0.95x, and a higher risk of [[Overdose]] and [[Drugs#Addiction|Addiction]] from reduced body size. Pawns under 16 cannot have children of their own.  &lt;br /&gt;
&lt;br /&gt;
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age&lt;br /&gt;
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon Small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is in surplus, then Skip Abductions can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.|&amp;quot;[...] from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.&amp;quot;}}'' changed to ''{{Hover title|Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.|&amp;quot;[...] from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_shock_lance&amp;diff=177379</id>
		<title>Psychic shock lance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_shock_lance&amp;diff=177379"/>
		<updated>2026-03-13T09:01:13Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Add chronophagy to the list of ways of healing brain scars caused by Shock Lances&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Psychic shock lance&lt;br /&gt;
| image = Psychic_shock_lance.png&lt;br /&gt;
| description = A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping him into a state of psychic shock. There is a risk of brain damage. It has a long range, but requires line of sight.&lt;br /&gt;
| audio = Psychic shock lance charge fire.ogg&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| marketvalue = 550&lt;br /&gt;
| hp = 80&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| range = 41.9&lt;br /&gt;
| warmup = 132&lt;br /&gt;
| equipdelay = 1&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| tradeTags = Artifact&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''psychic shock lance''' is a two-use [[utility]] [[artifact]]. Equipped by pawns in the utility slot, it is manually activated to inflict [[psychic shock]] on a target, rendering them [[unconscious]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Psychic shock lances cannot be crafted. Instead they must be purchased from Exotic Goods [[trade]]rs or [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;When equipped, a {{lc:{{P|Name}}}} is worn in the waist [[Utility|utility slot]]. Pawns that are [[incapable]] of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within {{P|Range}} tiles and within [[line of sight]]. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources can be salvaged from it.&lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, the target will immediately be affected by [[psychic shock]], setting their [[consciousness]] to a maximum of 10% and rendering them unconscious and [[downed]]. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. This shock lasts for {{ticks|7500}}. There is also a 30% chance that the target will be set [[Fire|on fire]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[difficulty]] settings.  &lt;br /&gt;
&lt;br /&gt;
Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three [[mechanoid commander]]s{{BiotechIcon}} and the [[dreadmeld]]{{AnomalyIcon}} are also immune to psychic lances. &lt;br /&gt;
&lt;br /&gt;
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by {{--|200}} points.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Psychic shock lances can be used in a variety of ways:&lt;br /&gt;
* To disable dangerous enemies, especially those with [[doomsday rocket launcher]]s or [[triple rocket launcher]]s. The lance has half the warmup time (just 2.2s vs 4.5s) and longer range (42 vs 36), meaning it can reliable disable enemies before they can fire rockets.&lt;br /&gt;
* To protect solo colonists against [[Events#Caravan ambushed / (manhunters)|caravan ambushes]] or predator attacks.&lt;br /&gt;
* To capture specific pawns alive, such as for recruitment, [[organ harvesting]], [[Gene extractor|gene extraction]]{{BiotechIcon}}, faction leader release goodwill or execution bonuses and [[entity]] containment{{AnomalyIcon}}. Psychic shock bypasses the chance of automatic [[AI Storytellers#Enemy death on downed|death on down]] through regular combat. Therefore, these lances can be used to reliably capture amazing pawns from other factions, or just capture pawns in general. Note that the chance of brain damage is significant; it can ruin previously good potential colonists unless healed via [[healer mech serum]], [[luciferium]], [[biosculpter pod|bioregeneration]]{{IdeologyIcon}}, the [[chronophagy]]{{AnomalyIcon}} psychic ritual, or the [[Scarless]] gene{{BiotechIcon}}. On the other hand, this brain damage may be desirable for containing prisoners and entities.&lt;br /&gt;
* To acquire equipment for use or resale. Downing by shock avoids [[Tainted|tainting]] their apparel and only causes a small amount of damage ''if'' it causes burning. It also avoids activating the [[death acidifier]]s present on all [[Empire]]{{RoyaltyIcon}} combatants and some [[mercenaries]]. &lt;br /&gt;
:As each charge effectively costs {{#expr:{{P|Market Value Base}}/2}} {{Icon Small|silver}}, good target selection can give a value return significantly exceeding the cost. This tactic can be combined with [[organ harvesting]] for even more profit, if so desired. [[Raiders]] wearing [[marine armor]] (worth {{Q|Marine armor|Market Value Base}} {{Icon Small|silver}}) are ideal targets, as are [[Empire#Cataphract|Imperial Cataphracts]] {{RoyaltyIcon}}. Obtaining one or more shock lances before opening [[ancient shrine]]s is also advisable as recon and marine armor is fairly common among [[ancients]] and can make a significant difference economically or in combat in the early game. &lt;br /&gt;
&lt;br /&gt;
Of these uses, [[psychic insanity lance]]s are equally, if not more, effective at disabling pawns with rocket launchers. However, as they do not down pawns, insanity lances cannot be used to capture enemies or recover apparel. In addition, insanity lances are useless if there is only a single enemy, such as in a small caravan ambush.&lt;br /&gt;
&lt;br /&gt;
It is important to remember that humans with Psychically deaf [[Trait#Psychically deaf|trait]] or [[Gene#Psychically deaf|gene]]{{BiotechIcon}}, typically [[Hussar]]s{{BiotechIcon}}, are immune to psychic lances, meaning they must be dealt with through other means and [[blood loss]] remains as the only safe way to capture them alive in combat.&lt;br /&gt;
&lt;br /&gt;
[[Shard shock lance]]s{{AnomalyIcon}} are a craftable alternative at the cost of a massive range reduction (down to 17 tiles) and slightly longer aim time (2.4s). This makes them less suitable for disabling enemies at range as they are out ranged by rocket launchers and most ranged weapons, and those with shorter ranges typically have high DPS. However, they can still be used effectively with adequate planning.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Psychic shock lance burning.png|Shock lance victim burning&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Mechanoid commanders{{BiotechIcon}} now immune to psychic lances.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added new warm up SFX. Range increased from 35-&amp;gt;41.9. Warm-up time increased from 0.5 to 2.2 seconds. &lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;br /&gt;
[[Category:Artifact]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lifter&amp;diff=177301</id>
		<title>Lifter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lifter&amp;diff=177301"/>
		<updated>2026-03-12T12:27:28Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: More dryad comparison stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none&lt;br /&gt;
| name = Lifter&lt;br /&gt;
| image = Lifter east.png&lt;br /&gt;
| description = A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| movespeed = 2.8&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;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Basic subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''lifter''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead lifters may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the lifter.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy === &lt;br /&gt;
As a labor-focused mech, lifters are never found in mechanoid [[raid]]s, however they can go feral after time spent uncontrolled.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: lifters use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[mech recharger]] (200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
{{Stub|section=1|reason=Verify full list of possible tasks in light of [[Version/1.4.3534|1.4.3534]] changelog}}&lt;br /&gt;
Lifters will do all tasks under the [[Hauling|Haul tab]]. Other than bringing items to other places, Lifters can also re-arm turrets, reinstall buildings, and more. Lifters move at {{P|Move Speed Base}} cells/s, which is roughly {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} as fast as a baseline human.&lt;br /&gt;
&lt;br /&gt;
You can also have them cut down trees when there's a construction blueprint on top, so if you don't have an Agrihand, but have to get trees, you can place some concrete blueprints on top of trees. Same can be done with [[Constructoid|Constructoids]].&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Lifters are never equipped with any weapons, and instead exclusively use their body part attacks.&lt;br /&gt;
&lt;br /&gt;
Lifters have a 62% [[melee hit chance]], equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Lifters have the benefits of being a mechanoid - they aren't human, and will constantly haul until they run out of power, will never be hunted by local predators, are indifferent to temperature, vacuum, and immune to fire. While lifters move slower than colonists or [[animal]]s, they spend the entirety of their time hauling. At minimum, mechs will work for 83% of the time (5 days of work, 1 day recharge, minus travel time), and they can be turned off when not required. Their lack of [[mood]] is useful for picking up far away items and [[electric crematorium|cremating]] human [[corpse]]s. &lt;br /&gt;
&lt;br /&gt;
Finally, they are cheap to produce and amass. Their disposability is a unique benefit - you can have lifters pick up items near the map edge, and won't lose much if [[Randy Random|Randy]] decides to drop a pack of [[manhunter]]s right on top of them.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to dryads ===&lt;br /&gt;
Lifters will be more productive than [[carrier]] [[dryad]]s{{IdeologyIcon}}, but require Electricity, create [[toxic wastepack]]s, and are worth more raid points.&lt;br /&gt;
&lt;br /&gt;
Lifters need to recharge, but their recharging cycle (83%) is shorter than the time dryads sleep. The gestation time of lifters for both initial creation and resurrection is faster than the time it takes a new dryad to spawn.  Dryads require a lot of colonist pruning to keep, lifters require colonist time only through repairs, and resurrection cycles. Dryads take a short break between hauls like animals, while lifters act like colonists and continue hauling. Lifters can contribute towards [[caravan]] carrying capacity, dryads cannot.&lt;br /&gt;
&lt;br /&gt;
Lifters may go feral if their [[mechanitor]] dies or lacks enough bandwidth for the number of mechs under their control, a downside not shared by dryads. Dryads also do not create toxic wastepacks. Wastepacks require freezers to store without causing [[pollution]], require a lot of electricity to [[Wastepack_atomizer|atomize]], create addition hauling work in the colony, and consume resources to dispose of via [[transport pod]]s, [[shuttle]]s, or summoning [[pit gate]]s. &lt;br /&gt;
&lt;br /&gt;
Overall, lifters are much more efficient for their job, as they haul both faster and longer, but dryads could see use for serious [[wealth management]] purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Lifter east.png| Age 0-99 Lifter facing east&lt;br /&gt;
Lifter north.png| Age 0-99 Lifter facing north&lt;br /&gt;
Lifter south.png| Age 0-99 Lifter facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
LifterAncient east.png| Age 100+ Lifter facing east&lt;br /&gt;
LifterAncient north.png| Age 100+ Lifter facing north&lt;br /&gt;
LifterAncient south.png| Age 100+ Lifter facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Lifters can try to haul themselves to a transport pod.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added more allowed work types to lifter mechs. Can now do [[electric crematorium|cremation]].&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lifter&amp;diff=177167</id>
		<title>Lifter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lifter&amp;diff=177167"/>
		<updated>2026-03-11T06:57:10Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Comparison to dryads */ Mention mech repair vs. dryad healing cocoon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none&lt;br /&gt;
| name = Lifter&lt;br /&gt;
| image = Lifter east.png&lt;br /&gt;
| description = A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| movespeed = 2.8&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;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Basic subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''lifter''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead lifters may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the lifter.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy === &lt;br /&gt;
As a labor-focused mech, lifters are never found in mechanoid [[raid]]s, however they can go feral after time spent uncontrolled.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: lifters use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[mech recharger]] (200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
{{Stub|section=1|reason=Verify full list of possible tasks in light of [[Version/1.4.3534|1.4.3534]] changelog}}&lt;br /&gt;
Lifters will do all tasks under the [[Hauling|Haul tab]]. Other than bringing items to other places, Lifters can also re-arm turrets, reinstall buildings, and more. Lifters move at {{P|Move Speed Base}} cells/s, which is roughly {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} as fast as a baseline human.&lt;br /&gt;
&lt;br /&gt;
You can also have them cut down trees when there's a construction blueprint on top, so if you don't have an Agrihand, but have to get trees, you can place some concrete blueprints on top of trees. Same can be done with [[Constructoid|Constructoids]].&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Lifters are never equipped with any weapons, and instead exclusively use their body part attacks.&lt;br /&gt;
&lt;br /&gt;
Lifters have a 62% [[melee hit chance]], equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Lifters have the benefits of being a mechanoid - they aren't human, and will constantly haul until they run out of power, will never be hunted by local predators, are indifferent to temperature, vacuum, and immune to fire. While lifters move slower than colonists or [[animal]]s, they spend the entirety of their time hauling. At minimum, mechs will work for 83% of the time (5 days of work, 1 day recharge, minus travel time), and they can be turned off when not required. Their lack of [[mood]] is useful for picking up far away items and [[electric crematorium|cremating]] human [[corpse]]s. &lt;br /&gt;
&lt;br /&gt;
Finally, they are cheap to produce and amass. Their disposability is a unique benefit - you can have lifters pick up items near the map edge, and won't lose much if [[Randy Random|Randy]] decides to drop a pack of [[manhunter]]s right on top of them.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to dryads ===&lt;br /&gt;
Compared to the [[carrier]] [[dryad]]{{IdeologyIcon}}, lifters move faster and are created faster. Carriers need to sleep, so lifters can work for longer before needing to charge. Carriers require active pruning, while lifters are autonomous from their master. Wounded lifters require mechanitor attention for repairs- carriers can enter a healing cocoon to recover from injury without colonist intervention. You can turn off a lifter when hauling isn't required, but you need to keep pruning the gauranlen tree every day. Lifters, like all mechanoids, won't be hunted by carnivorous animals for food, and in case of manhunters, a lifter can be turned off, while carriers cannot. Lifters can go on caravans adding carrying capacity, carriers are map bound. However, lifters require [[Electricity]] and a [[mechanitor]] to function, and create [[pollution]]. Meanwhile, carriers are available from the neolithic era, zero wealth and add zero raid points.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Lifter east.png| Age 0-99 Lifter facing east&lt;br /&gt;
Lifter north.png| Age 0-99 Lifter facing north&lt;br /&gt;
Lifter south.png| Age 0-99 Lifter facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
LifterAncient east.png| Age 100+ Lifter facing east&lt;br /&gt;
LifterAncient north.png| Age 100+ Lifter facing north&lt;br /&gt;
LifterAncient south.png| Age 100+ Lifter facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Lifters can try to haul themselves to a transport pod.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added more allowed work types to lifter mechs. Can now do [[electric crematorium|cremation]].&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rocketswarm_launcher&amp;diff=177054</id>
		<title>Rocketswarm launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rocketswarm_launcher&amp;diff=177054"/>
		<updated>2026-03-09T13:58:13Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Rearranged open sentence of the analysis section and mention friendly fire possibilities against structures, animals, visitors and colonists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|security&lt;br /&gt;
| name = Rocketswarm launcher&lt;br /&gt;
| image = TurretRocket_MenuIcon.png&lt;br /&gt;
| description = An emergency-defense launcher that fires a single barrage of rockets covering a large area. The turret does not fire until someone activates it. It is very effective against large groups of weaker combatants, but less effective against small numbers of armored targets. Once fired, it must cool off for hours and be reloaded to fire again.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 * 2&lt;br /&gt;
| mass base = 8 &lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = -150&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| research = Rocketswarm launcher&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 200 &lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = Chemfuel&lt;br /&gt;
| resource 4 amount = 180&lt;br /&gt;
| damage = 24&lt;br /&gt;
| damage type = Bomb&lt;br /&gt;
| armorPenetration = 36&lt;br /&gt;
| range = 29.9&lt;br /&gt;
| missRadius = 5.75&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| accuracyTouch = 28&lt;br /&gt;
| accuracyShort = 75&lt;br /&gt;
| accuracyMedium = 66&lt;br /&gt;
| accuracyLong = 50&lt;br /&gt;
| mode = Single-Use&lt;br /&gt;
| burst = 12&lt;br /&gt;
| burstTicks = 10&lt;br /&gt;
| warmup = 0&lt;br /&gt;
| cooldown = 210&lt;br /&gt;
| velocity = 38&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 180&lt;br /&gt;
| fuel consumption rate = 180&lt;br /&gt;
}}&lt;br /&gt;
'''Rocketswarm launchers''' are [[security]] [[turret]]s that fire a barrage of rockets at a designated point when activated by a pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Webm of use would be instructive and allow playing on the page}}&lt;br /&gt;
[[File:Rocketswarm_blast.png|thumb|left|300px|Blast of 1 rocket, and the radius where blasts can hit.]]&lt;br /&gt;
Rocketswarm launchers fire a volley of {{P|Burst Count}} rockets in {{Ticks|{{#expr:{{P|Burst Ticks}} * ({{P|Burst Count}}-1)}}}}. Unlike most other turrets, it must be activated by a pawn, and then manually targeted by the player. &lt;br /&gt;
&lt;br /&gt;
It can target any tile within its {{P|Range}} tile range and within [[line of sight]]. It fires at the targeted tile, even if a pawn is on the tile at the time of targeting. As such it is unaffected by [[blind smoke]] and the pawn will not adjust the point of aim if the pawn moves after target selection. Pawns that are [[incapable]] of violence cannot activate the launcher. Unlike the [[mortar]], it must be powered to fire. &lt;br /&gt;
&lt;br /&gt;
There is a delay of {{Ticks|60}} between targeting and firing. Note that the rocketswarm launcher fires in a straight path like a traditional projectile, it does not travel over walls or other obstructions like a mortar.&lt;br /&gt;
&lt;br /&gt;
Each rocket will land in a {{P|Miss Radius}} tile radius of the selected tile and deals {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage with an {{AP}} of {{P|Armor Penetration}}% in a {{P|Blast Radius}} tile radius. Note that per explosion, this is significantly less than the default of 50 damage of other Bomb type weapons, although it is made up for by the volume of fire. Additionally, unlike other forced miss radius effects, each rocket will hit a different target tile unless every possible tile has been hit. This ensures that the projectiles are dispersed over the target radius. Note that the blast radii of the rockets can still overlap.&amp;lt;!--forcedMissEvenDispersal  forcedMissEvenDispersal is used purely by the rocketswarm turret in vanilla and uses an internal tile cache so that within the range of all possible forced miss tiles it will not repeat a tile until it's hit all of them. i.e. as the name suggests, it evenly disperses each individual projectile over the entire target area.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The launcher can be activated once before needing to be reloaded at the cost of {{Icon Small|Chemfuel||180}} [[chemfuel]]. A partial load of rockets cannot be launched; the turret must be full. After launching, there is a {{Ticks|7200}} cooldown before it can be fired again, and it cannot be reloaded during this time. &lt;br /&gt;
&lt;br /&gt;
When damaged beyond ?%{{Check Tag|Value?}} of its health, a rocketswarm launcher will spark and emit a hissing sound shortly before exploding {{Ticks|240}} later, dealing 50 [[Damage Type#Bomb|Bomb]] damage in a 6.9 tile radius around itself.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Strategies, bunker/pillbox design for non-water bases, etc}}&lt;br /&gt;
Rocketswarm launchers are highly effective against high quantity, lightly armored targets such as tribals, manhunting animals, fleshbeasts, and horax cultists. Each enemy is likely to be hit by multiple rockets, which is enough to cripple or kill them. However, rocketswarm launchers have clunky firing mechanics and a hefty research cost, so they are not a high priority for most colonies:&lt;br /&gt;
&lt;br /&gt;
* Rocketswarm launchers require a colonist to manually aim them, and each launcher only has one volley before needing to cooldown.&lt;br /&gt;
* Their rockets are inaccurate and deal great damage to buildings, so any defensive fortifications need to be built around the rockets' radii. It is possible to build these launchers out in the open to avoid building damage while still getting a lot out of the explosions, but this usually requires building turrets at multiple angles, and risks them being destroyed by high range enemies like [[pikemen]].&lt;br /&gt;
* Raiders tend to spread out naturally, with many pawns lagging behind and with faster pawns like [[jogger]]s ahead of the the rest of the pack. Structures and natural terrain can be used to clump up raiders, although structures can be destroyed and natural terrain is not available in all maps.&lt;br /&gt;
* Rocketswarm launchers can damage friendly structures, animals, visitors, and colonists.&lt;br /&gt;
&lt;br /&gt;
By the time Microelectronics is researched, the resource cost required to build and refuel rocketswarm launchers should not be prohibitively expensive. They are actually cheaper than [[autocannon turret]]s to build. The [[chemfuel]] cost is high, but chemfuel can be trivially produced in most biomes by growing more food. They can provide high value for their resource cost when in the right circumstances, but their high research and need for specialized base designs requires extra effort from the colony, said base designs are less effective for other weapons, and multiple rocketswarm launchers are typically needed against large raids.&lt;br /&gt;
&lt;br /&gt;
Their rockets are great at destroying buildings as they deal [[Bomb]] damage, but under normal situations, this property is hard to use offensively as these launchers cannot be uninstalled. For example, if wanting to deal with a [[mech cluster]]{{RoyaltyIcon}}, a new launcher would need to be built for each new location. However, when on a [[gravship]]{{OdysseyIcon}}, rocketswarm launchers can be brought along for attacks, making them an effective tool at dealing with turrets and enemy cover.&lt;br /&gt;
&lt;br /&gt;
=== Usage strategy ===&lt;br /&gt;
Usually, it is not necessary to lead the shots by more than a few tiles, as rocketswarm launchers fire quickly and the blast radius is large. When aiming at a crowd, it is is better to aim at the standard speed pawns if possible, not the [[jogger]]s and [[go-juice]] pawns that will lead the front. Having melee pawns and/or using [[trap]]s may help prevent fast pawns from advancing and attacking your rocketswarm launchers.&lt;br /&gt;
&lt;br /&gt;
If placed outside of a base, consider having pawns ready with [[jump pack]]s,{{RoyaltyIcon}} [[locust armor]],{{RoyaltyIcon}} [[longjump legs]],{{BiotechIcon}} or [[moving]] and [[move speed]] enhancements ready to ensure they can get in position to trigger the launcher in time. &lt;br /&gt;
&lt;br /&gt;
=== Defense structures ===&lt;br /&gt;
One way to take advantage of the rocketswarm launcher is by using water, which can slow down enemies, clump them up, and naturally funnel them (via pathing AI) without needing to build structures. This is easier to set up when settling on water-related [[landmark]]s{{OdysseyIcon}}, such as [[archipelago]] or [[coastal atoll]]. Rivers may be used in the base game, but are more awkward and enemies can come from the opposite direction from the river.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Rocketswarm water1.png|'''Water being used to clump up and slow down raiders.'''&lt;br /&gt;
File:Rocketswarm water2.png|'''After 2 rocketswarm volleys, the raid ends.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Pawns that are incapable of violence can no longer activate rocketswarm launchers.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Imbue_death_refusal&amp;diff=177053</id>
		<title>Imbue death refusal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Imbue_death_refusal&amp;diff=177053"/>
		<updated>2026-03-09T07:58:11Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Summary */ Remove recursive blue link- it redirected back to this same article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Verified|1.6.4566}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Imbue death refusal &lt;br /&gt;
| image = Imbue death refusal.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Link a target with a distant archotechnological engine that can bring them back from the dead in seconds. This process is not without side-effects.&lt;br /&gt;
| research = Death refusal &lt;br /&gt;
| ritual duration = 15000&lt;br /&gt;
| ritual cooldown = 950000&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1 &lt;br /&gt;
}}&lt;br /&gt;
'''Imbue death refusal''' is a [[psychic ritual]] that grants the target charges of the death refusal ability, allowing them to resurrect from [[death]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Death refusal can be applied to a pawn after researching the death refusal [[Research#Death refusal|research project]] through the imbue death refusal ritual after discovering an [[unnatural corpse]].&lt;br /&gt;
&lt;br /&gt;
{{Acquisition}} At least two ritual roles must be filled: the Invoker and the Target to be imbued. Optionally up to 6 Chanters can participate to increase the ritual quality.&lt;br /&gt;
&lt;br /&gt;
[[Horax cult]] gunners and highthralls have 1 death refusal on them. Grunts have no death refusals.&lt;br /&gt;
&lt;br /&gt;
A pawn can have a maximum of 2 death refusal stacks, with two exceptions: When choosing the [[Endings#Ending_-_Embrace_the_Void|embrace the void]] ending, the pawn you send gains 4 charges of death refusal. [[Creepjoiner]]s with the Death refusal benefit have a modified Hediff that also starts at 4 charges with maximum stacks increased to 4 until they run out of charges.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* Adds 1 charge of death refusal to the target, allowing them to self-resurrect one time after they died.&lt;br /&gt;
* Reduce the total XP of every of their skills by a percentage, dependent on the ritual's quality - the higher the quality the lower the percentage is.&lt;br /&gt;
** At 100% quality, the amount of XPs reduced will only be 1%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Percentage of XP reduced&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Percentage of XP reduced (%)|x=0,50,75,100|y=50,15,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
=== Death refusal ability ===&lt;br /&gt;
{{Stub|section = 1|reason= Exactly which hediffs are removed on resurrection}}&lt;br /&gt;
[[File:Death refusal.png|Self resurrection Gizmo|thumb]]&lt;br /&gt;
[[File:Death refusal animation.mp4|Visual effects before and during activation|thumb|200x200px]]&lt;br /&gt;
When death refusal is activated the pawn shakes for a few seconds, and they are revived. Any lethal condition and missing body part is restored, although [[Injury#Scarring|permanent injuries]], [[Ailments#Chronic|chronic ailments]] and non-lethal diseases will remain. Resurrection also has the occasional side effect of leaving some fresh wounds as scars. &lt;br /&gt;
&lt;br /&gt;
Much like the [[resurrector mech serum]], negative mood thoughts from losing a relative or friend are cleared when the pawn revives and worn tainted apparel becomes untainted. An available charge of death refusal prevents the dead pawn from being risen as a [[shambler]]. [[Ghoul]]s will use death refusal automatically on death, but cannot be given any charges.&lt;br /&gt;
&lt;br /&gt;
For player controlled pawns, resurrection can be activated at any time by selecting the corpse and clicking the gizmo, regardless of its state. Non-player controlled pawns with at least one death refusal will revive after a few seconds and the message &amp;quot;NAME is using death refusal to self-resurrect&amp;quot; appears. Cultists killed while in trance will wait until moving to attack to resurrect.&lt;br /&gt;
&lt;br /&gt;
=== Death refusal sickness ===&lt;br /&gt;
After using death refusal, a pawn gains the Death refusal sickness as a temporary penalty.&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| id=&amp;quot;Anomaly Global Misc&amp;quot; {{STDT| c_21 sortable}}&lt;br /&gt;
! Name !! Description !! Details !! Stages&lt;br /&gt;
|-&lt;br /&gt;
{{:Hediffs/Anomaly/Global/Misc/Death_refusal_sickness}}&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;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
They will also gain a {{Bad|-8}} mood penalty for the same duration.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Death refusal is one of the prime ways of dealing with the death of colonists. It acts as an extra life for the imbued pawn, akin to having a resurrector mech serum immediately available in case of death. Thus, the related ritual should be of top priority for anomaly research.&lt;br /&gt;
The fastest way to gain access to the Death refusal research project is to do [[void provocation]] as often as possible to eventually get an unnatural corpse. However this can be dangerous for an unprepared colony, both due to rushing the threats and the corpse itself. The [[Mysterious cargo]] quest can potentially bring the corpse earlier, but it's a 1/3 chance and the quest has a long cool-down to fire again, rendering it unreliable. Since advanced study is needed to unlock the ritual and its prerequisites, it's advisable to capture other advanced anomalies in the process.&lt;br /&gt;
&lt;br /&gt;
Shards can be hard to come by early game, but by the point death refusal can be researched they should be easily obtainable on demand (for more details on how to obtain them, refer to the [[Shard]] article). Spending 4 shards on &lt;br /&gt;
[[shard beacon]]s may be worth it if preserving the recipient's XP is a priority. On pawns whose value is not on their current skills (e.g [[children]]{{BiotechIcon}}) the beacons can be skipped, but their bonus to quality is usable on other psychic rituals as well so it's still a good investment.&lt;br /&gt;
&lt;br /&gt;
When starting out with death refusal on your colonists, or if Shards are a limiting factor, pawns that are both critical to the colony and exposed to combat should be prioritized. Generally that would be doctors, [[psycast]]ers{{RoyaltyIcon}}, [[mechanitor]]s{{BiotechIcon}}, melee fighters or pawns with a good combination of traits and skills or a powerful ability. Note however that since two pawns are required for the ritual (an Invoker and a Target) the usual Invoker must be imbued by another pawn. For solo colonists this means the Void ending is the only way to receive any charges. In addition, psychically deaf pawns need a [[psychic sensitivity]] positive offset in order to participate in the ritual.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons to other death treatments ===&lt;br /&gt;
==== [[Resurrector mech serum]] ====&lt;br /&gt;
Death refusal can be accessed much more reliably and in greater numbers, doesn't require another pawn to bring an item to the corpse and the revived pawn will immediately be ready to keep fighting if needed, with only a relatively minor mood and consciousness penalty. However death refusal must be applied preemptively, as the ritual can only performed on living colonists, leaving the resurrector serum as the only treatment for already dead pawns.&lt;br /&gt;
==== [[Deathless]]{{BiotechIcon}} ====&lt;br /&gt;
Access to death refusal is again less dependent on getting lucky with either quest loot, rewards or traders, although the difference is not as stark as with the mech serum. Given enough time, players should be able encounter both tools in a run. In this case the main differences are in cost and function: Shards can be easily farmed through anomaly events (both natural and summoned through rituals) and [[distress signal]] quests. On the other hand, [[archite capsule]]s come from the same inconsistent sources as the gene. However assembling a deathless [[xenogerm]] on its own only costs 1 capsule and the effect can be triggered infinitely after implantation, only needing more capsules if a new xenogerm is assembled. [[Sanguophage]]s (or any pawn with [[Gene implanter]]) can also potentially save some capsules on the long run. Acquiring deathless does not require engaging with [[entity]] threats either.&lt;br /&gt;
&lt;br /&gt;
In terms of function, death refusal lets the pawn be active again with little to no delay. The pawn will not be a target for enemies kidnapping and revival can be activated as long as the corpse is not completely destroyed, which covers the brain destruction that deathless doesn't protect against. However, other than the mood penalties detailed above, death refusal does not prevent any consequences stemming from the pawn's death and revival, such as those on animal and [[psychic bond]]s, [[Title#Inheritance|title inheritance]], work assignments and some [[Metalhorror#Infection|insidious threats]]. Since death applies a hefty hit point penalty to equipped apparel, a pawn going through refusals in quick succession may end up losing their armor and/or utility item.&lt;br /&gt;
&lt;br /&gt;
That being said, there's no restriction on using deathless and death refusal together, and both tools can be researched and acquired in parallel. Deciding on using one or the other, or both at the same time will come down to the specific needs and preference of the player. If choosing to use both, it's advisable to plan mainly around deathless as it will come into play first most of the time while death refusal will only be needed when direct brain death occurs. There are specific situations where the combination can be detrimental and death refusal alone would be the better option, such as having only one colonist on the map.&lt;br /&gt;
&lt;br /&gt;
=== Treating conditions ===&lt;br /&gt;
Similarly to resurrector mech serum, death refusal can be used to treat otherwise hard or impossible to treat conditions, such as [[resurrection psychosis]] or [[Crumbling mind|crumbled mind]]. The part to be treated must be removed before revival, either in life or in death.&lt;br /&gt;
&lt;br /&gt;
==== Farming body parts ====&lt;br /&gt;
Since death refusal restores any missing body part on activation, it can be used to extract more organs from a pawn. This, however, is a very inefficient use of a shard that would see better use in preventing an undesired death, unless there's no other use for them or the process doesn't involve spending any shard, when using an unwanted creepjoiner with the Death refusal benefit or a cultist prisoner.&lt;br /&gt;
&lt;br /&gt;
=== On enemies ===&lt;br /&gt;
Cultists with death refusal are effectively twice as durable as a regular raider. Combined with the pain resistance from [[Inhumanized]], it makes cultists a very resilient threat. Highthralls will lose their Metalblood on death however, making them relatively easier to kill on their second life.&lt;br /&gt;
&lt;br /&gt;
Cultist are also an alternative source of death refusal if they are captured and recruited without spending their charge, but the actual quality of the pawn is hard to control, and they may require a [[brainwipe]] if inhumanization is not desired.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dreadmeld&amp;diff=177037</id>
		<title>Dreadmeld</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dreadmeld&amp;diff=177037"/>
		<updated>2026-03-08T18:37:36Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Rearranged/reworded the analysis part about toxic wastepacks- using pollution to kill a dreadmeld is a fun low effort cheese strategy for dealing with pit gates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Dreadmeld&lt;br /&gt;
| image = Dreadmeld.png&lt;br /&gt;
| description = 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;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 1.25&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 650&lt;br /&gt;
| movespeed = 1.5&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 5&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 50&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 0.5&lt;br /&gt;
| toxic resistance = 0.8&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| body = Dreadmeld&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
&amp;lt;!-- Combat --&amp;gt;&lt;br /&gt;
| attack1label = left spike&lt;br /&gt;
| attack1labelNoLocation = spike&lt;br /&gt;
| attack1type = Stab&lt;br /&gt;
| attack1dmg = 14&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
| attack1part = LeftSpike&lt;br /&gt;
| attack2label = right spike&lt;br /&gt;
| attack2labelNoLocation = spike&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2dmg = 14&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
| attack2part = RightSpike&lt;br /&gt;
| attack3label = head&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 3&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| destroyyield = 3 {{Icon Small|Shard|24}} + 30 {{Icon Small|Bioferrite|24}}&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Dreadmeld&lt;br /&gt;
| label = dreadmeld&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| deathAction Class=&amp;quot;DeathActionProperties_Divide&amp;quot; = &lt;br /&gt;
| divideBloodFilthCountRange = 3~4| /divideBloodFilthCountRange = &lt;br /&gt;
| dividePawnKindAdditionalForced = Toughspike, Trispike, Bulbfreak&lt;br /&gt;
| renderTree = Dreadmeld&lt;br /&gt;
| lifeStageAges: def = EntityFullyFormed&lt;br /&gt;
| compClass = CompDreadmeld&lt;br /&gt;
| Class=&amp;quot;CompProperties_LetterOnRevealed&amp;quot; = &lt;br /&gt;
| label = Dreadmeld released&lt;br /&gt;
| text = You've discovered a fleshbeast dreadmeld! This mammoth creature seems to be made up of dozens of smaller fleshbeasts.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;It appears to have some psychic connection to the fleshmass that supports this cavern. Killing it may destabilize the entire cave system.&lt;br /&gt;
| letterDef = ThreatBig&lt;br /&gt;
| ThingDef Name=&amp;quot;BaseFleshbeast&amp;quot; ParentName=&amp;quot;BasePawn&amp;quot; Abstract=&amp;quot;True&amp;quot; = &lt;br /&gt;
| thingClass = Pawn&lt;br /&gt;
| category = Pawn&lt;br /&gt;
| selectable = true&lt;br /&gt;
| containedPawnsSelectable = true&lt;br /&gt;
| containedItemsSelectable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| altitudeLayer = Pawn&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| hasTooltip = true&lt;br /&gt;
| drawHighlight = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
| hiddenWhileUndiscovered = true&lt;br /&gt;
| renderTree = Misc&lt;br /&gt;
| thinkTreeMain = Fleshbeast&lt;br /&gt;
| thinkTreeConstant = FleshbeastConstant&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| specificMeatDef = Meat_Twisted&lt;br /&gt;
| overrideShouldHaveAbilityTracker = true&lt;br /&gt;
| disableIgniteVerb = true&lt;br /&gt;
| canOpenFactionlessDoors = false&lt;br /&gt;
| needsRest = false&lt;br /&gt;
| hasGenders = false&lt;br /&gt;
| bloodDef = Filth_Blood&lt;br /&gt;
| bloodSmearDef = Filth_BloodSmear&lt;br /&gt;
| fleshType = Fleshbeast&lt;br /&gt;
| isImmuneToInfections = true&lt;br /&gt;
| bleedRateFactor = 0.5&lt;br /&gt;
| hediffGiverSets = Fleshbeast&lt;br /&gt;
| corpseHiddenWhileUndiscovered = true&lt;br /&gt;
| inspectorTabs = ITab_Pawn_Health, MayRequire=&amp;quot;Ludeon.RimWorld.Anomaly&amp;quot; = ITab_Entity, ITab_Pawn_Log&lt;br /&gt;
| compClass = CompAttachBase&lt;br /&gt;
| Class=&amp;quot;CompProperties_InspectString&amp;quot; = &lt;br /&gt;
| compClass = CompInspectStringEmergence&lt;br /&gt;
| inspectString = Emerged from {SOURCEPAWN_labelShort}.&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The '''dreadmeld''' is an [[entity]] added by the [[Anomaly DLC]]. It is the largest of the [[fleshbeast]]s and can be considered the &amp;quot;boss battle&amp;quot; of the [[pit gate]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Dreadmelds appear inside of [[pit gate]] undercaves. Every undercave has a single dreadmeld residing somewhere inside. It will always be completely enclosed by [[fleshmass]] walls, preventing it from being accessed until it is freed. When approaching the chamber containing a dreadmeld for the first time, a unique warning appears, similar to when first approaching an [[ancient danger]]:&lt;br /&gt;
 '' '''Squirming sounds:''' As &amp;lt;PAWN NAME&amp;gt; draws near the fleshmass here, they sense a heavy writhing and throbbing from under its warm surface. Some huge living entity is hidden behind the wall of flesh.''&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Dreadmelds are highly durable entities with an extremely slow movement speed. While their powerful melee attack is roughly equivalent to a [[warg]]'s, their primary threat comes in the form of their unique ability to spawn smaller [[fleshbeast]]s as it takes damage. For every 200 total damage the dreadmeld takes from any source, 100-300 [[Raid points|combat power]] worth of fleshbeasts will spawn around it, distributed randomly within a 5-tile radius. This will result in semi-random distributions of {{Icon Small|Fingerspike}} [[fingerspike]]s, {{Icon Small|Toughspike}} [[toughspike]]s, and {{Icon Small|Trispike}} [[trispike]]s. Dreadmelds additionally also spawn 1-3 fingerspikes the first time they take damage.&lt;br /&gt;
&lt;br /&gt;
Dreadmelds have a [[body size]] of 5, making them the largest creature in the game by a significant margin.&lt;br /&gt;
&lt;br /&gt;
Like [[ghoul]]s, dreadmelds possess rapid regeneration. They heal at the same rate, but can regenerate a total of 350 HP/day instead of the ghoul's smaller 100 HP/day.&lt;br /&gt;
&lt;br /&gt;
When a dreadmeld dies, it splits into a fingerspike, a toughspike, and a {{Icon Small|Bulbfreak}} [[bulbfreak]], leaving behind three [[shard]]s in the process. The pit gate it resides within will then begin to destabilize. After 12 hours, it will close permanently; any items or pawns remaining in the undercave are then irretrievably destroyed. The undercave will remain stable indefinitely as long as the dreadmeld remains alive.&lt;br /&gt;
&lt;br /&gt;
Dreadmelds are immune to all psychic lances ([[psychic shock lance|shock]], [[psychic insanity lance|insanity]], [[biomutation lance|biomutation]]).&lt;br /&gt;
&lt;br /&gt;
Dreadmelds cannot be captured for containment. They will always die on being downed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The dreadmeld is slow and lumbering, only chasing the closest attacker. Barraging it with gunfire while having another pawn [[kiting|kite]] it is the safest way to deal with it. Handling its additional spawns is a top priority; damaging the dreadmeld too quickly, without focusing on the additional fleshbeasts, can rapidly create a critical mass that will overrun even experienced [[Melee]] fighters through sheer numbers alone. Consider clearing any lingering fleshmass from the route you plan to take it through, as the additional cover can block shots that would otherwise damage the fleshbeasts.&lt;br /&gt;
&lt;br /&gt;
[[Melee block|Melee blocking]] a dreadmeld is possible, but requires setup and preparation. Because of the random scattering of new fleshbeasts, it is plausible that they will land behind your ranged fighters and immediately engage them at close range, meaning that close-range weapons such as [[chain shotgun]]s or [[heavy SMG]]s can make a significant difference for crowd control. Stunning tools, like [[disruptor flare pack]]s or [[vertigo pulse]], {{RoyaltyIcon}} can be very effective in reducing the overall damage taken. Constructing fortifications in advance rather than simply fighting in the undercave's natural layout is also a significant boon.&lt;br /&gt;
&lt;br /&gt;
Whatever strategy is used to face a dreadmeld, ensuring a quick and controlled kill on the first engagement is vital. Because of its impossible regeneration, a dreadmeld left for long enough will quickly heal any damage done to it; a routed attack may inflict no lasting attrition and simply result in wasted time and injured pawns.&lt;br /&gt;
&lt;br /&gt;
Pit gates contain numerous [[flesh sack]]s that can yield bionic or archotech [[artificial body part]]s, and they also often possess numerous [[ore]]s such as [[compacted steel]] that can be useful to the colony. Ensure that you don't engage the dreadmeld until you are ready to close the pit gate. When you are ready, double-check to ensure there isn't anything you might be forgetting, and make sure that your pawns have a clear and safe path to the exit that they can promptly follow once the dreadmeld is dispatched (and its shards collected).&lt;br /&gt;
&lt;br /&gt;
Optionally, if you want to use the pit cave for some other purpose, don't unleash the dreadmeld in the first place. When you identify the chamber it's contained within, make a note of where it is and leave it in peace until you're ready to leave.&lt;br /&gt;
&lt;br /&gt;
Like all fleshbeasts, the dreadmeld is not immune to [[toxic buildup]], and will eventually die and cause the cave to collapse if exposed to polluted terrain for an extended duration. Dumping a large number of [[toxic wastepack]]s{{BiotechIcon}} into a [[pit gate]] and allowing them to decay or intentionally destroying them (e.g: setting them on fire), will spread [[pollution]]{{BiotechIcon}} though the undercave, even through solid rock, which will eventually reach the dreadmeld's location. Doing so can allow a colony to close a pit gate with a minimal amount of exploration and no combat. Due to dreadmelds being vulnerable to toxic buildup, pit gates can not be used indefinitely as wastepack dumping sites, although they may work for a long time. Players who keep a pit gate open for an extended time for wastepack dumping should an eye on the spread of pollution relative to the dreadmeld's chamber.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|Dreadmeld}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
[[Category: Fleshbeasts]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbit&amp;diff=176583</id>
		<title>Orbit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbit&amp;diff=176583"/>
		<updated>2026-03-04T19:26:30Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Pretty sure the combat considerations section just repeats info already further up in the article, and does so in a less pretty way, so I'm deleting it (feel free to revert if I turn out to be wrong)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
'''Orbit''' is a new region separate from the world map introduced by the [[Odyssey DLC]]. Orbit is accessible via the World interface and the player can use the 'view planet' and 'view orbit' buttons to switch between planetary and orbital views. Locations in orbit differ from locations on the planet and have additional challenges in order to survive and thrive. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Missing mechanical details and needs cleanup}}&lt;br /&gt;
Orbit is a hostile and limited [[environment]] comprised of [[vacuum]], at a [[temperature]] extreme of {{Temperature|-75}}.&lt;br /&gt;
&lt;br /&gt;
[[Transport pod]]s, [[imperial shuttle]]s,{{RoyaltyIcon}} [[passenger shuttle]]s, or a [[gravship]] are required in order to travel to, from and in-between orbital locations. In addition, to prevent immediate death from [[vacuum exposure]], pawns require some form of [[vacuum resistance]] such as [[vacsuit]]s or [[Power armor|advanced armours]] in order to survive the [[vacuum]] of space. It is possible to travel to the orbit without prior protection against the vacuum of space, thus extra care must be taken to ensure the gravship and pawns are space ready.&lt;br /&gt;
&lt;br /&gt;
When using a gravship in orbit, players must also manage heat, oxygen, and enclosure, as such, a gravship should be well [[heater|heated]], well supplied with oxygen using [[oxygen pump]]s, and contain rooms fully enclosed with [[wall]]s that are suitable against vacuum such as [[metal]] [[stuff]]ed walls or [[gravship hull]]s. Un[[roof]]ed areas in orbit are also exposed to being pummeled by [[orbital debris]].&lt;br /&gt;
&lt;br /&gt;
It is possible to construct a base entirely within orbit in one of the locations shown or discovered, [[#Permanent_Colony|however doing so is challenging and requires preparation]]. If a gravship is damaged or has run out of [[Chemfuel|fuel]] in orbit, it is possible to become stranded and eventually lose a colony.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions ===&lt;br /&gt;
Certain [[events]] and abilities are prevented while in orbit. These include:&lt;br /&gt;
* All [[raid]] types are forced to [[Raider#Immediate_attack|map edge]] or [[Raider#Drop_pod_scatter|randomly placed]] drop pod raids.&lt;br /&gt;
** [[Anomaly DLC]]{{AnomalyIcon}} raids are also disabled, preventing [[entity]] attacks. The [[provoke pit gate]] and [[draw fleshbeasts]] [[psychic rituals]] cannot be initiated.&lt;br /&gt;
* [[Terrain]] is limited to cold [[vacstone]] and ancient [[steel tile]], meaning [[crop]]s cannot be grown without [[hydroponics basin]]s or an archean tree to slowly convert asteroid rock into [[rich soil]].&lt;br /&gt;
* Outside buildings uncovered by [[roof]]s are vulnerable to [[orbital debris]].&lt;br /&gt;
* Most [[event]]s and [[quest]]s are disabled. The only meaningful non-raid events that are possible are [[meteorite]]s, [[orbital debris]], [[ship chunk]] crashes, and [[transport pod|cargo pods]].&amp;lt;!--Checked via devmode menu in 1.6---&amp;gt;&lt;br /&gt;
* [[Comms_console#Factions|Military assistance]] cannot be requested. {{Check Tag|Do allies still send unsolicited aid?}}&lt;br /&gt;
* [[Weather]] is not possible, preventing use of [[tornado generator]]s, the [[psycast]] [[Flashstorm (psycast)|Flashstorm]]{{RoyaltyIcon}} and the [[Blood rain (ritual)|blood rain]]{{AnomalyIcon}} ritual.&lt;br /&gt;
* Some [[permits]]{{RoyaltyIcon}} do not function in orbit. See that page for details.&lt;br /&gt;
* [[Prisoner]]s and [[slave]]s{{IdeologyIcon}} will never try to escape in orbit.&lt;br /&gt;
* [[Mortar]]s are completely disabled.&lt;br /&gt;
&lt;br /&gt;
Some mechanics are possible but are limited while inside a vacuum:&lt;br /&gt;
* [[Fire]] and [[gas]]es will dissipate extremely quickly while exposed to [[vacuum]]. Exposed [[plant]]s outside of [[archean tree]]s will be killed very quickly.&lt;br /&gt;
* [[Animal]]s have non-existent [[vacuum resistance]] options. Most will become [[unconscious]] and die immediately following a breach, and even bioengineered [[insects]] will eventually become useless from [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
== Locations==&lt;br /&gt;
&lt;br /&gt;
Locations within the orbit vary between:&lt;br /&gt;
* Asteroids made primarily of [[vacstone]] and [[ore]]s&lt;br /&gt;
* Satellites&lt;br /&gt;
* Orbital wrecks&lt;br /&gt;
* [[Mechanoid]] platforms, including [[Endings#The_Mechhive|The Mechhive]].&lt;br /&gt;
* Abandoned orbital platforms, with [[ancient cryptosleep casket]]s.&lt;br /&gt;
* Orbital platforms owned by the [[traders guild]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=More thorough general/combat analysis}}&lt;br /&gt;
&lt;br /&gt;
===Permanent Colony===&lt;br /&gt;
Orbit is the most hostile biome in the game, swiftly killing pawns without the proper gear. In many cases, it is more practical to make temporary visits whenever something needs to be done in orbit, as it is easier, cheaper, and safer to live on the planet. However, living permanently in orbit is possible, and preferred by [[ideoligion]]s{{IdeologyIcon}} with the [[Shipborn]] meme.&lt;br /&gt;
&lt;br /&gt;
There are different approaches to creating a permanent in-orbit base:&lt;br /&gt;
&lt;br /&gt;
# Creating a self-sustaining [[gravship]]. This has the benefit of being able to travel freely, but is limited by size, especially without [[grav extender]]s.&lt;br /&gt;
# Settling on an asteroid, bringing an initial supply of resources from the planet.&lt;br /&gt;
# Settling on an (abandoned) orbital platform, which provides a huge pre-built building, as well as many [[life support unit]]s that permanently provide free heat, oxygen, and power.&lt;br /&gt;
&lt;br /&gt;
====Greenhouse and power====&lt;br /&gt;
Regardless of the approach, the base will need a [[greenhouse]]. This requires a [[hydroponics]] setup or an [[archean tree]], an airtight environment with [[heater]]s and [[oxygen pump|vacuum removal]], as well as enough [[power]] to sustain the colony. Having some amount of temperature/vacuum resistance on pawns at all times (instead of relying solely on the room) is recommended for when meteorites or raider [[drop pod]]s break the roof of your base.&lt;br /&gt;
* Setting on an orbital platform makes this easy, as the life support systems provide everything but the actual hydroponics basins.&lt;br /&gt;
* In a gravship, a setup consisting of hydroponics -&amp;gt; [[biofuel refinery]] -&amp;gt; [[chemfuel powered generator]] provides more energy than it consumes. See the [[Chemfuel_powered_generator#Plants_and_biofuel_refineries|Chemfuel powered generator]] article for more details.&lt;br /&gt;
* If on an asteroid, the above hydroponics setup still works. Alternatively, archean trees can be used in place of hydroponics, saving on power and resources.&lt;br /&gt;
&lt;br /&gt;
In addition, any colony can use [[vanometric power cell]]s or [[unstable power cell]]s{{RoyaltyIcon}} for entirely free power, although the former is not easy to acquire in large numbers. Gravships can use [[gravcore power cell]]s as well.&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
Trade is possible through [[orbital trader]]s on the [[comms console]]. In addition, supplies can be obtained from the planet, then transported to space through the gravship, [[transport pod]]s, or [[passenger shuttle]]s. If there is a colony on the surface, a colony in space can be established without it needing to sustain itself right away.&lt;br /&gt;
&lt;br /&gt;
[[Raid]]s still occur in space, they will contain either [[human]]s with vacuum protective gear or [[mechanoid]]s. [[Infestation]]s do not naturally occur as no orbit tiles are considered overhead mountain, and [[deep drill]]s do not work in orbit. Because [[siege]]s and &amp;quot;[[Raider#&amp;quot;Drop right on top of you&amp;quot; drop pods|drop on top of you]]&amp;quot; raids do not happen raids are overall less dangerous. &lt;br /&gt;
&lt;br /&gt;
[[Event]]s and [[quest]]s are heavily limited as most are unable to function in orbit. Notably, meteorites are particularly common, which can destroy equipment and open your base to the vacuum. However, since [[solar flare]]s and [[blight]]s do not happen, hydroponics farms are actually safer in orbit than on the planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to start the [[ship reactor]] in orbit to take advantage of the reduced raid variety. Make sure to roof in the reactor and the surrounding area once its built to protect against orbital debris.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chemfuel_powered_generator&amp;diff=175974</id>
		<title>Chemfuel powered generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chemfuel_powered_generator&amp;diff=175974"/>
		<updated>2026-02-27T08:16:07Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Plants and biofuel refineries */ single word substitution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building&lt;br /&gt;
| name = Chemfuel powered generator&lt;br /&gt;
| image = Chemfuel_powered_generator.png&lt;br /&gt;
| description = Produces power by consuming chemfuel. Must be periodically refueled by hand.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 300&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = 1000&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (80, 112, 180)&lt;br /&gt;
| heatpersecond = 6&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 2500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 30.0&lt;br /&gt;
| fuel consumption rate = 4.5&lt;br /&gt;
}}&lt;br /&gt;
{{info|The '''chemfuel powered generator''' produces [[power]] from [[chemfuel]]. The generator is an exact analog to the [[wood-fired generator]], only the type of fuel is different.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The chemfuel powered generator consumes {{Icon Small|chemfuel}} 4.5 [[chemfuel]] per day and generates a constant 1000W as long as it is switched on and fueled. It can hold up to 30 fuel at a time, for a maximum run time of 6.66 days. Fuel consumption is not dependent on how much power is actually drawn.  Fuel is delivered to the generator by [[Work#Haul|hauler]]s or [[lifter]]s.{{BiotechIcon}} It can be switched off; in the off state it will neither consume fuel nor produce power. &lt;br /&gt;
&lt;br /&gt;
Generators are temporarily disabled by sources of [[EMP]], with downtime scaling to the EMP damage dealt. During this time, it will not generate any power. Unlike mechanoids, generators do not adapt to EMP and thus can be continuously restunned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source !! Stun Duration&lt;br /&gt;
|-&lt;br /&gt;
| Awful EMP launcher || {{Ticks|{{#expr: 30*45 }} }}  &lt;br /&gt;
|- &lt;br /&gt;
| EMP Grenades, Poor/Norm/Good/Exc EMP launcher  || {{Ticks|{{#expr: 30*50 }} }}  &lt;br /&gt;
|-&lt;br /&gt;
| Masterwork EMP launcher                       || {{Ticks|{{#expr: 30*62.5 }} }} &lt;br /&gt;
|-&lt;br /&gt;
| Legendary EMP launcher                        || {{Ticks|{{#expr: 30*75 }} }}   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Light &amp;amp; heat ====&lt;br /&gt;
It outputs [[light]] in a 6 tile radius, with the nearest {{P|Light Radius}} tiles being 50% light level and considered lit.  Note that the light source is centered at the bottom-left tile of the generator, rather than the &amp;quot;true&amp;quot; center of the generator. &lt;br /&gt;
&lt;br /&gt;
It heats at a rate of 6 heat per second{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.{{Check Tag|Confirmation needed}}.&lt;br /&gt;
&lt;br /&gt;
==== Explosion ====&lt;br /&gt;
If it is damaged below one third of its hitpoints, or {{#expr: {{P|Max Hit Points Base #}}/3}} HP, it has a %70 chance to explode. The generator will spark and emit a hissing sound shortly before exploding between {{ticks|70}} and {{ticks|150}} later. The explosion deals 10 [[Damage Type#Flame|Flame]] damage in a radius around itself that depends on the quantity of fuel in the generator. At 0 fuel, the explosion has a radius of 0 and only destroys the generator, and expanding this radius proportional to the square root of the fuel times 0.95 up to a maximum radius of {{#expr: 0+((30*0.95)^0.5) round 2}} tiles when fully fueled. This explosion leaves [[Filth|Chemfuel puddles]] which will then ignite and burn.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Chemfuel generators are compact, can be placed anywhere, and offer a consistent source of power, making it one of the easiest generators to use. Most other power sources ''scale'' much worse; they are either inconsistent, have a location requirement, or take up lots of space. With chemfuel generators, you can easily place as many as you want, so long as you can fuel them.&lt;br /&gt;
&lt;br /&gt;
However, these generators require upkeep, both to create the chemfuel, and to haul the fuel to the generator. The exact amount of work depends on which source of chemfuel is used - [[infinite chemreactor]]s are very limited, but require no work to create. Many colonies will have to research [[Biofuel refining]] to actually make some. &lt;br /&gt;
&lt;br /&gt;
In general, any source of chemfuel is less work than what a [[wood-fired generator]] would take. The workload is reasonably low, so using chemfuel does not bring excessive burden to a colony.&lt;br /&gt;
&lt;br /&gt;
== Fuel economy ==&lt;br /&gt;
=== Using wood for fuel ===&lt;br /&gt;
With a [[biofuel refinery]], chemfuel generators consume {{Icon Small|wood}} 9 [[wood]] of chemfuel per day, less than a [[wood-fired generator]]'s {{Icon Small|wood}} 22 per day. Both generators produce the same amount of power. Converting wood to chemfuel takes work, but harvesting wild trees takes longer when considering the time to walk and haul. When growing your own fuel, chemfuel generators have the added advantage of using regular food, which takes much less work than growing trees. Note that the refinery itself requires 170 W of power, but you only need 1 refinery for many generators. In specific:&lt;br /&gt;
&lt;br /&gt;
* Converting wood to chemfuel takes {{ticks|2000}} of work for 7.78 days of fuel, or {{ticks|257}} for 1 day of fuel.&lt;br /&gt;
* Just harvesting the wood depends on [[biome]], growth of the tree, and Plants skill.&lt;br /&gt;
** With a Plants skill of 8, it would take a ballpark of {{ticks|260}} of work to harvest {{Icon Small|wood}} 9 [[wood]], a day of fuel, for a fully grown, non-cactus tree.&lt;br /&gt;
** For reference, it would take the same pawn a ballpark of {{ticks|650}} of work to harvest {{Icon Small|wood}} 22 [[wood]]. &lt;br /&gt;
: As it only takes a base {{ticks|260+257}} to fuel a chemfuel generator for one day, the wood-fired generator is often less efficient.&lt;br /&gt;
* When considering tree cutting, note that you will need to go further and further to cut more trees. A wood-fired generator requires you to cut more trees, which means more hauling time.&lt;br /&gt;
&lt;br /&gt;
Sowing a single tree takes {{ticks|4000}} of work, which makes them much less efficient than any food crop. [[Fibercorn]]{{IdeologyIcon}} is less efficient than regular [[corn]], too.&lt;br /&gt;
&lt;br /&gt;
=== Boomalopes ===&lt;br /&gt;
A [[boomalope]] produces, at most, {{Icon Small|chemfuel}} {{#show:Boomalope|?Daily Milk Average#}} chemfuel per day. This takes {{ticks|400}} of work before modifiers. This is enough to fuel ~{{#expr:{{#show:Boomalope|?Daily Milk Average#}}/4.5 round 2}} generators, which in practice means 2 generators per day.&lt;br /&gt;
&lt;br /&gt;
In theory, a herd of 9 boomalope can fuel {{#expr:{{#show:Boomalope|?Daily Milk Average#}}/4.5*9 round 1}} generators indefinitely. However, milking is not an instant process, so it is difficult to reach that theoretical limit in practice. Additionally, space for a [[pen]] and grazing, or growing more crops, are required to maintain fuel production.&lt;br /&gt;
&lt;br /&gt;
=== Infinite chemreactor ===&lt;br /&gt;
The [[Infinite chemreactor]] is a world quest item that generates {{Icon Small|chemfuel}} 75 chemfuel every ten days (effectively {{Icon Small|chemfuel}} 7.5 chemfuel per day) at a cost of 300 watts and no work. This is more than enough to power a single chemfuel powered generator, providing a net +700 watts of power, while leaving {{Icon Small|chemfuel}} 30 chemfuel after a 10 day cycle (an average of 3 excess/day). 3 infinite chemreactors are exactly enough to power 5 chemfuel generators, providing an excess of 4,100 watts of power (5,000w -900w).&lt;br /&gt;
&lt;br /&gt;
Assuming a small buffer of chemfuel to start, this is easily attainable, because the supply side is reliable, and refueling can be done well in advance.&lt;br /&gt;
&lt;br /&gt;
=== Plants and biofuel refineries ===&lt;br /&gt;
Chemfuel generators together with hydroponics greenhouses and biofuel refineries produce a significant net energy profit, if the colonist workforce is available to run the setup.  The (simplified) conversion chain is&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Power'' (for greenhouse) → ''food'' (for refinery) → ''chemfuel'' (for generator) → ''power''&lt;br /&gt;
|}&lt;br /&gt;
A lot of excess power is generated at the end of the chain.&lt;br /&gt;
&lt;br /&gt;
A single [[hydroponics basin]] can produce ~{{#expr:4*{{#show:Rice plant|?Harvest Yield Per Day (280)#}}*0.05 round 2}} raw nutrition per day (growing rice, and assuming a perfect grow operation).  This converts into {{Icon Small|Chemfuel}} ~{{#expr:{{#vardefineecho:chemfuel_per_basin_per_day|{{#expr:4*{{#show:Rice plant|?Harvest Yield Per Day (280)#}}*0.05*10 }}}} round 1}} chemfuel per day at a [[biofuel refinery]].  Therefore, the produce from a single basin fuels about {{#expr:{{#var:chemfuel_per_basin_per_day}}/4.5 round 1}} chemfuel generators.  This is not attainable in practice, but will serve as a guideline. Assuming the full area of a sun lamp is occupied by 24 hydroponics basins in the optimal configuration and accounting for the basin's share of the sunlamps power consumption, each individual basin effectively consumes {{#vardefineecho:power_consumption_per_basin_average|{{#expr: ({{Q|hydroponics basin|Power Consumption#}} + (((19.2-6 &amp;lt;!--6am to 7:12pm of 24 hours--&amp;gt;)/24) * {{Q|Sun lamp|Power Consumption#}}/24))*-1 round 0}}}}W of power on average, or {{#vardefineecho:power_consumption_per_basin_peak|{{#expr: ({{Q|hydroponics basin|Power Consumption#}} + ({{Q|Sun lamp|Power Consumption#}}/24))*-1 round 0}}}}W peak. This results in a theoretical net gain in energy of about {{#expr:({{#show:Chemfuel generator|?Power Consumption#}}*{{#var:chemfuel_per_basin_per_day}}/4.5)-{{#var:power_consumption_per_basin_average}} round 0}}W on average or {{#expr:({{#show:Chemfuel generator|?Power Consumption#}}*{{#var:chemfuel_per_basin_per_day}}/4.5)-{{#var:power_consumption_per_basin_peak}} round 0}}W peak per dedicated hydroponics basin.  While, the power draw of the refinery is not taken into account, it can be micro-managed if chemfuel is produced in batches, and will not play a big role in the overall economy.&lt;br /&gt;
&lt;br /&gt;
With adequate batteries to handle the day-night cycle of [[Sun lamp|sun lamps]], {{#expr:{{#vardefineecho:generators_needed_for_hydroponic_setup|{{#expr:24*{{#var:power_consumption_per_basin_average}}/{{#show:{{PAGENAME}}|?Power Consumption#}}}}}} round 1}} generators are needed to power a full hydroponics setup, which will require {{Icon Small|Chemfuel}} ~{{#expr:{{#var:generators_needed_for_hydroponic_setup}}*4.5 round 1}} chemfuel per day, or about {{#expr:{{#vardefineecho:chemfuel_dedicted_basins_needed|{{#expr:{{#var:generators_needed_for_hydroponic_setup}}*4.5/{{#var:chemfuel_per_basin_per_day}}}}}}round 1}} hydroponics basins dedicated to producing rice to turn into chemfuel.  This means that with {{#expr:ceil({{#var:generators_needed_for_hydroponic_setup}})}} generators, you can grow plants in {{#expr:floor(24 - {{#var:chemfuel_dedicted_basins_needed}})}} of the 24 hydroponics basins for free, with an average of {{#expr:(ceil({{#var:generators_needed_for_hydroponic_setup}}) - {{#var:generators_needed_for_hydroponic_setup}})*{{#show:{{PAGENAME}}|?Power Consumption#}}}}W of power spare. Note that this assumes 100% harvest efficiency and doesn't account for low-skill colonists botching harvests - as harvest efficiency decreases at higher difficulties and at low plants skill, the number of basins that must be dedicated to chemfuel production will increase in direct proportion.&lt;br /&gt;
&lt;br /&gt;
Corn can also be grown to feed chemfuel generators, with {{#expr:4.5*2/{{#show:Corn plant|?Harvest Yield Per Day (100)}} round 1}} tiles of [[corn plant]] in 100% fertility soil needed for each generator.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chemfuel_powered_generator&amp;diff=175973</id>
		<title>Chemfuel powered generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chemfuel_powered_generator&amp;diff=175973"/>
		<updated>2026-02-27T08:15:34Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Plants and biofuel refineries */ Low plants skill also harms the efficiency of the rice-&amp;gt;chemfuel-&amp;gt;power-&amp;gt;hydroponics loop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building&lt;br /&gt;
| name = Chemfuel powered generator&lt;br /&gt;
| image = Chemfuel_powered_generator.png&lt;br /&gt;
| description = Produces power by consuming chemfuel. Must be periodically refueled by hand.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 300&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = 1000&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (80, 112, 180)&lt;br /&gt;
| heatpersecond = 6&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 2500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 30.0&lt;br /&gt;
| fuel consumption rate = 4.5&lt;br /&gt;
}}&lt;br /&gt;
{{info|The '''chemfuel powered generator''' produces [[power]] from [[chemfuel]]. The generator is an exact analog to the [[wood-fired generator]], only the type of fuel is different.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The chemfuel powered generator consumes {{Icon Small|chemfuel}} 4.5 [[chemfuel]] per day and generates a constant 1000W as long as it is switched on and fueled. It can hold up to 30 fuel at a time, for a maximum run time of 6.66 days. Fuel consumption is not dependent on how much power is actually drawn.  Fuel is delivered to the generator by [[Work#Haul|hauler]]s or [[lifter]]s.{{BiotechIcon}} It can be switched off; in the off state it will neither consume fuel nor produce power. &lt;br /&gt;
&lt;br /&gt;
Generators are temporarily disabled by sources of [[EMP]], with downtime scaling to the EMP damage dealt. During this time, it will not generate any power. Unlike mechanoids, generators do not adapt to EMP and thus can be continuously restunned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source !! Stun Duration&lt;br /&gt;
|-&lt;br /&gt;
| Awful EMP launcher || {{Ticks|{{#expr: 30*45 }} }}  &lt;br /&gt;
|- &lt;br /&gt;
| EMP Grenades, Poor/Norm/Good/Exc EMP launcher  || {{Ticks|{{#expr: 30*50 }} }}  &lt;br /&gt;
|-&lt;br /&gt;
| Masterwork EMP launcher                       || {{Ticks|{{#expr: 30*62.5 }} }} &lt;br /&gt;
|-&lt;br /&gt;
| Legendary EMP launcher                        || {{Ticks|{{#expr: 30*75 }} }}   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Light &amp;amp; heat ====&lt;br /&gt;
It outputs [[light]] in a 6 tile radius, with the nearest {{P|Light Radius}} tiles being 50% light level and considered lit.  Note that the light source is centered at the bottom-left tile of the generator, rather than the &amp;quot;true&amp;quot; center of the generator. &lt;br /&gt;
&lt;br /&gt;
It heats at a rate of 6 heat per second{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.{{Check Tag|Confirmation needed}}.&lt;br /&gt;
&lt;br /&gt;
==== Explosion ====&lt;br /&gt;
If it is damaged below one third of its hitpoints, or {{#expr: {{P|Max Hit Points Base #}}/3}} HP, it has a %70 chance to explode. The generator will spark and emit a hissing sound shortly before exploding between {{ticks|70}} and {{ticks|150}} later. The explosion deals 10 [[Damage Type#Flame|Flame]] damage in a radius around itself that depends on the quantity of fuel in the generator. At 0 fuel, the explosion has a radius of 0 and only destroys the generator, and expanding this radius proportional to the square root of the fuel times 0.95 up to a maximum radius of {{#expr: 0+((30*0.95)^0.5) round 2}} tiles when fully fueled. This explosion leaves [[Filth|Chemfuel puddles]] which will then ignite and burn.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Chemfuel generators are compact, can be placed anywhere, and offer a consistent source of power, making it one of the easiest generators to use. Most other power sources ''scale'' much worse; they are either inconsistent, have a location requirement, or take up lots of space. With chemfuel generators, you can easily place as many as you want, so long as you can fuel them.&lt;br /&gt;
&lt;br /&gt;
However, these generators require upkeep, both to create the chemfuel, and to haul the fuel to the generator. The exact amount of work depends on which source of chemfuel is used - [[infinite chemreactor]]s are very limited, but require no work to create. Many colonies will have to research [[Biofuel refining]] to actually make some. &lt;br /&gt;
&lt;br /&gt;
In general, any source of chemfuel is less work than what a [[wood-fired generator]] would take. The workload is reasonably low, so using chemfuel does not bring excessive burden to a colony.&lt;br /&gt;
&lt;br /&gt;
== Fuel economy ==&lt;br /&gt;
=== Using wood for fuel ===&lt;br /&gt;
With a [[biofuel refinery]], chemfuel generators consume {{Icon Small|wood}} 9 [[wood]] of chemfuel per day, less than a [[wood-fired generator]]'s {{Icon Small|wood}} 22 per day. Both generators produce the same amount of power. Converting wood to chemfuel takes work, but harvesting wild trees takes longer when considering the time to walk and haul. When growing your own fuel, chemfuel generators have the added advantage of using regular food, which takes much less work than growing trees. Note that the refinery itself requires 170 W of power, but you only need 1 refinery for many generators. In specific:&lt;br /&gt;
&lt;br /&gt;
* Converting wood to chemfuel takes {{ticks|2000}} of work for 7.78 days of fuel, or {{ticks|257}} for 1 day of fuel.&lt;br /&gt;
* Just harvesting the wood depends on [[biome]], growth of the tree, and Plants skill.&lt;br /&gt;
** With a Plants skill of 8, it would take a ballpark of {{ticks|260}} of work to harvest {{Icon Small|wood}} 9 [[wood]], a day of fuel, for a fully grown, non-cactus tree.&lt;br /&gt;
** For reference, it would take the same pawn a ballpark of {{ticks|650}} of work to harvest {{Icon Small|wood}} 22 [[wood]]. &lt;br /&gt;
: As it only takes a base {{ticks|260+257}} to fuel a chemfuel generator for one day, the wood-fired generator is often less efficient.&lt;br /&gt;
* When considering tree cutting, note that you will need to go further and further to cut more trees. A wood-fired generator requires you to cut more trees, which means more hauling time.&lt;br /&gt;
&lt;br /&gt;
Sowing a single tree takes {{ticks|4000}} of work, which makes them much less efficient than any food crop. [[Fibercorn]]{{IdeologyIcon}} is less efficient than regular [[corn]], too.&lt;br /&gt;
&lt;br /&gt;
=== Boomalopes ===&lt;br /&gt;
A [[boomalope]] produces, at most, {{Icon Small|chemfuel}} {{#show:Boomalope|?Daily Milk Average#}} chemfuel per day. This takes {{ticks|400}} of work before modifiers. This is enough to fuel ~{{#expr:{{#show:Boomalope|?Daily Milk Average#}}/4.5 round 2}} generators, which in practice means 2 generators per day.&lt;br /&gt;
&lt;br /&gt;
In theory, a herd of 9 boomalope can fuel {{#expr:{{#show:Boomalope|?Daily Milk Average#}}/4.5*9 round 1}} generators indefinitely. However, milking is not an instant process, so it is difficult to reach that theoretical limit in practice. Additionally, space for a [[pen]] and grazing, or growing more crops, are required to maintain fuel production.&lt;br /&gt;
&lt;br /&gt;
=== Infinite chemreactor ===&lt;br /&gt;
The [[Infinite chemreactor]] is a world quest item that generates {{Icon Small|chemfuel}} 75 chemfuel every ten days (effectively {{Icon Small|chemfuel}} 7.5 chemfuel per day) at a cost of 300 watts and no work. This is more than enough to power a single chemfuel powered generator, providing a net +700 watts of power, while leaving {{Icon Small|chemfuel}} 30 chemfuel after a 10 day cycle (an average of 3 excess/day). 3 infinite chemreactors are exactly enough to power 5 chemfuel generators, providing an excess of 4,100 watts of power (5,000w -900w).&lt;br /&gt;
&lt;br /&gt;
Assuming a small buffer of chemfuel to start, this is easily attainable, because the supply side is reliable, and refueling can be done well in advance.&lt;br /&gt;
&lt;br /&gt;
=== Plants and biofuel refineries ===&lt;br /&gt;
Chemfuel generators together with hydroponics greenhouses and biofuel refineries produce a significant net energy profit, if the colonist workforce is available to run the setup.  The (simplified) conversion chain is&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Power'' (for greenhouse) → ''food'' (for refinery) → ''chemfuel'' (for generator) → ''power''&lt;br /&gt;
|}&lt;br /&gt;
A lot of excess power is generated at the end of the chain.&lt;br /&gt;
&lt;br /&gt;
A single [[hydroponics basin]] can produce ~{{#expr:4*{{#show:Rice plant|?Harvest Yield Per Day (280)#}}*0.05 round 2}} raw nutrition per day (growing rice, and assuming a perfect grow operation).  This converts into {{Icon Small|Chemfuel}} ~{{#expr:{{#vardefineecho:chemfuel_per_basin_per_day|{{#expr:4*{{#show:Rice plant|?Harvest Yield Per Day (280)#}}*0.05*10 }}}} round 1}} chemfuel per day at a [[biofuel refinery]].  Therefore, the produce from a single basin fuels about {{#expr:{{#var:chemfuel_per_basin_per_day}}/4.5 round 1}} chemfuel generators.  This is not attainable in practice, but will serve as a guideline. Assuming the full area of a sun lamp is occupied by 24 hydroponics basins in the optimal configuration and accounting for the basin's share of the sunlamps power consumption, each individual basin effectively consumes {{#vardefineecho:power_consumption_per_basin_average|{{#expr: ({{Q|hydroponics basin|Power Consumption#}} + (((19.2-6 &amp;lt;!--6am to 7:12pm of 24 hours--&amp;gt;)/24) * {{Q|Sun lamp|Power Consumption#}}/24))*-1 round 0}}}}W of power on average, or {{#vardefineecho:power_consumption_per_basin_peak|{{#expr: ({{Q|hydroponics basin|Power Consumption#}} + ({{Q|Sun lamp|Power Consumption#}}/24))*-1 round 0}}}}W peak. This results in a theoretical net gain in energy of about {{#expr:({{#show:Chemfuel generator|?Power Consumption#}}*{{#var:chemfuel_per_basin_per_day}}/4.5)-{{#var:power_consumption_per_basin_average}} round 0}}W on average or {{#expr:({{#show:Chemfuel generator|?Power Consumption#}}*{{#var:chemfuel_per_basin_per_day}}/4.5)-{{#var:power_consumption_per_basin_peak}} round 0}}W peak per dedicated hydroponics basin.  While, the power draw of the refinery is not taken into account, it can be micro-managed if chemfuel is produced in batches, and will not play a big role in the overall economy.&lt;br /&gt;
&lt;br /&gt;
With adequate batteries to handle the day-night cycle of [[Sun lamp|sun lamps]], {{#expr:{{#vardefineecho:generators_needed_for_hydroponic_setup|{{#expr:24*{{#var:power_consumption_per_basin_average}}/{{#show:{{PAGENAME}}|?Power Consumption#}}}}}} round 1}} generators are needed to power a full hydroponics setup, which will require {{Icon Small|Chemfuel}} ~{{#expr:{{#var:generators_needed_for_hydroponic_setup}}*4.5 round 1}} chemfuel per day, or about {{#expr:{{#vardefineecho:chemfuel_dedicted_basins_needed|{{#expr:{{#var:generators_needed_for_hydroponic_setup}}*4.5/{{#var:chemfuel_per_basin_per_day}}}}}}round 1}} hydroponics basins dedicated to producing rice to turn into chemfuel.  This means that with {{#expr:ceil({{#var:generators_needed_for_hydroponic_setup}})}} generators, you can grow plants in {{#expr:floor(24 - {{#var:chemfuel_dedicted_basins_needed}})}} of the 24 hydroponics basins for free, with an average of {{#expr:(ceil({{#var:generators_needed_for_hydroponic_setup}}) - {{#var:generators_needed_for_hydroponic_setup}})*{{#show:{{PAGENAME}}|?Power Consumption#}}}}W of power spare. Note that this assumes 100% harvest efficiency and doesn't account for low-skill colonists botching harvests - as harvest efficiency decreases at higher difficulties and at low harvesting skill, the number of basins that must be dedicated to chemfuel production will increase in direct proportion.&lt;br /&gt;
&lt;br /&gt;
Corn can also be grown to feed chemfuel generators, with {{#expr:4.5*2/{{#show:Corn plant|?Harvest Yield Per Day (100)}} round 1}} tiles of [[corn plant]] in 100% fertility soil needed for each generator.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=175971</id>
		<title>Draw shamblers</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Draw_shamblers&amp;diff=175971"/>
		<updated>2026-02-27T01:13:21Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Draw Shamblers is my favorite way of disposing of a destabilizing nociosphere if the storyteller isn't giving me a raid when I need one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Draw shamblers&lt;br /&gt;
| image = Draw shamblers.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. You can capture them for study.&lt;br /&gt;
| research = Draw shamblers &lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20 &lt;br /&gt;
}}&lt;br /&gt;
'''Draw shamblers''' is a [[psychic ritual]] that causes a horde of [[shambler]]s to enter the map upon which it is cast.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map, approximately 2-3 hours after the ritual is completed. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers. In addition, shamblers summoned through this method last for 3 days, as opposed to the 24 hours of Death Pall raised shamblers, or the 6 hours of Deadlife Dust raised shamblers. &lt;br /&gt;
&lt;br /&gt;
Non-human entities such as [[Gorehulk]]s can be summoned as shamblers through Draw Shamblers, though it will not unlock the associated research or condex entry for the non-shambler version of that entity.{{Check Tag|Verify|Confirm entities can be discovered prior to their research being unlocked}} {{Check Tag|Details|How exactly are shambler hordes costed}} Shamblers summoned through Draw Shamblers cannot drop bioferrite or shards upon death, unlike shamblers that appear as part of a [[Shambler Assault]] or [[Shambler Swarm]].&lt;br /&gt;
&lt;br /&gt;
This ritual is whitelisted to the Surface layer, and therefore cannot be used in Odyssey space locations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
=== Offensive Use ===&lt;br /&gt;
Draw Shamblers is a ritual for raids you anticipate to happen, i.e through quests, [[toxic wastepack]] {{BiotechIcon}} dumping, or [[Mechanoid]] bosses {{BiotechIcon}}, it is important to have a fully sealed base with no colonists or tamed animals exposed to the outside. The raid now prioritizes the shambler horde which will usually overwhelm mech bosses including [[Diabolus]] {{BiotechIcon}} due to shamblers ignoring being set on fire, netting free chips.&lt;br /&gt;
&lt;br /&gt;
Note due to the inconsistency of where the horde spawns, the ritual will not be ideal for sieges or horax cultists unless they are provoked through other means, this is where draw fleshbeasts is most helpful as their spawn targets a enemy's location however they often have far less numbers combined with worse health and will most likely not deal with large raids on their own.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Use ===&lt;br /&gt;
&lt;br /&gt;
Draw Shamblers is less effective here, due to the delays associated both with completing the ritual, and waiting the hours for the shamblers to actually appear. However, raiders will fight shamblers who arrive late to a raid, assuming their current pawn target becomes unavailable due to moving through a closed door or any other means. However, raiders are unwilling to spend overlong in a raid without an active target pawn they can reach, and will frequently damage walls until they are satisfied with the damage done, or steal valuables left in the open, causing them to flee the raid. &lt;br /&gt;
&lt;br /&gt;
Fleeing raiders will engage with shamblers if they happen to get close to them, but otherwise will ignore them and exit the map at the edges, making it quite possible, even likely, to summon shamblers to deal with raiders, only for the shamblers to arrive well after the raiders stop being a problem, and allowing the shamblers to remain a problem all on their own.&lt;br /&gt;
&lt;br /&gt;
===Nociospheres===&lt;br /&gt;
Sending a destabilizing [[nociosphere]] into the crowd summoned by a high quality Draw Shamblers ritual is a safe way to dispose of a nociosphere if a convenient raid is not available. Shamblers are immune to pain, usually arrive on map borders away from player structures, and a high quality ritual generally summons enough shamblers to have a few survivors once the Nociosphere has finished its rampage.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Create a psychic pulse which will draw a distant horde of animated corpses to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study.|&amp;quot;[...] corpses to your area. While they attack any human they see, they will not directly attack your colony. [...]&amp;quot;}}'' changed to ''{{Hover title|Create a psychic pulse which will draw a distant horde of animated corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. You can capture them for study.|&amp;quot;[...] corpses towards your local area. While they attack any humans that they see, they won't attack your colony directly. [...]&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant_vertebrae&amp;diff=175922</id>
		<title>Revenant vertebrae</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant_vertebrae&amp;diff=175922"/>
		<updated>2026-02-25T19:52:46Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Mentioned utility for using various rocket launchers, psycasts, and targeters. Adjusted section talking about the process of acquiring the capability to make a vertebrae.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Revenant vertebrae&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = A prosthetic spine that allows the user to become temporarily invisible. The prosthetic is crafted from a modified Revenant spine, using archotech shards to restrain the dormant revenant. The user can manipulate the visual centers of those nearby, effectively turning themselves invisible.&lt;br /&gt;
| class = &lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Revenant invisibility&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Revenant spine&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| resource 3 = Shard&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| work to make = 24000&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| marketvalue = 1895&lt;br /&gt;
| hp = 50&lt;br /&gt;
| tradeTags =&lt;br /&gt;
| techHediffsTags = Anomaly&lt;br /&gt;
| body part = Spine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{About|the installable body part|captureable form of the revenant entity|revenant spine}}&lt;br /&gt;
The '''Revenant Vertebrae''' is an [[artificial body part]] added by the [[Anomaly DLC]]. It acts as a total [[Body_Parts#Spine|spine]] replacement that also grants the ability [[#Revenant invisibility|Revenant invisibility]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Revenant spines can be obtained occasionally through [[mysterious cargo]] [[quests]]. Otherwise, a [[revenant]] needs to be killed to retrieve its spine. A captured revenant can easily be ordered to be executed on its [[holding spot]] to gain its spine.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The revenant vertebrae functions as an alternative to a [[bionic spine]]. It fully replaces a shattered or otherwise damaged spine, and both prevents and cures the [[bad back]] condition. It otherwise provides no other statistical, curative, or preventative benefit. If the bearer is not a [[ghoul]], they also gain access to revenant invisibility.&lt;br /&gt;
&lt;br /&gt;
===Revenant invisibility===&lt;br /&gt;
Once a non-ghoul colonist with an installed revenant vertebrae is [[drafted]], they gain access to the revenant invisibility ability. This ability makes the target become invisible for {{Ticks|900}} after a brief {{Ticks|60}} warmup time. After activation, it has a cooldown of 1 day. &lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Once installed, the part cannot be removed by conventional means. It can be overwritten by the installation of a [[bionic spine]], however the vertebrae will be lost in the process.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a 100% chance to be destroyed.&lt;br /&gt;
&lt;br /&gt;
It cannot be installed inside pawns that have already become [[ghoul]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A revenant vertebrae's primary use is that it provides the ability to briefly turn invisible, a useful trait for a melee pawn to close distances without being shot, a ranged pawm to escape melee and create distance, or to simply avoid heavy fire for a brief moment. It has notable synergy with [[jump pack]]s or [[locust armor]]{{RoyaltyIcon}}, allowing melee pawns to rapidly and safely close distance to targets. It can also be used for the purpose of allowing one to sneak a pawn into and out of a location without being detected, such as for hacking a guarded terminal, setting fire to an [[hive|insect hive]], or any other instance in which stealth may be useful. A revenant vertebrae can allow a colonist enough time to fire a [[doomsday rocket launcher]], [[triple rocket launcher]], or [[orbital bombardment targeter]], or to use a [[psycast]] without interrupted by enemies.&lt;br /&gt;
&lt;br /&gt;
As with the [[bionic spine]], revenant vertebrae can also cure colonists with scarred or shattered spines, as well as the [[bad back]] condition. Depending on the colony's resources and research, as well as the player's luck, this may or may not be more practical than obtaining a bionic spine or alternative methods of healing, such as a [[Healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
Finally, revenant vertebrae can also installed in [[body modder]]s for a mood buff without negatively impacting any stats, unlike [[prosthetics]] and wooden limb replacements. However, due to the relative rarity of revenant vertebrae, this should not be a primary reason to install the implant, but rather a secondary benefit for a colonist that is already a candidate.&lt;br /&gt;
&lt;br /&gt;
The main difficulty in using a revenant vertebrae comes from obtaining it. As it cannot be bought from other factions, the only way to obtain it is through:&lt;br /&gt;
* Researching bioferrite shaping and building a [[bioferrite shaper]];&lt;br /&gt;
* Finding and killing a revenant, which can be both difficult and luck-dependent; and&lt;br /&gt;
* Holding enough advanced entities to research revenant invisibility.&lt;br /&gt;
* The entire process takes longer and is riskier if the player is forced to contain and research a revenant to gain the needed advanced entity research points- which may require several quadrums of being at risk of revenant escape attempts.&lt;br /&gt;
&lt;br /&gt;
As such, although a revenant vertebrae is a rather useful prosthetic, it can take quite an initial investment to obtain. Once the research project to unlock revenant vertebra is finished, revenant spines can be immediately turned into revenant vertebrea (if the other raw materials are available), no containing a revenant required.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Plants_Per_Pawn_Table&amp;diff=175095</id>
		<title>Template talk:Plants Per Pawn Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Plants_Per_Pawn_Table&amp;diff=175095"/>
		<updated>2026-02-12T14:27:29Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Typo'd my typo :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Difficulty harvest yields?===&lt;br /&gt;
If I remember right, isn't harvest yield affected by difficulty? I suspect the table assumes yield of 100% unmodified by difficulty settings?&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Plants_Per_Pawn_Table&amp;diff=175094</id>
		<title>Template talk:Plants Per Pawn Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Plants_Per_Pawn_Table&amp;diff=175094"/>
		<updated>2026-02-12T14:27:08Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===ficulty harvest yields?===&lt;br /&gt;
If I remember right, isn't harvest yield affected by difficulty? I suspect the table assumes yield of 100% unmodified by difficulty settings?&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Plants_Per_Pawn_Table&amp;diff=175093</id>
		<title>Template talk:Plants Per Pawn Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Plants_Per_Pawn_Table&amp;diff=175093"/>
		<updated>2026-02-12T14:26:41Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Created page with &amp;quot;'''Difficulty harvest yields?''' If I remember right, isn't harvest yield affected by difficulty? I suspect the table assumes yield of 100% unmodified by difficulty settings?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Difficulty harvest yields?'''&lt;br /&gt;
If I remember right, isn't harvest yield affected by difficulty? I suspect the table assumes yield of 100% unmodified by difficulty settings?&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Vilobion&amp;diff=174936</id>
		<title>User:Vilobion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Vilobion&amp;diff=174936"/>
		<updated>2026-02-10T13:37:12Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Add note about how I like to patrol recent changes to find articles to work on&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm Vilobion. &lt;br /&gt;
&lt;br /&gt;
I pretty regularly trawl through [[Special:RecentChanges|recent changes]] as a way of finding articles to improve.&lt;br /&gt;
&lt;br /&gt;
==Biome Articles Split Staging==&lt;br /&gt;
In anticipation of Odyssey and its shiny, amazing, magnificent, stupendous, awesome, awe-inspiring, great, wonderful, insightful, and halcyon addition of new and exciting biomes that offer more mechanical complexity than what is currently on offer, there's loose agreement to break up the [[biome]] page into separate articles for each one. I'll be listing the sandbox pages where I attempt to start this process below.&lt;br /&gt;
&lt;br /&gt;
'''Note to self: remember that if/when these articles get moved out of sandbox the destination articles need the correct name and not this weird hodgepodge of inconsistent camel case and no spaces I've got going on'''&lt;br /&gt;
I'm unsure of the actual version history behind Sea Ice&lt;br /&gt;
&lt;br /&gt;
* [[User:Vilobion/TemperateForest]]&lt;br /&gt;
* [[User:Vilobion/Temperateswamp]]&lt;br /&gt;
* [[User:Vilobion/Tropical_rainforest]]&lt;br /&gt;
* [[User:Vilobion/Tropical_swamp]]&lt;br /&gt;
* [[User:Vilobion/Arid_shrubland]]&lt;br /&gt;
* [[User:Vilobion/Desert]]&lt;br /&gt;
* [[User:Vilobion/Extreme_desert]] &amp;lt;!-- eXtreme! !--&amp;gt;&lt;br /&gt;
* [[User:Vilobion/Boreal_forest]] &amp;lt;!-- TBH probably my favorite biome in the game &amp;lt;3 !--&amp;gt;&lt;br /&gt;
* [[User:Vilobion/Cold_bog]]&lt;br /&gt;
* [[User:Vilobion/Tundra]]&lt;br /&gt;
* [[User:Vilobion/Ice_sheet]]&lt;br /&gt;
* [[User:Vilobion/Sea_ice]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Coagulator&amp;diff=174935</id>
		<title>Coagulator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Coagulator&amp;diff=174935"/>
		<updated>2026-02-10T13:31:30Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Added some of my thoughts on the coagulator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|&lt;br /&gt;
| name = Coagulator&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = Releases coagulating factors in response to blood loss, reducing bleeding rates significantly&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Healing factors&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| resource 1 = plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 830&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''Coagulator''' is a [[Royalty (DLC)|royalty]] torso [[Artificial body parts|implant]] that grants humans with one installed a {{Good|50%}} reduction in their [[bleeding]] rate.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Coagulators are visceral implants that do not replace any natural [[body part]]. Coagulators halve total bleed factor, making it take twice as long for a modded human to succumb from [[blood loss]]. Note that it doesn't stop bleeding entirely, only slowing their bleeding rate. Colonists still require treatment to avoid eventually bleeding out.&lt;br /&gt;
&lt;br /&gt;
As an artificial part, coagulators will add to the [[mood]] buff of anyone with the [[Body modder]] trait, and the mood penalty on anyone with the [[Body purist]] trait. They will also satisfy colonists with a [[transhumanist]] ideology.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
The coagulator is [[Doctoring#Operations|installed]] in the torso, alongside any other enhancements in the torso.&lt;br /&gt;
&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation [[Doctoring#Failure|fails]], the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Coagulator doubles the time available to triage bleeding pawns, and the time before pawns collapse from blood loss, decreasing the urgency placed on post-combat doctoring and potentially allowing wounded pawns more time to reach safety before being downed. Coagulators are effective at helping a pawn survive a multitude of bleeding wounds. A single severe bleeding wound- such as losing a limb- will be staunched with a single tend, while someone downed by 20+ squirrel bites will require numerous tends to staunch the bleeding, meaning a coagulator can provide low-skilled doctors the time necessary to save patients with numerous bleeding wounds.&lt;br /&gt;
&lt;br /&gt;
Good candidates for coagulators include:&lt;br /&gt;
* Melee fighters who can be expected to receive numerous wounds.&lt;br /&gt;
* Colonists subject to frequent mental breaks (e.g: dazed gourmand/tortured artist/pryomaniac decides to walk into the local insect hive).&lt;br /&gt;
* Children, as the nature running learning activity can cause them to be hunted by [[Animals#Predation|wild animals]], or to be near the spawn points of [[raid]]s. &amp;lt;!-- I am fairly sure that small body size also makes bleeding more severe (less blood to lose), but Injury#Bleeding is a little bit inconclusive/confusing on the subject. --&amp;gt;&lt;br /&gt;
* Colonists incapable of violence, as being unable to fight back makes even a manhunting squirrel a potentially lethal threat.&lt;br /&gt;
&lt;br /&gt;
=== Bionics ===&lt;br /&gt;
Limb replacement [[bionics]] somewhat mitigate the benefits of coagulators, as bionic limbs do not bleed, thus reducing the chance that incoming damage will lead to bleeding. However even a fully bionic pawn can still bleed out from the torso or head, so bionic limbs do not render the coagulator useless.&lt;br /&gt;
&lt;br /&gt;
=== Compared to Armor ===&lt;br /&gt;
Armor, on the other hand, is in much more direct competition with the coagulator. For a similar cost you could craft [[recon armor|recon]] or [[marine armor]] instead of a coagulator.&lt;br /&gt;
&lt;br /&gt;
Armor reduces the damage taken, which has many benefits over the coagulator. Pawns will stay fighting for longer, improving your chances of winning, and they heal from fights faster. They will be less likely to have body parts destroyed, especially the brain, heart, and liver, which will instantly kill the pawn without blood loss. Armor also converts sharp damage to blunt, resulting in less bleeding.&lt;br /&gt;
&lt;br /&gt;
The coagulator should definitely not be prioritized over any type of armor, but can be used along with it, especially on melee pawns who are most at risk of bleeding out.&lt;br /&gt;
&lt;br /&gt;
It should be noted that armor does not protect against botched [[Doctoring#Failure|surgeries]], of which catastrophic and ridiculous failures often cause numerous bleeding wounds.&lt;br /&gt;
&lt;br /&gt;
=== Compared to Genes ===&lt;br /&gt;
{{Biotech| section =1}}&lt;br /&gt;
There is no [[gene]] that reduces bleed rate, but two other genes are of note here, [[Superclotting]] and [[Coagulate]]:&lt;br /&gt;
&lt;br /&gt;
* Superclotting causes all bleeding injuries to be tended nearly instantly, making the pawn essentially immune to blood loss, which makes the coagulator redundant. It is also a relatively cheap gene, having [[File:Metabolism.png|20px|Metabolism]]{{--|1}} [[metabolism]] cost and [[File:Complexity.png|20px|Complexity]]{{Bad|1}} [[complexity]]. The [[tend quality]] is often inferior to what can be provided by a doctor, potentially increasing the chance of [[infection]], however players that prefer responsiveness and  reduced blood loss will find superclotting a competitive alternative to the coagaulator. There is no reason to having both a coagulator and superclotting.&lt;br /&gt;
&lt;br /&gt;
* The Coagulate ability is a [[hemogenic]] ability typically found in [[Sanguophages]], and allows the user to quickly tend all the bleeding wounds of a pawn for a hemogen cost. This has the advantage that one hemogenic pawn can immediately tend any life threatening bleeding for the whole colony, however the coagulate pawn must reach the injured pawn in time, and must have an adequate store of hemogen. If many pawns are bleeding out at once, or the coagulate pawn is somehow unavailable, this method may be less effective.&lt;br /&gt;
&lt;br /&gt;
Overall, both genes are superior to coagulators, but both are hard to access. Sanguophages are somewhat rare, and superclotting is not part of any default xenotypes, so the gene must be bought from traders.&lt;br /&gt;
&lt;br /&gt;
=== Prioritization ===&lt;br /&gt;
Due to its cost of advanced components and plasteel, the coagulator competes for resources with several late game craftables: Armor, Bionic limbs, Implants, and [[Mechanoids]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
As discussed above, armor is nearly always more useful at protecting your pawns than a coagulator. Combat mechanoids are too, simply because they will take damage for your pawns and finish [[raid]]s faster. Bionic limbs do not offer your pawns as much safety in combat as the coagulator, but their benefits to almost all work types makes them more important in most situations.&lt;br /&gt;
&lt;br /&gt;
In comparison to other implants, the coagulator fares much better; only a couple of implants are on a similar level of utility to it, such as the [[learning assistant]]. Whether the learning factor boost is more worthwhile than combat survivability will depend on many factors in your colony, but nonetheless the coagulator should be one of the first implants you craft.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Z83ghqy4dmim91dw&amp;topic_postId=z83gokcbrg67engk&amp;topic_revId=z83gokcbrg67engk&amp;action=single-view</id>
		<title>Topic:Z83ghqy4dmim91dw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Z83ghqy4dmim91dw&amp;topic_postId=z83gokcbrg67engk&amp;topic_revId=z83gokcbrg67engk&amp;action=single-view"/>
		<updated>2026-02-09T09:11:18Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Vilobion&quot; class=&quot;mw-userlink&quot; title=&quot;User:Vilobion&quot;&gt;&lt;bdi&gt;Vilobion&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Vilobion&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Vilobion&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Vilobion&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Vilobion&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:Z83ghqy4dmim91dw&amp;amp;topic_showPostId=z83gokcbrg67engk#flow-post-z83gokcbrg67engk&quot;&gt;commented&lt;/a&gt; on &quot;Junk&quot; (&lt;em&gt;Depending on the numbers, it might be less work to approach it from the opposite angle with a NotJunk property if the number of useful th...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=174604</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=174604"/>
		<updated>2026-02-03T00:38:04Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Metalhorror infection */ Reworded two bullet points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason=General - Page needs overhaul, needs cleanup and redistribution of info into correct sections. Also missing important content e.g. detection mechanics}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Metalhorror&lt;br /&gt;
| image = Metalhorror.png&lt;br /&gt;
| description = 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;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;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 110&lt;br /&gt;
| anomaly knowledge = 4&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 50&lt;br /&gt;
| armorblunt = 50&lt;br /&gt;
| armorheat = 0&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 250&lt;br /&gt;
| trainable = None&lt;br /&gt;
| juvenileage = 0.016667&lt;br /&gt;
| maturityage = 0.05&lt;br /&gt;
| psychic sensitivity = 1.5&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| meatyield = 0&lt;br /&gt;
| destroyyield = {{Icon Small|Bioferrite}} 10 - 20 + {{Icon Small|Shard}} 0 - 1&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 20&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left blade&lt;br /&gt;
| attack2dmg = 20&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = left blade&lt;br /&gt;
| attack3dmg = 20&lt;br /&gt;
| attack3type = Cut&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = right blade&lt;br /&gt;
| attack4dmg = 20&lt;br /&gt;
| attack4type = Stab&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right blade&lt;br /&gt;
| attack5dmg = 9&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Metalhorror&lt;br /&gt;
| label = metalhorror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Metalhorror''' is an [[entity]] that can threaten your colony. It will infect your colonists one by one and burst out of them when it is ready to attack. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
A metalhorror infection generally begins as a hidden illness suffered by a single pawn, which is initiated by a storyteller event that targets a pawn with a valid infection pathway. [[Creepjoiner]]s often come with drawbacks - one of which can be a metalhorror infection. Pre-infected pawns may arrive as [[guest]]s or [[raiders]].&lt;br /&gt;
&lt;br /&gt;
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]]. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
=== Infection === &lt;br /&gt;
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics. detection process - gray flesh, does the number to detect scale with researcher stats, what is the cooldown between gray flesh drops, more specific values for randomness on interrogation and undetected emerges, etc. Social interactions have a small chance to detect a MH infection - questions to be answered: Chance? Reports of 0.1% but verify. Which interactions can trigger?  Is it always honest (no false +ves, do two infected force a false -ve)?, Reports of animal interactions triggering it?&lt;br /&gt;
&lt;br /&gt;
do interrogator stats affect detection rate, do they affect safe detections vs release triggering detections?&lt;br /&gt;
&lt;br /&gt;
A non-colony, infected pawn of the map (e.g. released prisoner), triggers metalhorror release. transport pods excluded.  your own colonists excluded.}}&lt;br /&gt;
&lt;br /&gt;
Metalhorrors are entities that infect humans through their hosts, creating more of themselves as they do. It is possible to test or interrogate pawns in order to find out who is hosting a metalhorror. Upon detection through surgical inspection, and a random chance from being detected by interrogation (an option in the prisoner tab) or going undetected for too long, all metalhorrors will emerge out of their hosts and inflicting [[Damage_Types#Cut|cuts]]. The death of any host will also cause them to emerge, even if they have not been detected first. When emerging, metalhorrors will deal enough damage to down most hosts:&lt;br /&gt;
* They will never leave scars or kill their host when emerging.&lt;br /&gt;
* Ghouls and painless pawns can still be downed through damage to their legs. If they are not downed, they will have received enough damage to nearly kill them.&lt;br /&gt;
* Unconscious and incapacitated pawns will still receive damage albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors can spread between colonists in various ways.&lt;br /&gt;
&lt;br /&gt;
The initial infection is activated by a miscellaneous storyteller event that chooses a random pawn under the player's control on the map (colonists, slaves, and prisoners) with a valid infection pathway:&lt;br /&gt;
* Implantation before arrival. This applies to any pawn upon first spawning, except for the initial colonists, babies, and duplicates from the [[corrupted obelisk]]. Additionally, use of a [[resurrector mech serum]] or a charge of [[death refusal]] will apply the pre-arrival infection pathway again, except to the aforementioned pawns. This will be listed as &amp;quot;implanter insectoid&amp;quot; for creepjoiners despite insectoids not being a valid infection pathway.&lt;br /&gt;
* During [[revenant]] hypnosis.&lt;br /&gt;
* The melee attack of a [[shambler]], [[fleshbeast]], [[noctol]], or [[sightstealer]].&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation events do not cause any letter to appear, however gray flesh appearing does.&lt;br /&gt;
&lt;br /&gt;
Note that an infection pathway is not by any means guaranteed to become a full-fledged metalhorror infection. Pawns with infection pathways are not considered metalhorror hosts and will not spread the infection or generate gray flesh until and unless the metalhorror event triggers on them. An infection pathway expires after 30 days, and a pawn can have up to 100 infection pathways at a time before old ones are deleted to make room for new ones. Metalhorror emergence does not remove infection pathways. If a metalhorror event triggers when no suitable target pawn possesses a valid infection pathway, the game will spawn a creepjoiner with a hidden metalhorror infection.  It's highly recommended for players to quarantine new creepjoiners until they have been cleared for hidden infections. This is especially true if the creepjoiner spawned immediately after conducting a void provocation ritual.  &lt;br /&gt;
&lt;br /&gt;
Once a metalhorror infection is active, its host can secretly spread it to other pawns. Pawns infected this way gain the metalhorror infection immediately, rather than using the infection pathway system, and as such can start infecting other pawns from the moment they're infected. The following activities, when performed by an infectee, can spread a metalhorror infection:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Infection event !! Details !! Infection chance per event&lt;br /&gt;
|-&lt;br /&gt;
! Sharing a bed&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn sharing any two-person bed or sleeping spot spreads the infection to any bedmates. &lt;br /&gt;
* The pawns do not need to be in a relationship or participate in [[lovin]]' for the implantation to occur. &lt;br /&gt;
* Pawns sharing the same barracks but not the same two-person beds or sleeping spots will '''not''' spread the infection.&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Performing surgery  &lt;br /&gt;
| &lt;br /&gt;
* Any medical bill performed on a pawn by an infected pawn can spread the infection.&lt;br /&gt;
** This includes minor operations that might not be obvious as vectors, such as anesthetization, administration of drugs, [[xenogerm]] implantation,{{BiotechIcon}} and [[Hemogen pack|blood transfusions]].{{BiotechIcon}} &lt;br /&gt;
* Tending '''does not''' spread metalhorror infections.&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
! Cooking a meal&lt;br /&gt;
| &lt;br /&gt;
* Each meal cooked by an infected pawn has a chance to infect a pawn that eats it.&lt;br /&gt;
** This chance is rolled upon consumption, not upon creation of the meal.&lt;br /&gt;
** Unlike food poisoning, there is no averaging of infection rates when a tainted meal is added to a meal stack - the number of tainted meals in the stack is kept constant, and pawns will prioritize{{Check Tag|Clarification needed|As in will always eat the tainted meal first when consuming meals from a given stack? Will always take that meal when various stacks available? etc.}} consuming tainted meals.&lt;br /&gt;
** [[Pemmican]], [[baby food]],{{BiotechIcon}} and [[kibble]] cannot be infected. [[Nutrient paste meal]]s have no cook, and are therefore similarly safe. &lt;br /&gt;
* '''After the infection is revealed, it is possible to have your colony reinfected by tainted meals.'''Even after the event has ended, the meals will retain their Metal Horror infectious properties and will not be neutralized. Unless you can guarantee that the cooks are not infected, you will need to discard all of the meals.{{Check Tag|Detail needed|Do you need to do the flesh research again or is it considered the same?}}&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[Unnatural healing]]&lt;br /&gt;
| &lt;br /&gt;
* Use of the ability by an infected pawn on an uninfected pawn spreads the infection.&lt;br /&gt;
| 100%&lt;br /&gt;
|- &lt;br /&gt;
! Feeding patients&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn feeding anything to a patient can infect the patient. This includes [[hemogen pack]]s{{BiotechIcon}} being fed to [[Hemogen|hemogenic]]{{BiotechIcon}} prisoners and patients.&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detailed Information to be cleaned up ===&lt;br /&gt;
{{Rewrite|section=1|reason=Move this info into the correct  sections of this page}}&lt;br /&gt;
There are two separate metalhorror incidents. Both fire as Minor Threats.&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation fires on a random colonist that meets specific criteria such as recently joined colony or damaged by [[entities]]. &lt;br /&gt;
* Requires monolith level 1. &lt;br /&gt;
* Can trigger on day 30 at the earliest. &lt;br /&gt;
* 45 day cooldown&lt;br /&gt;
* Requires a colonist count of 4 and 300 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiner infected with Metalhorrors:&lt;br /&gt;
* Requires monolith level 2. &lt;br /&gt;
* Can trigger on day 10 at the earliest.&lt;br /&gt;
* 60 day cooldown. &lt;br /&gt;
* No raid point nor a Colonist count requirement.&lt;br /&gt;
&lt;br /&gt;
The first gray flesh appears 1.5 to 2.5 days after infection. When a gray flesh is to be dropped, there is an additional 1 to 12 hour delay. One gray flesh can drop every 3 to 10 days.&lt;br /&gt;
&lt;br /&gt;
If half of your colonists are infected, the chance for metalhorrors to emerge will approach 100% after a few hours.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Contrary to other non-human entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.{{Check Tag|Counts time inside?|When does this growth start? From exiting the pawn or from infection?}}&lt;br /&gt;
&lt;br /&gt;
Metalhorrors do not leave behind [[corpse]]s when killed, instead breaking down into a pile of {{Icon Small|Bioferrite||10-20}} [[bioferrite]], and occasionally {{Icon Small|shard||1}} [[shard]].{{Check Tag|Chance?}}&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The metalhorror yields 2.0 to 4.4 [[bioferrite]] and 160W to 220W per day.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacked, metalhorrors only receive 25% of damage.{{Check Tag|Stat?|Incoming Damage Multiplier?}} They can be stunned by EMP, but never adapt to it. They also have 200% [[flammability]].&lt;br /&gt;
&lt;br /&gt;
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. While they technically have a blunt Head attack, they will never use it unless their arms are destroyed. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}} Larval and juvenile metalhorrors deal less damage.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors' legs have a total of 36% chance to be targeted by damage, almost twice that of human legs, while having only 60% as much health. This makes them more likely to have both legs destroyed in combat.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors have a [[psychic sensitivity]] of 150%, making certain [[psycast]]s{{RoyaltyIcon}} more effective on them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Metalhorrors are easy to fight if you have EMP weapons. Because they don't adapt to EMP, they can be stunned indefinitely&lt;br /&gt;
&lt;br /&gt;
=== Metalhorror infection ===&lt;br /&gt;
Once gray flesh is discovered, it is important to consider the pawns most likely to spread infections - Cooks, Doctors, and Wardens. &lt;br /&gt;
* Tracing infections from an infected cook is nigh-impossible. Consider switching the entire colony to eating [[Nutrient paste meal|nutrient paste]] which will prevent meals from being an infection vector until the metalhorrors have been rooted out. &lt;br /&gt;
* Doctors only spread infections while operating or feeding patients, which allows some estimation as to who an infection might have been passed to. Do not schedule surgeries while a metalhorror infection is confirmed unless absolutely necessary. Pawns that have been downed and fed by doctors are susceptible to infection.&lt;br /&gt;
* Humans that spend a long amount of time downed are highly likely to be infected by an infected warden or doctor doctor. Permanently downed prisoners, those recovering from low quality [[skip abduction]]s, and humans with [[paralytic abasia]] are most susceptible. Prisoners can be interrogated and their infections uncovered- even by infected wardens.&lt;br /&gt;
* Once an infection has been confirmed, anyone sharing a bed or sleeping spot with the infected human will also be infected.&lt;br /&gt;
&lt;br /&gt;
==== Detection ====&lt;br /&gt;
After discovering gray flesh, colonists can occasionally notice &amp;quot;some combination of unusual behavior&amp;quot; in another colonist while chatting. The name of the infected colonist (as well as the suspicious one) will be revealed in a letter. This can give the player some hints about who is infected, and how the infection may be spreading throughout the colony. However, confirming metalhorror infection still requires a surgical inspection after gray flesh has been sufficiently studied.&lt;br /&gt;
&lt;br /&gt;
[[Paramedic]]s{{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.&lt;br /&gt;
&lt;br /&gt;
If you don't have a paramedic, the following procedure can be done after studying 2 pieces of gray flesh:&lt;br /&gt;
&lt;br /&gt;
# Have 2 doctors&lt;br /&gt;
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2&lt;br /&gt;
# If they find an infection, doctor 1 is clear.&lt;br /&gt;
# If they do not, have doctor 2 check the patient&lt;br /&gt;
# if they find an infection, doctor 1 is infected&lt;br /&gt;
# If they do not, have doctor 1 check again&lt;br /&gt;
# if doctor 1 finds an infection, doctor 2 is infected&lt;br /&gt;
# if doctor 1 does not, then either both doctors are clear or both are infected.&lt;br /&gt;
&lt;br /&gt;
Alternately, the player can systematically order every colonist to repeatedly conduct surgical inspections on a sacrificial pawn such as a prisoner.  Eventually, the sacrificial pawn will be infected with a metalhorror which will be detected with a subsequent examination.&lt;br /&gt;
&lt;br /&gt;
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.&lt;br /&gt;
&lt;br /&gt;
==== Force emergence by bed sharing ====&lt;br /&gt;
Since metalhorrors always emerge when they have infected half of your colony, and infection occurs as soon as two pawns share the same bed, you can trigger metalhorror emergence by letting your pawns share beds.&lt;br /&gt;
&lt;br /&gt;
Some pawns must stay outside to fight the metalhorrors though. Since they may also be infected, each of them should stay in a different room to contain the potential metalhorror. These pawns should have good melee and doctor skills to tend your downed pawns afterward.&lt;br /&gt;
&lt;br /&gt;
The number of participating pawns should be at least half of your colony to guarantee that the threshold is reached. Create a double sleeping spot in a separate room for every 2 participating pawns. Then create anethetize bills for each pawns and assign them to rest on the same spot (the game will say that the spot has been reserved, but just prioritize it anyway). You should assign pawns to sleep with someone who is not their lover or spouse, since lovers should already have infected eachother when they share the same bed before. If the threshold has been reached, metalhorrors should emerge after a few seconds. If not, swap the partners around until they emerge.&lt;br /&gt;
&lt;br /&gt;
You can prepare for the emergence by armoring the pawns who have to stay outside and setting spiketraps in the bedrooms for the metalhorrors to trigger.&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Now as for preventing Metalhorrors from spreading premptively for the event of a infection, you can do the following&lt;br /&gt;
* Set a zone forbidding pawns from accessing prisons, kitchens and hospitals, and set that zone onto any pawn who has less then 30 days in their record, especially creepjoiners, or pawns who were attacked by revenants or any of the entities described in the summary, and keep note of the days in their record and set the zone off once the pathway has expired.&lt;br /&gt;
** Cooks can still butcher and cook pemmican safely and doctors can be left to treat animals if you separate those into different rooms.&lt;br /&gt;
** Slaves do not have a record for time spent as a colonist so stats like time spent under a roof can be used as a rough estimate.&lt;br /&gt;
** Colonists that were in the colony for over a year have their record set as #.# making keep track of them more difficult, the combat log can be used instead albeit those are prone to being wiped. {{Check Tag|When?|When do combat logs expire, if its less then 30 days then this might not be as effective}}&lt;br /&gt;
* If a gray flesh event sets off then you can check any pawns who were assigned that zone.&lt;br /&gt;
* For lovers you can place another bed in their room and assign the suspect to it, preventing the sleeping alone moodlet. a bedroll may be used instead to prevent the room's space stat from being reduced.&lt;br /&gt;
* For combat encounters with entities you should ideally avoid having humans do melee combat, and let mechanoids and animals tank the hits instead.&lt;br /&gt;
&lt;br /&gt;
Imprisoning suspects such as creepjoiners runs the risk of [[prison break]]s and thus the possibility of outright losing them due to casualities or escaping so assigning a &amp;quot;Quarantine&amp;quot; zone to them until their drawback is identified can be a better alternative.&lt;br /&gt;
&lt;br /&gt;
=== Mature metalhorror ===&lt;br /&gt;
You will fight groups of mature metalhorrors during the [[monolith]] awakening, they can do serious damage to your colony, but do not cause metalhorror infection.&lt;br /&gt;
&lt;br /&gt;
Fighting metalhorrors is much like fighting [[scyther]]s, due to their identical melee attacks and fighter role in combat. The same tactics that apply to scythers largely also apply to them, as they also vulnerable to EMP and can similarly be lured into [[spike trap]]s. However, Metalhorrors are much faster and more resistant to damage than scythers.&lt;br /&gt;
&lt;br /&gt;
One disadvantage they have compared to scythers is that Metalhorrors are highly flammable. They can be ignited very easily and will disengage from combat while on fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple a pack of metalhorrors.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Due to the high containment requirements of metalhorrors and their sharp attacks, healthy ones are dangerous to maintain. However, legless metalhorrors can be captured with no risk of escape. They yield a decent 2.0 - 4.4 bioferrite/day{{Check Tag|Verify|How is this number derived and then verify the range}} depending on body size. If you find downed metalhorrors with damaged legs, continue to punch them with bare hands until both their legs are shattered, or death. Metalhorrors' high armor makes the first case more likely to happen than other entities.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts === &lt;br /&gt;
{{Recode|section=1|reason=&amp;quot;Metalhorror&amp;quot; body type not supported.}}&lt;br /&gt;
{{Animal Health Table|Metalhorror}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Larva ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Larva east.png|East&lt;br /&gt;
Metalhorror Larva north.png|North&lt;br /&gt;
Metalhorror Larva south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Juvenile ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Juvenile east.png|East&lt;br /&gt;
Metalhorror Juvenile north.png|North&lt;br /&gt;
Metalhorror Juvenile south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mature ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Mature east.png|East&lt;br /&gt;
Metalhorror Mature north.png|North&lt;br /&gt;
Metalhorror Mature south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection Vectors===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metal_Horror_Cooking.PNG|Cooking&lt;br /&gt;
Metal_Horror_Fingerspike_Attack.PNG|Fingerspike Attack&lt;br /&gt;
Metal_Horror_Meal_and_Surgery1.PNG|Feeding Meals and Surgery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Added eyes to metalhorrors. Previously a metalhorror's mind core functioned as both its eyes and brain, allowing the &amp;quot;[[Hediffs#Dirt|kick dirt in eyes]]&amp;quot; melee effect when fighting on appropriate terrain to instantly incapacitate them until the effect wore off.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Metalhorror filth not spawning if previous map was abandoned with specific timing.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pilot_subpersona_core&amp;diff=174603</id>
		<title>Pilot subpersona core</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pilot_subpersona_core&amp;diff=174603"/>
		<updated>2026-02-02T23:20:29Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Rewrote analysis section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{About|the [[gravship]] related building|the Ending [[Ship]] related item|Persona core|the [[Skill]] related item|Techprof subpersona core}}&amp;lt;!--On release create similar links on those pages as appropriate--&amp;gt;&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Pilot subpersona core&lt;br /&gt;
| image = PilotSubpersonaCore.png&lt;br /&gt;
| description = A low-grade subpersona specialized in gravship flight. It reduces the chance of an accident when flying a gravship, though it can't fully account for human error. A gravship can support up to two pilot subpersona cores.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special &lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 20&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| terrain affordance = Substructure&lt;br /&gt;
| power = -30&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| deconstruct yield = {{Icon Small|steel||25}} + {{Icon Small|advanced component||2}} + {{Icon Small|gravlite panel||10}}&lt;br /&gt;
| destroy yield = {{Icon Small|steel||12}} + {{Icon Small|advanced component||1}} + {{Icon Small|gravlite panel||5}}&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| page verified for version = 1.6.4633&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A '''pilot subpersona core''' is a [[gravship]] upgrade building added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Pilot subpersona cores are acquired as [[quest]] rewards.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Must be placed on a gravship to function.&lt;br /&gt;
&lt;br /&gt;
Pilot subpersona cores add {{+|15%}} quality to [[Gravship#Launch_ritual_quality|gravship launch rituals]] while [[power]]ed. Two piloting cores can be installed at once, adding a total of {{+|30%}} [[Rituals#Mechanics|ritual quality]].&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Pilot subpersona cores improve gravship launch quality, reducing both engine cooldown time and the chance of landing mishaps. The +30% bonus to launch ritual quality from having two pilot subpersona cores will reduce engine cooldown from 10 days to approximately 4.5 days, and mishap chance to approximately 55%. In addition to providing nearly a third of the quality needed for a 100% gravlaunch ritual, the cores lessen the negative impacts of being forced to launch with a small number of thrusters or unskilled crew.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Special]]&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gray_box&amp;diff=174532</id>
		<title>Gray box</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gray_box&amp;diff=174532"/>
		<updated>2026-01-29T02:00:53Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Tweaked loot tables headings so they use slightly smaller text size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Gray box&lt;br /&gt;
| image = Gray box.png&lt;br /&gt;
| description = A strange gray container. It is featureless and the surfaces are smooth. The material is not metal, concrete, or any other identifiable material.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Labyrinth&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost =&lt;br /&gt;
| passability =&lt;br /&gt;
| cover =&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| destroyable = false&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
}}&lt;br /&gt;
'''Gray boxes''' are loot containers added by the [[Anomaly DLC]]. They are only found within the [[Labyrinth]] and eject its contents nearby when activated.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gray boxes are found exclusively within the Labyrinth housed within a [[Warped obelisk]]. Two are guaranteed to spawn within the final room of the maze, with other rooms containing between 1-9{{Check Tag|Verify}} opened or unopened boxes. Gray boxes cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
{{Loot Container Note}}&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
There are two types of gray boxes with different loot pools, which spawn in different conditions:&lt;br /&gt;
* Obelisk room: always contains 2 high value boxes.&lt;br /&gt;
* Room containing a single gray box: always high value.&lt;br /&gt;
* Room containing a single unopened gray box and up to 5 empty ones: always high value.&lt;br /&gt;
* Room containing multiple unopened gray boxes: always contains exactly two high value boxes. The rest are either empty or low value.&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
==== High value gray box ====&lt;br /&gt;
{| {{STDT| sortable c_18 text-center}}&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
! Chance&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;!-- Tome --&amp;gt;&lt;br /&gt;
! {{Icon Small|Tome|20}}[[Tome]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 1.5/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Skull --&amp;gt;&lt;br /&gt;
! {{Icon Small|Skull|20}}[[Skull]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 1/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Shard --&amp;gt;&lt;br /&gt;
! {{Icon Small|Shard|20}}[[Shard]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 2/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Shard Psychic Shock Lance --&amp;gt;&lt;br /&gt;
! {{Icon Small|Shard shock lance|20}}[[Shard shock lance]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.4/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Shard Psychic Insanity Lance --&amp;gt;&lt;br /&gt;
! {{Icon Small|Shard insanity lance|20}}[[Shard insanity lance]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.4/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Biomutation Lance --&amp;gt;&lt;br /&gt;
! {{Icon Small|Biomutation lance|20}}[[Biomutation lance]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.3/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Pulsers --&amp;gt;&lt;br /&gt;
! {{Icon Small|Psychic soothe pulser|20}}[[Psychic soothe pulser]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.25/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Psychic animal pulser|20}}[[Psychic animal pulser]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.125/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Shard animal pulser|20}}[[Shard animal pulser]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.125/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Biomutation pulser|20}}[[Biomutation pulser]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.25/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Psychic Emanator --&amp;gt;&lt;br /&gt;
! {{Icon Small|Psychic emanator|20}}[[Psychic emanator]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.25/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Mech Serum Healer --&amp;gt;&lt;br /&gt;
! {{Icon Small|Healer mech serum |20}}[[Healer mech serum ]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.25/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Anti Psychic Pack --&amp;gt;&lt;br /&gt;
! {{Icon Small|Disruptor flare pack|20}}[[Disruptor flare pack]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.25/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Serums --&amp;gt;&lt;br /&gt;
! {{Icon Small|Juggernaut serum|20}}[[Juggernaut serum]]&lt;br /&gt;
| 2 – 4&lt;br /&gt;
| ~ {{#expr: 100 * 0.6/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Metalblood serum|20}}[[Metalblood serum]]&lt;br /&gt;
| 2 – 4&lt;br /&gt;
| ~ {{#expr: 100 * 0.6/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Voidsight serum|20}}[[Voidsight serum]]&lt;br /&gt;
| 1 – 2&lt;br /&gt;
| ~ {{#expr: 100 * 0.6/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Mind-numb serum|20}}[[Mind-numb serum]]&lt;br /&gt;
| 5 – 8&lt;br /&gt;
| ~ {{#expr: 100 * 0.6/9.5 round 1}}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Low value gray box ====&lt;br /&gt;
{| {{STDT| sortable c_18 text-center}}&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
! Chance&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;!-- Skull --&amp;gt;&lt;br /&gt;
! {{Icon Small|Skull|20}}[[Skull]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 10/14 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Human heart --&amp;gt;&lt;br /&gt;
! {{Icon Small|Heart|20}}[[Heart|Human heart]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 1/14 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Human kidney --&amp;gt;&lt;br /&gt;
! {{Icon Small|Kidney|20}}[[Kidney|Human kidney]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 1/14 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Human lung --&amp;gt;&lt;br /&gt;
! {{Icon Small|Lung|20}}[[Lung|Human Lung]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 2/14 round 1}}%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section1|reason= Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gray box open.png|An open gray box&lt;br /&gt;
Labyrinth obelisk.png|Labyrinth exit Obelisk room&lt;br /&gt;
Labyrinth large gray box.png|Labyrinth Large Gray Box room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=174529</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=174529"/>
		<updated>2026-01-29T01:52:52Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Move dangers section above loot section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event.&lt;br /&gt;
The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside. There are multiple methods of entering the maze:&lt;br /&gt;
* Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.{{Check Tag|Including tamed animals and prisoners|About six of my farm animals and one of my prisoners were also teleported to the labyrinth.}}&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly. (15-80 day cooldown)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once the exit obelisk is activated, all creatures and items within the labyrinth are teleported one by one to the player map, with a delay of {{Ticks|6}} to {{Ticks|60}} between teleportations. Living creatures are sent first, including abducted colony members and any remaining fingerspikes and shamblers. Then it's the turn of all the items scattered inside the labyrinth, which can include corpses, survival meals, weapons dropped by shamblers when they were raised, tainted clothes stripped from corpses, and any bedrolls uninstalled by colonists. Installed bedrolls stay in the labyrinth and any unopened gray boxes content is lost.&lt;br /&gt;
&lt;br /&gt;
Each target in turn is enveloped in a white orb as it starts teleporting, then is placed in a random tile on the home map. This process repeats until there are no remaining valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray wall]]s with [[gray door]]s connecting them. Many of these doors require colonists to force them open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors, jammed or not, that are opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain standard [[soil]] with [[trees]]{{Check Tag|Add Details|Appears to be any &amp;quot;normal&amp;quot; tree and is independent of the home biome - verify that special trees (e.g. polux) can't also appear.}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or [[campfire]] can raise temperatures above the &amp;quot;outside&amp;quot; levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
The labyrinth consists of 19 unique room layouts, with most being able to have multiple layouts in a room at once. There is a 15% chance for a room to have multiple layouts. There is always 1 obelisk room in a non random location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 0.7975 is the sum of all room selection weights, disregarding the obelisk room since it doesn't have one --&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 text-center sortable}}&lt;br /&gt;
! Room Name !! Chance !! Can Be In Mixed Room !! Contents !! Min Width !! Min Height !! Valid Spawn Room&lt;br /&gt;
|-&lt;br /&gt;
! Empty&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || - || Nothing || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Endless Pit&lt;br /&gt;
| {{#expr:0.1/0.7975 * 100 round 1}}% || - || Endless pit (2 x 2, 2 x 3, 3 x 3) || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Obelisk&lt;br /&gt;
| - || - || 9 tile radius room with a [[Warped obelisk]] in the center, 4 tile radius of [[void metal]], and 2x [[Gray box]]es || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Floor Etchings&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || true || [[Floor etching]] with directions || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Dead Body&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Pirate, villager, or pirate boss corpse, between 3 - 30 days old, killed by [[fingerspike]] scratches, 0 - 2 [[Packaged survival meal]]s, 1 - 5 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Corpse Room&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 5 - 10 human corpses and 4 - 10 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Statue Deadlife&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Deadlife [[gray statue]] in the center of the room, with 1 - 3 corpses and 2 - 4 blood filth || 7 || 7 || false&lt;br /&gt;
|-&lt;br /&gt;
! Statue Teleporter&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Teleporter [[gray statue]] in the center of the room || 7 || 7 || true&lt;br /&gt;
|-&lt;br /&gt;
! Sleeping Fleshbeast&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Sleeping fingerspike and a max of 5 blood filth || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned Camp&lt;br /&gt;
| {{#expr:0.02/0.7975 * 100 round 1}}% || true || [[Cloth]] [[bedroll]], 50% = [[Torch lamp]], 50% = 1 Packaged survival meal || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animal Corpses&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 1 - 3 animal corpses of any one species, between 3 - 30 days old || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Harbinger&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || Irregular lump of 10 - 14 tiles of [[soil]] with a [[Harbinger tree]] 50 - 90% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Trees&lt;br /&gt;
| {{#expr:0.03/0.7975 * 100 round 1}}% || true || Irregular lump of 18 - 24 tiles of soil with 2 - 4 trees of either [[oak tree|oak]], [[poplar tree|poplar]], [[birch tree|birch]], or [[pine tree|pine]], 70 - 100% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| {{#expr:0.0075/0.7975 * 100 round 1}}% || true || 1 - 3 [[animals]] of any one species between a wildness of 20 - 100% || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Gray Box&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || 1x gray box || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || up to 21x gray boxes, 2 with rare reward, 50% chance for each of the remaining boxes to be empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Empty Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || up to 6x gray boxes, 1 with rare reward, others empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Floor Ramblings&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || [[Floor etching]] ramblings || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Child Room{{BiotechIcon}}&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || - || Villager adult between 20 - 40 biological age and villager child between 2 - 3 biological age, both between 30 - 60 days old, and 3 - 6 blood filth || - || - || true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the labyrinth:&lt;br /&gt;
* Endless pit - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room may spawn containing a single [[cloth]] bedroll with or without a [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]] - One-time effect triggers when a pawn comes nearby.  A few patterns seen:&lt;br /&gt;
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.&lt;br /&gt;
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).&lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
Enemies that can possibly spawn within the labyrinth:&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray statue]]s when triggered by Pawn proximity)&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present:&lt;br /&gt;
* [[Gray statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. Loot includes relics, meals, weapons, organs, serums and more. Items can be found laying on the floor of some rooms, within [[Gray box]]es, and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from [[utility]] items.&lt;br /&gt;
{{:Gray_box}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a major threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to interact with the obelisk, as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be capable of combat, equipped to handle multiple fingerspikes or shamblers at once, in good health, and ideally have a reasonable level of [[Medical]] skill to self-tend any wounds.&lt;br /&gt;
&lt;br /&gt;
While the maze contains some resources to help with traversal, it can be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an under-prepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.&lt;br /&gt;
&lt;br /&gt;
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Labyrinth full exploration.png|Fully explored map&lt;br /&gt;
Labyrinth full unfog.png|Same map, but completely defogged&lt;br /&gt;
Labyrinth child room.png|Child Room in a labyrinth showing a desiccated newborn&lt;br /&gt;
Labyrinth animals.png|Animals room with a single [[Rhinoceros]]&lt;br /&gt;
Labyrinth harbinger.png|Harbinger room mixed with a dead body room&lt;br /&gt;
Labyrinth abandoned camp.png|Abandoned Camp room which spawned with a torch but no [[Packaged survival meal]]&lt;br /&gt;
Labyrinth obelisk.png|Obelisk exit room&lt;br /&gt;
Labyrinth large gray box.png|Large Gray Box room&lt;br /&gt;
Labyrinth statue teleporter.png|[[Gray statue]] teleporter room. You can tell it's a teleporter because there are no corpses in the room&lt;br /&gt;
Labyrinth trees.png|Trees room mixed with a Sleeping Fleshbeast room&lt;br /&gt;
Labyrinth gray box etching.png|Gray Box room mixed with either a [[Floor etching]]s room or a Floor Ramblings room&lt;br /&gt;
Labyrinth deadlife statue.png|Statue Deadlife room - you can tell it's a Deadlife statue because of the adjacent corpses&lt;br /&gt;
Labyrinth endless pit.png|Endless Pit room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[Anomaly (DLC)]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=174528</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=174528"/>
		<updated>2026-01-29T01:50:43Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Loot */ Transclude in Gray box loot table. I don't personally think animal bodies count as loot and custom player xenotypes showing up describes modded game behavior so deleted both from loot section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event.&lt;br /&gt;
The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside. There are multiple methods of entering the maze:&lt;br /&gt;
* Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.{{Check Tag|Including tamed animals and prisoners|About six of my farm animals and one of my prisoners were also teleported to the labyrinth.}}&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly. (15-80 day cooldown)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once the exit obelisk is activated, all creatures and items within the labyrinth are teleported one by one to the player map, with a delay of {{Ticks|6}} to {{Ticks|60}} between teleportations. Living creatures are sent first, including abducted colony members and any remaining fingerspikes and shamblers. Then it's the turn of all the items scattered inside the labyrinth, which can include corpses, survival meals, weapons dropped by shamblers when they were raised, tainted clothes stripped from corpses, and any bedrolls uninstalled by colonists. Installed bedrolls stay in the labyrinth and any unopened gray boxes content is lost.&lt;br /&gt;
&lt;br /&gt;
Each target in turn is enveloped in a white orb as it starts teleporting, then is placed in a random tile on the home map. This process repeats until there are no remaining valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray wall]]s with [[gray door]]s connecting them. Many of these doors require colonists to force them open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors, jammed or not, that are opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain standard [[soil]] with [[trees]]{{Check Tag|Add Details|Appears to be any &amp;quot;normal&amp;quot; tree and is independent of the home biome - verify that special trees (e.g. polux) can't also appear.}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or [[campfire]] can raise temperatures above the &amp;quot;outside&amp;quot; levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
The labyrinth consists of 19 unique room layouts, with most being able to have multiple layouts in a room at once. There is a 15% chance for a room to have multiple layouts. There is always 1 obelisk room in a non random location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 0.7975 is the sum of all room selection weights, disregarding the obelisk room since it doesn't have one --&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 text-center sortable}}&lt;br /&gt;
! Room Name !! Chance !! Can Be In Mixed Room !! Contents !! Min Width !! Min Height !! Valid Spawn Room&lt;br /&gt;
|-&lt;br /&gt;
! Empty&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || - || Nothing || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Endless Pit&lt;br /&gt;
| {{#expr:0.1/0.7975 * 100 round 1}}% || - || Endless pit (2 x 2, 2 x 3, 3 x 3) || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Obelisk&lt;br /&gt;
| - || - || 9 tile radius room with a [[Warped obelisk]] in the center, 4 tile radius of [[void metal]], and 2x [[Gray box]]es || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Floor Etchings&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || true || [[Floor etching]] with directions || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Dead Body&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Pirate, villager, or pirate boss corpse, between 3 - 30 days old, killed by [[fingerspike]] scratches, 0 - 2 [[Packaged survival meal]]s, 1 - 5 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Corpse Room&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 5 - 10 human corpses and 4 - 10 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Statue Deadlife&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Deadlife [[gray statue]] in the center of the room, with 1 - 3 corpses and 2 - 4 blood filth || 7 || 7 || false&lt;br /&gt;
|-&lt;br /&gt;
! Statue Teleporter&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Teleporter [[gray statue]] in the center of the room || 7 || 7 || true&lt;br /&gt;
|-&lt;br /&gt;
! Sleeping Fleshbeast&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Sleeping fingerspike and a max of 5 blood filth || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned Camp&lt;br /&gt;
| {{#expr:0.02/0.7975 * 100 round 1}}% || true || [[Cloth]] [[bedroll]], 50% = [[Torch lamp]], 50% = 1 Packaged survival meal || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animal Corpses&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 1 - 3 animal corpses of any one species, between 3 - 30 days old || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Harbinger&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || Irregular lump of 10 - 14 tiles of [[soil]] with a [[Harbinger tree]] 50 - 90% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Trees&lt;br /&gt;
| {{#expr:0.03/0.7975 * 100 round 1}}% || true || Irregular lump of 18 - 24 tiles of soil with 2 - 4 trees of either [[oak tree|oak]], [[poplar tree|poplar]], [[birch tree|birch]], or [[pine tree|pine]], 70 - 100% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| {{#expr:0.0075/0.7975 * 100 round 1}}% || true || 1 - 3 [[animals]] of any one species between a wildness of 20 - 100% || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Gray Box&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || 1x gray box || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || up to 21x gray boxes, 2 with rare reward, 50% chance for each of the remaining boxes to be empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Empty Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || up to 6x gray boxes, 1 with rare reward, others empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Floor Ramblings&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || [[Floor etching]] ramblings || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Child Room{{BiotechIcon}}&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || - || Villager adult between 20 - 40 biological age and villager child between 2 - 3 biological age, both between 30 - 60 days old, and 3 - 6 blood filth || - || - || true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the labyrinth:&lt;br /&gt;
* Endless pit - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room may spawn containing a single [[cloth]] bedroll with or without a [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]] - One-time effect triggers when a pawn comes nearby.  A few patterns seen:&lt;br /&gt;
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.&lt;br /&gt;
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).&lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. Loot includes relics, meals, weapons, organs, serums and more. Items can be found laying on the floor of some rooms, within [[Gray box]]es, and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from [[utility]] items.&lt;br /&gt;
{{:Gray_box}}&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
Enemies that can possibly spawn within the labyrinth:&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray statue]]s when triggered by Pawn proximity)&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present:&lt;br /&gt;
* [[Gray statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a major threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to interact with the obelisk, as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be capable of combat, equipped to handle multiple fingerspikes or shamblers at once, in good health, and ideally have a reasonable level of [[Medical]] skill to self-tend any wounds.&lt;br /&gt;
&lt;br /&gt;
While the maze contains some resources to help with traversal, it can be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an under-prepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.&lt;br /&gt;
&lt;br /&gt;
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Labyrinth full exploration.png|Fully explored map&lt;br /&gt;
Labyrinth full unfog.png|Same map, but completely defogged&lt;br /&gt;
Labyrinth child room.png|Child Room in a labyrinth showing a desiccated newborn&lt;br /&gt;
Labyrinth animals.png|Animals room with a single [[Rhinoceros]]&lt;br /&gt;
Labyrinth harbinger.png|Harbinger room mixed with a dead body room&lt;br /&gt;
Labyrinth abandoned camp.png|Abandoned Camp room which spawned with a torch but no [[Packaged survival meal]]&lt;br /&gt;
Labyrinth obelisk.png|Obelisk exit room&lt;br /&gt;
Labyrinth large gray box.png|Large Gray Box room&lt;br /&gt;
Labyrinth statue teleporter.png|[[Gray statue]] teleporter room. You can tell it's a teleporter because there are no corpses in the room&lt;br /&gt;
Labyrinth trees.png|Trees room mixed with a Sleeping Fleshbeast room&lt;br /&gt;
Labyrinth gray box etching.png|Gray Box room mixed with either a [[Floor etching]]s room or a Floor Ramblings room&lt;br /&gt;
Labyrinth deadlife statue.png|Statue Deadlife room - you can tell it's a Deadlife statue because of the adjacent corpses&lt;br /&gt;
Labyrinth endless pit.png|Endless Pit room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[Anomaly (DLC)]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gray_box&amp;diff=174527</id>
		<title>Gray box</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gray_box&amp;diff=174527"/>
		<updated>2026-01-29T01:46:15Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Add &amp;lt;onlyinclude&amp;gt; and &amp;lt;/onlyinclude&amp;gt; so gray box loot can hopefully be transcluded to another article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Gray box&lt;br /&gt;
| image = Gray box.png&lt;br /&gt;
| description = A strange gray container. It is featureless and the surfaces are smooth. The material is not metal, concrete, or any other identifiable material.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Labyrinth&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost =&lt;br /&gt;
| passability =&lt;br /&gt;
| cover =&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| destroyable = false&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
}}&lt;br /&gt;
'''Gray boxes''' are loot containers added by the [[Anomaly DLC]]. They are only found within the [[Labyrinth]] and eject its contents nearby when activated.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gray boxes are found exclusively within the Labyrinth housed within a [[Warped obelisk]]. Two are guaranteed to spawn within the final room of the maze, with other rooms containing between 1-9{{Check Tag|Verify}} opened or unopened boxes. Gray boxes cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
{{Loot Container Note}}&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
There are two types of gray boxes with different loot pools, which spawn in different conditions:&lt;br /&gt;
* Obelisk room: always contains 2 high value boxes.&lt;br /&gt;
* Room containing a single gray box: always high value.&lt;br /&gt;
* Room containing a single unopened gray box and up to 5 empty ones: always high value.&lt;br /&gt;
* Room containing multiple unopened gray boxes: always contains exactly two high value boxes. The rest are either empty or low value.&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
=== High value gray box ===&lt;br /&gt;
{| {{STDT| sortable c_18 text-center}}&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
! Chance&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;!-- Tome --&amp;gt;&lt;br /&gt;
! {{Icon Small|Tome|20}}[[Tome]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 1.5/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Skull --&amp;gt;&lt;br /&gt;
! {{Icon Small|Skull|20}}[[Skull]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 1/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Shard --&amp;gt;&lt;br /&gt;
! {{Icon Small|Shard|20}}[[Shard]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 2/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Shard Psychic Shock Lance --&amp;gt;&lt;br /&gt;
! {{Icon Small|Shard shock lance|20}}[[Shard shock lance]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.4/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Shard Psychic Insanity Lance --&amp;gt;&lt;br /&gt;
! {{Icon Small|Shard insanity lance|20}}[[Shard insanity lance]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.4/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Biomutation Lance --&amp;gt;&lt;br /&gt;
! {{Icon Small|Biomutation lance|20}}[[Biomutation lance]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.3/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Pulsers --&amp;gt;&lt;br /&gt;
! {{Icon Small|Psychic soothe pulser|20}}[[Psychic soothe pulser]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.25/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Psychic animal pulser|20}}[[Psychic animal pulser]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.125/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Shard animal pulser|20}}[[Shard animal pulser]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.125/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Biomutation pulser|20}}[[Biomutation pulser]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.25/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Psychic Emanator --&amp;gt;&lt;br /&gt;
! {{Icon Small|Psychic emanator|20}}[[Psychic emanator]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.25/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Mech Serum Healer --&amp;gt;&lt;br /&gt;
! {{Icon Small|Healer mech serum |20}}[[Healer mech serum ]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.25/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Anti Psychic Pack --&amp;gt;&lt;br /&gt;
! {{Icon Small|Disruptor flare pack|20}}[[Disruptor flare pack]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 0.25/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Serums --&amp;gt;&lt;br /&gt;
! {{Icon Small|Juggernaut serum|20}}[[Juggernaut serum]]&lt;br /&gt;
| 2 – 4&lt;br /&gt;
| ~ {{#expr: 100 * 0.6/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Metalblood serum|20}}[[Metalblood serum]]&lt;br /&gt;
| 2 – 4&lt;br /&gt;
| ~ {{#expr: 100 * 0.6/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Voidsight serum|20}}[[Voidsight serum]]&lt;br /&gt;
| 1 – 2&lt;br /&gt;
| ~ {{#expr: 100 * 0.6/9.5 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Mind-numb serum|20}}[[Mind-numb serum]]&lt;br /&gt;
| 5 – 8&lt;br /&gt;
| ~ {{#expr: 100 * 0.6/9.5 round 1}}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low value gray box ===&lt;br /&gt;
{| {{STDT| sortable c_18 text-center}}&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
! Chance&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;!-- Skull --&amp;gt;&lt;br /&gt;
! {{Icon Small|Skull|20}}[[Skull]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 10/14 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Human heart --&amp;gt;&lt;br /&gt;
! {{Icon Small|Heart|20}}[[Heart|Human heart]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 1/14 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Human kidney --&amp;gt;&lt;br /&gt;
! {{Icon Small|Kidney|20}}[[Kidney|Human kidney]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 1/14 round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Human lung --&amp;gt;&lt;br /&gt;
! {{Icon Small|Lung|20}}[[Lung|Human Lung]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: 100 * 2/14 round 1}}%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section1|reason= Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gray box open.png|An open gray box&lt;br /&gt;
Labyrinth obelisk.png|Labyrinth exit Obelisk room&lt;br /&gt;
Labyrinth large gray box.png|Labyrinth Large Gray Box room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=174526</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=174526"/>
		<updated>2026-01-29T01:37:26Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Removed two &amp;quot;TBD&amp;quot; listings in structure and dangers lists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event.&lt;br /&gt;
The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside. There are multiple methods of entering the maze:&lt;br /&gt;
* Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.{{Check Tag|Including tamed animals and prisoners|About six of my farm animals and one of my prisoners were also teleported to the labyrinth.}}&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly. (15-80 day cooldown)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once the exit obelisk is activated, all creatures and items within the labyrinth are teleported one by one to the player map, with a delay of {{Ticks|6}} to {{Ticks|60}} between teleportations. Living creatures are sent first, including abducted colony members and any remaining fingerspikes and shamblers. Then it's the turn of all the items scattered inside the labyrinth, which can include corpses, survival meals, weapons dropped by shamblers when they were raised, tainted clothes stripped from corpses, and any bedrolls uninstalled by colonists. Installed bedrolls stay in the labyrinth and any unopened gray boxes content is lost.&lt;br /&gt;
&lt;br /&gt;
Each target in turn is enveloped in a white orb as it starts teleporting, then is placed in a random tile on the home map. This process repeats until there are no remaining valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray wall]]s with [[gray door]]s connecting them. Many of these doors require colonists to force them open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors, jammed or not, that are opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain standard [[soil]] with [[trees]]{{Check Tag|Add Details|Appears to be any &amp;quot;normal&amp;quot; tree and is independent of the home biome - verify that special trees (e.g. polux) can't also appear.}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or [[campfire]] can raise temperatures above the &amp;quot;outside&amp;quot; levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
The labyrinth consists of 19 unique room layouts, with most being able to have multiple layouts in a room at once. There is a 15% chance for a room to have multiple layouts. There is always 1 obelisk room in a non random location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 0.7975 is the sum of all room selection weights, disregarding the obelisk room since it doesn't have one --&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 text-center sortable}}&lt;br /&gt;
! Room Name !! Chance !! Can Be In Mixed Room !! Contents !! Min Width !! Min Height !! Valid Spawn Room&lt;br /&gt;
|-&lt;br /&gt;
! Empty&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || - || Nothing || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Endless Pit&lt;br /&gt;
| {{#expr:0.1/0.7975 * 100 round 1}}% || - || Endless pit (2 x 2, 2 x 3, 3 x 3) || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Obelisk&lt;br /&gt;
| - || - || 9 tile radius room with a [[Warped obelisk]] in the center, 4 tile radius of [[void metal]], and 2x [[Gray box]]es || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Floor Etchings&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || true || [[Floor etching]] with directions || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Dead Body&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Pirate, villager, or pirate boss corpse, between 3 - 30 days old, killed by [[fingerspike]] scratches, 0 - 2 [[Packaged survival meal]]s, 1 - 5 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Corpse Room&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 5 - 10 human corpses and 4 - 10 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Statue Deadlife&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Deadlife [[gray statue]] in the center of the room, with 1 - 3 corpses and 2 - 4 blood filth || 7 || 7 || false&lt;br /&gt;
|-&lt;br /&gt;
! Statue Teleporter&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Teleporter [[gray statue]] in the center of the room || 7 || 7 || true&lt;br /&gt;
|-&lt;br /&gt;
! Sleeping Fleshbeast&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Sleeping fingerspike and a max of 5 blood filth || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned Camp&lt;br /&gt;
| {{#expr:0.02/0.7975 * 100 round 1}}% || true || [[Cloth]] [[bedroll]], 50% = [[Torch lamp]], 50% = 1 Packaged survival meal || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animal Corpses&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 1 - 3 animal corpses of any one species, between 3 - 30 days old || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Harbinger&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || Irregular lump of 10 - 14 tiles of [[soil]] with a [[Harbinger tree]] 50 - 90% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Trees&lt;br /&gt;
| {{#expr:0.03/0.7975 * 100 round 1}}% || true || Irregular lump of 18 - 24 tiles of soil with 2 - 4 trees of either [[oak tree|oak]], [[poplar tree|poplar]], [[birch tree|birch]], or [[pine tree|pine]], 70 - 100% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| {{#expr:0.0075/0.7975 * 100 round 1}}% || true || 1 - 3 [[animals]] of any one species between a wildness of 20 - 100% || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Gray Box&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || 1x gray box || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || up to 21x gray boxes, 2 with rare reward, 50% chance for each of the remaining boxes to be empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Empty Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || up to 6x gray boxes, 1 with rare reward, others empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Floor Ramblings&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || [[Floor etching]] ramblings || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Child Room{{BiotechIcon}}&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || - || Villager adult between 20 - 40 biological age and villager child between 2 - 3 biological age, both between 30 - 60 days old, and 3 - 6 blood filth || - || - || true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the labyrinth:&lt;br /&gt;
* Endless pit - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room may spawn containing a single [[cloth]] bedroll with or without a [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]] - One-time effect triggers when a pawn comes nearby.  A few patterns seen:&lt;br /&gt;
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.&lt;br /&gt;
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).&lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within [[Gray box]]es (Much like the [[Hermetic crate]]{{IdeologyIcon}} or [[Flesh sack]]), and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from [[utility]] items.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
Additionally, if the [[Biotech DLC]] is active, another type of &amp;quot;loot&amp;quot; relevant to the player can appear in the form of custom, player-designed [[Xenotype]]s, potentially assigned to the [[corpse]]s within the Labyrinth. Since these corpses are often not desiccated, and can thus be resurrected via [[resurrector mech serum]], they seem to be one of the few ways to acquire player-designed Xenotypes that existed at game start, and possibly the ''only'' way to acquire those that are not referenced directly by an [[Ideoligion]]{{IdeologyIcon}} or assigned to a starting colonist{{Check Tag|Verify|Testing required}}.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
Enemies that can possibly spawn within the labyrinth:&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray statue]]s when triggered by Pawn proximity)&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present:&lt;br /&gt;
* [[Gray statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a major threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to interact with the obelisk, as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be capable of combat, equipped to handle multiple fingerspikes or shamblers at once, in good health, and ideally have a reasonable level of [[Medical]] skill to self-tend any wounds.&lt;br /&gt;
&lt;br /&gt;
While the maze contains some resources to help with traversal, it can be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an under-prepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.&lt;br /&gt;
&lt;br /&gt;
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Labyrinth full exploration.png|Fully explored map&lt;br /&gt;
Labyrinth full unfog.png|Same map, but completely defogged&lt;br /&gt;
Labyrinth child room.png|Child Room in a labyrinth showing a desiccated newborn&lt;br /&gt;
Labyrinth animals.png|Animals room with a single [[Rhinoceros]]&lt;br /&gt;
Labyrinth harbinger.png|Harbinger room mixed with a dead body room&lt;br /&gt;
Labyrinth abandoned camp.png|Abandoned Camp room which spawned with a torch but no [[Packaged survival meal]]&lt;br /&gt;
Labyrinth obelisk.png|Obelisk exit room&lt;br /&gt;
Labyrinth large gray box.png|Large Gray Box room&lt;br /&gt;
Labyrinth statue teleporter.png|[[Gray statue]] teleporter room. You can tell it's a teleporter because there are no corpses in the room&lt;br /&gt;
Labyrinth trees.png|Trees room mixed with a Sleeping Fleshbeast room&lt;br /&gt;
Labyrinth gray box etching.png|Gray Box room mixed with either a [[Floor etching]]s room or a Floor Ramblings room&lt;br /&gt;
Labyrinth deadlife statue.png|Statue Deadlife room - you can tell it's a Deadlife statue because of the adjacent corpses&lt;br /&gt;
Labyrinth endless pit.png|Endless Pit room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[Anomaly (DLC)]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=174525</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=174525"/>
		<updated>2026-01-29T01:35:57Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Removed red links for Endless pits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event.&lt;br /&gt;
The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside. There are multiple methods of entering the maze:&lt;br /&gt;
* Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.{{Check Tag|Including tamed animals and prisoners|About six of my farm animals and one of my prisoners were also teleported to the labyrinth.}}&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly. (15-80 day cooldown)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once the exit obelisk is activated, all creatures and items within the labyrinth are teleported one by one to the player map, with a delay of {{Ticks|6}} to {{Ticks|60}} between teleportations. Living creatures are sent first, including abducted colony members and any remaining fingerspikes and shamblers. Then it's the turn of all the items scattered inside the labyrinth, which can include corpses, survival meals, weapons dropped by shamblers when they were raised, tainted clothes stripped from corpses, and any bedrolls uninstalled by colonists. Installed bedrolls stay in the labyrinth and any unopened gray boxes content is lost.&lt;br /&gt;
&lt;br /&gt;
Each target in turn is enveloped in a white orb as it starts teleporting, then is placed in a random tile on the home map. This process repeats until there are no remaining valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray wall]]s with [[gray door]]s connecting them. Many of these doors require colonists to force them open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors, jammed or not, that are opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain standard [[soil]] with [[trees]]{{Check Tag|Add Details|Appears to be any &amp;quot;normal&amp;quot; tree and is independent of the home biome - verify that special trees (e.g. polux) can't also appear.}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or [[campfire]] can raise temperatures above the &amp;quot;outside&amp;quot; levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
The labyrinth consists of 19 unique room layouts, with most being able to have multiple layouts in a room at once. There is a 15% chance for a room to have multiple layouts. There is always 1 obelisk room in a non random location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 0.7975 is the sum of all room selection weights, disregarding the obelisk room since it doesn't have one --&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 text-center sortable}}&lt;br /&gt;
! Room Name !! Chance !! Can Be In Mixed Room !! Contents !! Min Width !! Min Height !! Valid Spawn Room&lt;br /&gt;
|-&lt;br /&gt;
! Empty&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || - || Nothing || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Endless Pit&lt;br /&gt;
| {{#expr:0.1/0.7975 * 100 round 1}}% || - || Endless pit (2 x 2, 2 x 3, 3 x 3) || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Obelisk&lt;br /&gt;
| - || - || 9 tile radius room with a [[Warped obelisk]] in the center, 4 tile radius of [[void metal]], and 2x [[Gray box]]es || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Floor Etchings&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || true || [[Floor etching]] with directions || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Dead Body&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Pirate, villager, or pirate boss corpse, between 3 - 30 days old, killed by [[fingerspike]] scratches, 0 - 2 [[Packaged survival meal]]s, 1 - 5 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Corpse Room&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 5 - 10 human corpses and 4 - 10 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Statue Deadlife&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Deadlife [[gray statue]] in the center of the room, with 1 - 3 corpses and 2 - 4 blood filth || 7 || 7 || false&lt;br /&gt;
|-&lt;br /&gt;
! Statue Teleporter&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Teleporter [[gray statue]] in the center of the room || 7 || 7 || true&lt;br /&gt;
|-&lt;br /&gt;
! Sleeping Fleshbeast&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Sleeping fingerspike and a max of 5 blood filth || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned Camp&lt;br /&gt;
| {{#expr:0.02/0.7975 * 100 round 1}}% || true || [[Cloth]] [[bedroll]], 50% = [[Torch lamp]], 50% = 1 Packaged survival meal || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animal Corpses&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 1 - 3 animal corpses of any one species, between 3 - 30 days old || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Harbinger&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || Irregular lump of 10 - 14 tiles of [[soil]] with a [[Harbinger tree]] 50 - 90% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Trees&lt;br /&gt;
| {{#expr:0.03/0.7975 * 100 round 1}}% || true || Irregular lump of 18 - 24 tiles of soil with 2 - 4 trees of either [[oak tree|oak]], [[poplar tree|poplar]], [[birch tree|birch]], or [[pine tree|pine]], 70 - 100% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| {{#expr:0.0075/0.7975 * 100 round 1}}% || true || 1 - 3 [[animals]] of any one species between a wildness of 20 - 100% || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Gray Box&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || 1x gray box || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || up to 21x gray boxes, 2 with rare reward, 50% chance for each of the remaining boxes to be empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Empty Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || up to 6x gray boxes, 1 with rare reward, others empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Floor Ramblings&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || [[Floor etching]] ramblings || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Child Room{{BiotechIcon}}&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || - || Villager adult between 20 - 40 biological age and villager child between 2 - 3 biological age, both between 30 - 60 days old, and 3 - 6 blood filth || - || - || true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the labyrinth:&lt;br /&gt;
* Endless pit - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room may spawn containing a single [[cloth]] bedroll with or without a [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]] - One-time effect triggers when a pawn comes nearby.  A few patterns seen:&lt;br /&gt;
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.&lt;br /&gt;
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).&lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby.&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within [[Gray box]]es (Much like the [[Hermetic crate]]{{IdeologyIcon}} or [[Flesh sack]]), and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from [[utility]] items.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
Additionally, if the [[Biotech DLC]] is active, another type of &amp;quot;loot&amp;quot; relevant to the player can appear in the form of custom, player-designed [[Xenotype]]s, potentially assigned to the [[corpse]]s within the Labyrinth. Since these corpses are often not desiccated, and can thus be resurrected via [[resurrector mech serum]], they seem to be one of the few ways to acquire player-designed Xenotypes that existed at game start, and possibly the ''only'' way to acquire those that are not referenced directly by an [[Ideoligion]]{{IdeologyIcon}} or assigned to a starting colonist{{Check Tag|Verify|Testing required}}.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
Enemies that can possibly spawn within the labyrinth:&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray statue]]s when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present:&lt;br /&gt;
* [[Gray statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a major threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to interact with the obelisk, as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be capable of combat, equipped to handle multiple fingerspikes or shamblers at once, in good health, and ideally have a reasonable level of [[Medical]] skill to self-tend any wounds.&lt;br /&gt;
&lt;br /&gt;
While the maze contains some resources to help with traversal, it can be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an under-prepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.&lt;br /&gt;
&lt;br /&gt;
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Labyrinth full exploration.png|Fully explored map&lt;br /&gt;
Labyrinth full unfog.png|Same map, but completely defogged&lt;br /&gt;
Labyrinth child room.png|Child Room in a labyrinth showing a desiccated newborn&lt;br /&gt;
Labyrinth animals.png|Animals room with a single [[Rhinoceros]]&lt;br /&gt;
Labyrinth harbinger.png|Harbinger room mixed with a dead body room&lt;br /&gt;
Labyrinth abandoned camp.png|Abandoned Camp room which spawned with a torch but no [[Packaged survival meal]]&lt;br /&gt;
Labyrinth obelisk.png|Obelisk exit room&lt;br /&gt;
Labyrinth large gray box.png|Large Gray Box room&lt;br /&gt;
Labyrinth statue teleporter.png|[[Gray statue]] teleporter room. You can tell it's a teleporter because there are no corpses in the room&lt;br /&gt;
Labyrinth trees.png|Trees room mixed with a Sleeping Fleshbeast room&lt;br /&gt;
Labyrinth gray box etching.png|Gray Box room mixed with either a [[Floor etching]]s room or a Floor Ramblings room&lt;br /&gt;
Labyrinth deadlife statue.png|Statue Deadlife room - you can tell it's a Deadlife statue because of the adjacent corpses&lt;br /&gt;
Labyrinth endless pit.png|Endless Pit room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[Anomaly (DLC)]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Mechanoid_Summary&amp;diff=174430</id>
		<title>Template:Mechanoid Summary</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Mechanoid_Summary&amp;diff=174430"/>
		<updated>2026-01-27T19:00:24Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Mechanoids are fully resistant to vacuum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;As mechanoids, every {{lc:{{PAGENAME}}}} is immune to [[fire]], [[Damage types#Flame|Flame]] and [[Damage types#Heat|Heat]] damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% [[Toxic Resistance]], [[Toxic Environment Resistance]], and [[Vacuum resistance]] making them immune to [[toxic buildup]], [[rot stink]], other toxic effects, and [[vacuum exposure]]. They do not need to [[Saturation|eat]], [[rest]], have no [[mood]] and do not feel [[pain]]. They do not seek [[cover]] in combat. They will be stunned by [[EMP]] attacks for a time proportional to the EMP damage inflicted and will &amp;quot;adapt&amp;quot; and rendered immune to further EMP strikes for {{Ticks|2200}}.&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_warmer&amp;diff=174429</id>
		<title>Blood warmer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_warmer&amp;diff=174429"/>
		<updated>2026-01-27T17:09:41Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Blood warmers make it possible to survive the cold temperature of space, not vacuum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Blood warmer&lt;br /&gt;
| image = Health_item_ghoul.png&lt;br /&gt;
| description = A special bioferrite prosthetic that actively heats a ghoul's blood, allowing it to survive in cold environments. The prosthetic replaces a ghoul's kidney, heating the blood as it passes through.&amp;lt;br&amp;gt;Due to the extremely painful nature of the prosthetic, only ghouls can tolerate this enhancement.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| hp = 50&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Ghoul enhancements&lt;br /&gt;
| work to make = 13200&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| resource 3 = Chemfuel&lt;br /&gt;
| resource 3 amount = 10&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| techHediffsTags = Ghoul&lt;br /&gt;
| thingCategories = BodyPartsGhoul&lt;br /&gt;
}}&lt;br /&gt;
A '''blood warmer''' is an [[Artificial body part|implant]] added by [[Odyssey DLC]] and only appearing if the [[Anomaly DLC]] is active. It allows a [[ghoul]] to withstand colder [[temperature]]s. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Blood warmers decreases the [[minimum comfortable temperature]] of the ghoul by {{Good|{{Temperature|-26||delta}}}}, allowing them to withstand colder temperatures, such as [[orbit|space]].&lt;br /&gt;
&lt;br /&gt;
Blood warmers replace the [[ghoul]]'s natural kidney and have an 80% part efficiency, or a {{--|20%}} reduction compared to a healthy organic kidney. When coupled with the kidney body part having a [[Blood filtration]] importance of 50%, it results in an decrease in blood filtration of {{--|10%}} per kidney replaced. This reduction in blood filtration, in turn, reduces [[Immunity Gain Speed]] by {{--|5%}} and [[Consciousness]] by {{--|1%}}. See [[Consciousness]] for a full list of the affected stats. &lt;br /&gt;
&lt;br /&gt;
Up to two blood warmers can be installed in a ghoul, replacing both kidneys. All their effects stack. &lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
A blood warmer can only be installed in [[ghoul]]s. Note that despite the description noting [[pain]] as the reason it cannot be installed in other pawns, methods of pain nullification such as [[painstopper]]s do not allow the warmer's installation into other pawns.&lt;br /&gt;
&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work. It doesn't [[Anesthetic|anesthetize]] the ghoul, requires no medicine, cannot fail and has no skill requirements.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The penalty to kidney efficiency from blood warmers has a negligible effect on ghouls. Ghouls are incapable of getting sick, and the consciousness penalty from reduced blood pumping results in a minuscule (~2%) penalty to DPS. A baseliner ghoul with melee skill 10 and no artificial bodyparts will have a listed DPS of 2.92. The installation of a single Blood Warmer reduces this to 2.91 DPS, with a second reducing DPS to 2.89. &lt;br /&gt;
&lt;br /&gt;
This makes the blood warmer a very economical choice if using ghouls in environments cold enough to cause them hypothermia. Stacking two blood warmers is sufficient for an otherwise unmodified ghoul to survive in the cold temperature of [[orbit|space]]. &lt;br /&gt;
&lt;br /&gt;
Ghouls with the [[genes]]{{BiotechIcon}} [[cold tolerant]]{{BiotechIcon}} and [[furry tail]]{{BiotechIcon}} will have low enough temperature tolerance that it takes approximately 9 hours in open vacuum before they reach 35% hypothermia and the red warning appears.&lt;br /&gt;
&lt;br /&gt;
===Compared to [[Detoxifier_kidney|Detoxifier Kidneys]] and [[Immunoenhancer]]s===&lt;br /&gt;
Immunoenhancers provide no benefit to ghouls as they cannot get sick and do not benefit from increased immunity gain speed.&lt;br /&gt;
&lt;br /&gt;
Detoxifier kidneys allow a ghoul access to [[Toxic_Resistance|toxic resistance]] which can be convenient for allowing them to operate under [[toxic fallout]] with no ill effects, but toxic resistance can also be granted by genes. Since ghouls can gain metabolic efficiency from numerous negative traits without suffering the negative effects of those traits, finding the 3-4 metabolic efficiency to pay for Anti-toxic Lungs or Tox Immunity is relatively easy and allows a ghoul to benefit from Toxic (Environment) Resistance and a Blood Warmer simultaneously.&lt;br /&gt;
&lt;br /&gt;
The bonus to blood pumping provided by a pair detoxifier kidneys has no effect on ghoul DPS.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=174415</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=174415"/>
		<updated>2026-01-26T22:55:50Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Ghoul-specific upgrades */ Make it clear that two blood warmers can be installed at a time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ghoul infusion&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as enemy units or be created by the player as part of the colony. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls can appear in games with the AI storyteller's [[AI Storytellers#Monolith setting|monolith setting]] set to either &amp;quot;Standard with Monolith&amp;quot; and the &amp;quot;Ambient Horror&amp;quot; enabled. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|scenario]] begins the player with one friendly player-controlled ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild ghouls can be encountered as a [[Entities#Basic|basic entity]] at any level of [[void monolith]] activity, meaning the monolith does not have to have been interacted with for them to appear. Any ghoul encountered in the wild will be permanently hostile to the player. These ghouls can be captured for study or to extract [[bioferrite]] from, like any other entity. Capturing a wild ghoul alive can be difficult, as they cannot be downed by [[pain]] and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a ghoul has been encountered, the [[Ghoul infusion (research)|ghoul infusion]] research project becomes available. After completing the research, the player can schedule the ghoul infusion operation on any colonist, [[prisoner]], or [[slave]]{{IdeologyIcon}} for {{Icon Small|Bioferrite||30}} [[bioferrite]] and {{Icon Small|Shard||1}} [[shard]], permanently turning that pawn into a ghoul. Regardless of whether the pawn was a member of your colony, they will be under the player's control once the operation is completed - there is no need to recruit them beforehand.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is a colonist that is limited to only melee combat. They cannot wield [[weapons]] or [[apparel]], do any work, take [[drugs]] or use any special abilities they would have in life. Ghouls can be restricted to [[zones]] and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, which can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Some hediffs are retained, including [[void touched]]. [[Luciferium]] need and the luciferium hediffs are ''not'' retained. {{Check Tag|Check|What is the full list of hediffs that are retained and aren't?}}&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]{{BiotechIcon}}.&lt;br /&gt;
* The natural attacks of a human are retained, but ghouls also gain a left and right claw attack and an additional bite attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls have 100% [[vacuum resistance]]{{OdysseyIcon}}, meaning they can survive in space.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{Temperature|40||delta}}}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{Temperature|40||delta}}}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the ghoul has, at a rate of 0.1 HP/{{Ticks|60}}. Ghoul regeneration heals wounds in the order they were received, one wound at a time, until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Regeneration prevents wounds from scarring, even eye and brain injuries that would otherwise always scar, but does not prevent or cure [[trauma savant]]. Note that if the ghoul regeneration has already began to heal the missing body part when another injury is dealt, it will not switch targets; it will continue to heal the missing limb once it has begun.&lt;br /&gt;
&lt;br /&gt;
Ghoul regeneration is separate from a pawn's normal [[Injury#Healing Rate|healing rate]]. The ghoul continues to heal the same as a regular pawn, separate from ghoul regeneration. As with normal human pawns, a ghoul's ''natural'' healing is affected by [[genes]]{{BiotechIcon}}, [[healing enhancer]]s{{RoyaltyIcon}}, and [[juggernaut serum]]{{AnomalyIcon}}. Ghoul regeneration is ''not'' affected by these factors. See [[Injury#Healing|healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
A ghoul won't get sick like a regular pawn from [[infection]] or other diseases. They are immune to rotstink gas, but not tox gas or toxic buildup. &lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually{{Check Tag|When?}} go berserk, betraying the colony and never becoming friendly again. Once their food need reaches 0, a hidden meat hunger hediff will be applied and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Other than food, ghouls have no other needs, [[mood]], or relationships. Other needs created by genes or addiction will be disabled. They can't have [[mental break]]s and won't be counted as a colonist for things like pawn death, the [[recluse]] trait{{BiotechIcon}} or [[diversity of thought]] precepts{{IdeologyIcon}}. They also can't be part of any kind ritual.  Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul. However, they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail needed|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
Captured ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific upgrades ===&lt;br /&gt;
Ghouls can have all types of normal human body parts installed. However, there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]]: Passively increases hunger and grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]]: Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency.&lt;br /&gt;
* [[Ghoul barbs]]: Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed.&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]]: On a 6 hour cooldown, gain the [[Hediffs#Metalblood|metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This is the same hediff as that from the [[metalblood serum]] and does not stack.&lt;br /&gt;
* [[Blood warmer]]: A kidney replacement that actively heats the ghoul's blood. Each installed, up to a maximum of 2, lowers Minimum Comfortable Temperature by {{Good|{{Temperature|-26||delta}} }}, allowing for a cumulative lower Minimum Comfortable Temperature bonus of {{Good|{{Temperature|-52||delta}} }}.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]] including their exclusive [[ghoul resurrection serum]], but not drugs. They aren't affected by any mood effect from a serum.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup/redundancy. Also [[flesh tentacle]] strat should be represented in tables, not just wooden hand}}&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and the [[strong melee damage]] gene, their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* With metabolic upgrades of [[nuclear stomach]], +5 metabolic efficiency, and [[robust digestion]] gene, they need less than 4 twisted meat per day to survive.&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks, or even let them die in combat.&lt;br /&gt;
Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and remove detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In the [[Scenario_system#The Anomaly|Anomaly starting scenario]], the ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They cannot be downed due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Pollution stimulus (gene)|pollution stimulus]] gene.{{BiotechIcon}} You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your [[twisted meat]], a containment cell for the [[fleshmass nucleus]], and a frostbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Hunger is the primary cost of ghouls and their inability to eat anything but raw meat and corpses means that traditional sources of nutritional efficiency are unavailable. However, with some upgrades, ghouls require less resources to maintain than humans in every way. These are:&lt;br /&gt;
&lt;br /&gt;
* The [[nuclear stomach]]:{{RoyaltyIcon}} An [[artificial body part]] which multiplies [[hunger rate]] by {{Good|x25%}}. Note that [[cancer]], the primary downside of the nuclear stomach, is not a concern for ghouls.&lt;br /&gt;
* The [[robust digestion]] gene:{{BiotechIcon}} A gene that multiplies the nutrition gained from raw meat, but not corpses, by {{Good|x1.8}}.&lt;br /&gt;
* A [[metabolic efficiency]] of 5+:{{BiotechIcon}} This multiplies [[hunger rate]] by {{Good|x50%}}.&lt;br /&gt;
&lt;br /&gt;
These stack to make for a ghoul that only requires as little as {{Icon Small|Meat||{{#expr: ({{Q|Ghoul|Real Hunger Rate}}*0.25&amp;lt;!--Nuclear stomach--&amp;gt;*0.5&amp;lt;!--Metabolic efficiency of 5+--&amp;gt;)/({{Q|Meat|Nutrition}}*1.8 &amp;lt;!--Robust digestion--&amp;gt;) round 2}}}} [[meat]] per day and significantly increases the time that can be safely spent between meals.&lt;br /&gt;
&lt;br /&gt;
Ideally, all corpses should be butchered by a competent cook for maximum nutrition, but preventing beserking is more important.&lt;br /&gt;
&lt;br /&gt;
Ghouls made from [[body mastery]] [[creepjoiner]]s don't need to eat at all. However, this significantly reduces the [[trait]] options available for the sake of removing an almost negligible cost in the mid- and late-game.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls. For the heart upgrade, get the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with the [[adrenal heart]] to improve combat power or the [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls can also make effective use of [[body part weapons]]. As they cannot hold conventional weapons, implanted weaponry offers them a powerful upgrade, and in combination with [[ghoul barbs]] ghouls offer {{DPS}} comparable to high-tier melee options. The ghoul can then be enhanced similarly to other melee pawns, such as with [[juggernaut serum]] and the [[strong melee damage]] gene.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Power claw]]s offer the highest damage, albeit with a small [[moving]] penalty per claw. Note that combining one power claw and a [[flesh tentacle]] on the other arm will result in the same base {{DPS}} as two power claws while retaining more of the pawn's moving capacity due to how the melee verb system selects and disregards certain attacks. The {{DPS}} is higher due to the manipulation bonus to [[melee hit chance]] from the tentacle. A similar effect can be obtained by replacing the other hand with a [[wooden hand]] instead of the tentacle; however, it will likely slightly reduce melee hit chance due to the hand's manipulation penalty - the {{DPS}} is still close to that of two claws. Other hand and arm replacements will not work. &lt;br /&gt;
&lt;br /&gt;
[[Flesh whip]]s come in a close second in term of {{DPS}} and offer no moving penalty. The above strategy of combining with a flesh tentacle for superior {{DPS}} also applies to the flesh whip, but with no penalties there is no reason to combine it with a wooden hand unless another flesh whip and a flesh tentacle are both unavailable. Note that while the flesh whip has superior base {{AP}} to the power claw, its {{AP}} is not affected by the [[melee damage factor]] (MDF) of the ghoul, meaning any MDF of {{#expr: {{Q|Flesh whip|Attack 1 AP}}/{{Q|Power claw|Attack 1 AP}} * 100 round 0}}% or more will result in the power claw having more {{AP}}. Ghoul barbs and the strong melee damage gene{{BiotechIcon}} result in an MDF of 225%.&lt;br /&gt;
&lt;br /&gt;
Because installing ghoul enhancements does not require any medicine and there isn't any chance of the ghoul dying, you can set up a system to increase your doctors' medical skills very quickly and cheaply. By getting two different types of ghoul heart enhancements, you can swap out one for the other repeatedly to quickly gain large amounts of medical points. One requirement is that your colonist must have a medical skill of 4, but you can get to this level with relatively low amounts of medicine by installing and removing peg legs on your ghouls; keep in mind that a ghoul takes a long time to regenerate a leg because of all the components.&lt;br /&gt;
&lt;br /&gt;
Note that ghouls cannot be targeted by the [[twisted obelisk]], and so flesh parts should be acquired before ghoulification occurs. Afterwards, only flesh tentacles are accessible through [[unnatural healing]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Great melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Partial antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+50%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resist toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Total antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+100%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Immune to toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold super-tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat super-tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Elongated fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Superfast wound healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Pollution stimulus (gene)|Pollution stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all; thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Awful animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Poor animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Very sleepy]] || Sleep Fall Rate || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleepy]] || Sleep Fall Rate  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Very unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
| [[Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|-&lt;br /&gt;
| [[Kill thirst]] || Causes need to kill humanoids|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have needs beyond hunger&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra pain]] || Increases pain|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't feel pain&lt;br /&gt;
|-&lt;br /&gt;
| [[Nearsighted]] || Decreases shooting accuracy|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls can't shoot&lt;br /&gt;
|-&lt;br /&gt;
| [[Weak immunity]] || More likely to die from diseases|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls are immune to diseases&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically deaf]] || Psychic sensitivity {{Down|-100%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically dull]] || Psychic sensitivity {{Down|-50%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Drugs|Drug dependency]] || Need for a specific drug|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} or {{Good|+4}} || Ghouls have no drug needs and can't take drugs&lt;br /&gt;
|}&lt;br /&gt;
==== Archite genes ====&lt;br /&gt;
Archite genes are generally not worth adding to a ghoul xenogerm. The benefits of [[Scarless]], [[Non-senescent]], [[Ageless]] and [[Perfect immunity]] are redundant in a ghoul. [[Gene implanter]] cannot be activated from ghouls. [[Deathless]] could be considered before having access to ghoul resurrection serums, but once the serums are available their shorter coma period is preferable. [[Archite metabolism]] can be an option if not enough positive metabolism genes have been yet gathered, but maximum metabolism efficiency can be eventually achieved while using all the beneficial genes. The main draws of [[Breathless]] on ghouls are the bonus to minimum comfortable temperature and immunity to tox gas, as ghouls are already immune to vacuum exposure. However toxic buildup and gas immunity can also be achieved by a combination of [[Genes#Resistance and sensitivity|toxic resistance genes]] and [[detoxifier lung]]s. The temperature bonus could have an use when stacked will all other genes that improve cold resistance for ghouls in polar biomes or orbit, but those require more metabolism points that could be spent on more impactful genes. For cold protection blood warmers are cheaper and more accesible for a miniscule DPS penalty.&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
** You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
** If you have a [[detoxifier lung]] and [[detoxifier kidney|kidney]], you can install them to the pawn and harvest the second natural lung and kidney. After the ghoul has finished regenerating one of each organ, you can then safely remove the artificial organs.&lt;br /&gt;
** By spending a [[ghoul resurrection serum]] afterwards, you can also harvest the [[heart]] in the same manner as above.&lt;br /&gt;
* Ghouls can still have genes implanted or harvested.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]], [[cirrhosis]] or [[lung rot]]. However, if you then kill the ghoul and revive them with a ghoul resurrection serum, it will remove the sickness but not the paralytic abasia or the cirrhosis. Lung rot can be &amp;quot;cured&amp;quot; by removing one lung at a time and letting them regenerate.&lt;br /&gt;
&lt;br /&gt;
=== The ideal ghoul ===&lt;br /&gt;
Here is a setup for an ideal ghoul. The following features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the [[Endings#The Void|Anomaly ending]], gives 100 hp/day regeneration on top of ghoul regeneration and natural generation.&lt;br /&gt;
* Level 20 melee skill: massively improves melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above. Other metabolically-efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: will give some tox resistance for the ghoul if you don't install detoxifier lungs for them.&lt;br /&gt;
* [[Flesh whip]]: will give some melee damage for the ghoul if you don't install a [[power claw]].&lt;br /&gt;
&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[corrupted obelisk]] and turn the duplicate into a ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7.&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25.&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]]s, or power claw and wooden hand: greatly improves a ghoul's melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archotech eyes and legs could be used instead, but the sheer amount of punishment you will likely have your ghoul be taking means that they will break eventually. Giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
&lt;br /&gt;
Note that power claws, bionic eyes, and bionic legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give them to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 96 hp/day (208 HP/day when lying on hospital bed) from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it can take roughly 2925 damage points/day, or 2.9 points/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite number of [[chimera]]s one at a time.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Ghouls cannot get pregnant through any method. A pregnant pawn that is turned into a ghoul will have the pregnancy removed. A pawn that is in labor when being turned into a ghoul will have the labor hediff removed, but a non-ghoul baby will also be produced normally.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_drone&amp;diff=174037</id>
		<title>Hunter drone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_drone&amp;diff=174037"/>
		<updated>2026-01-12T03:35:58Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ oops redlink typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none&lt;br /&gt;
| name = Hunter drone&lt;br /&gt;
| image = HunterDrone_east.png&lt;br /&gt;
| description = An automated kill drone. The hunter drone pursues its target and detonates when it gets close.&lt;br /&gt;
| type = Drone&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 0.05&lt;br /&gt;
| armorsharp = 25&lt;br /&gt;
| armorheat = 150&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 0.35&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Stab&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 0.1&lt;br /&gt;
| attack1part = shell spike&lt;br /&gt;
}}&lt;br /&gt;
A '''hunter drone''' is a self-propelled explosive machine added by the [[Odyssey  DLC]] that homes in on its target after activation.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Hunter drones do not spawn as pawns natively in the world, but instead only come into existence during interactions with two related objects.&lt;br /&gt;
&lt;br /&gt;
These are: &lt;br /&gt;
* The [[hunter pack]], a craftable, single use [[utility]] item that allows the user to deploy a hunter drone within a set range; and &lt;br /&gt;
* The [[hunter trap]], a building that turns into a hunter drone when activated by an enemy of the faction that owns the building. They can be constructed, in which case they will belong to the player colony and be activated by, and target, only enemies of the colony. Hostile hunter traps belonging to the Hostile [[Ancients]] faction can also be encountered in [[landmarks]], such as an [[Landmarks#Ancient_garrison|Ancient Garrison]]. These can be triggered by most{{Check Tag|All?}} other factions, including the player's colony.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section =1|reason =1)   &amp;lt;labelOverride&amp;gt;Battery power&amp;lt;/labelOverride&amp;gt;&lt;br /&gt;
        &amp;lt;tooltipOverride&amp;gt;Drones have limited battery life. When the battery runs dry, the drone dies.&amp;lt;/tooltipOverride&amp;gt;&lt;br /&gt;
 2) Check Tags&lt;br /&gt;
 3) EMP detail in summary. See a mechanoid page for an example of an appropriate description if mechabics the same, alternatively a turret page if no adaptation, or write new as necessar&lt;br /&gt;
}}&lt;br /&gt;
{{Image wanted|section=1|reason=Gizmos for player use, and Exposion AoE in standard style}}&lt;br /&gt;
Drones are similar to [[mechanoids]] in several ways - they eschew [[cover]], do not drop equipment when destroyed, die when [[downed]], are [[Flammability |non-flammable]], and have 100% [[toxic environment resistance]] and 100% [[vacuum resistance]]. Unlike mechs, they are not entirely immune to [[flame]] and [[Damage Types#Heat|heat]] damage and have a [[psychic sensitivity]] of 0%.&lt;br /&gt;
&lt;br /&gt;
When generated as part of a map, drones will be at least 200 years old{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Hunter drones will chase, and attempt to close with, targets{{Check Tag|LoS? Range? Ever change target? Ever disengage? Living?}} through doors, including player-owned [[door]]s, without breaking them.{{Check Tag|Verify|For sentry drones this has been confirmed by the developers as intentional}}&lt;br /&gt;
&lt;br /&gt;
Upon reaching a target{{Check Tag|How close to detonate?}} or dying due to damage, they will explode, dealing 40 [[Damage Type#Bomb|Bomb]] damage in a 2.9 tile radius. Shows sparks for ??? ticks{{Check Tag|How long?}} and then explodes. When it explodes, it does not leave a corpse.&lt;br /&gt;
&lt;br /&gt;
Hunter drones also have a melee stabbing attack independent of their bomb explosion, which can slow its target into remaining within blast radius if used.&lt;br /&gt;
&lt;br /&gt;
While the drone is active, its battery slowly depletes. The battery lasts {{Ticks|12500}}, which is displayed on a gizmo visible when the drone is selected, regardless of whether the drone is friendly or hostile to the player. After this time, the drone dies without exploding, leaving a corpse. The corpse can be shredded for {{Icon Small|Steel||15}} [[steel]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Hunter drones are very dangerous for colonists in the early game as, without high-tech armor or shields, the explosion can instantly kill them. They are best avoided, especially mid-combat, since speed is crucial for escape.&lt;br /&gt;
&lt;br /&gt;
A [[shield belt]] will completely protect the wearer from the explosion damage, however normal and below [[quality]] shield belts will be broken and require recharging afterwards. This can be dangerous when multiple drones or other threats are present.&lt;br /&gt;
&lt;br /&gt;
Multiple hunter drones can spawn in a single room. Rooms may contain a combination of items that could magnify the explosive reaction of an exploding hunter drone, such as [[chemfuel]] or [[ancient mining charge]]s. &lt;br /&gt;
&lt;br /&gt;
A healthy target can outrun it, allowing others to take it down, especially with fast ranged weapons, however they typically spawn inside ruins with close confines, obstructions, and doors which may slow down a pawn enough to be caught by the drone. Hunter drones attack in melee, [[stagger]]ing their targets and usually preventing them from escaping their final explosive attack. &lt;br /&gt;
&lt;br /&gt;
It is possible to avoid damage from a sparking drone by quickly moving away from it (similar to a turret sparking before the explosion) or hiding behind a wall. Friendly Hunter drones can be used to destroy hostile and triggered hunter drones as they will aggro onto one another if one becomes the closest target.&lt;br /&gt;
&lt;br /&gt;
Hunter drones are vulnerable to [[EMP]] damage, but stunning them is risky, as they still explode on death, and move quickly enough that [[EMP grenades]] may miss them and leave your colonists without a safe way to escape. EMP damage completely nullifies hunter ''traps'', as long as they are stunned before activating. EMP-stunned hunter traps never deploy a hunter drone, and drop steel and chemfuel instead of exploding when destroyed. Since they trigger in line-of-sight, not all hunter drones or traps can be safely stunned, even if already scouted. Hunter drones adapt to EMP damage the same way [[mechanoids]] do, but this is not a notable concern due to their low health and single attack nature. &lt;br /&gt;
&lt;br /&gt;
The [[Skip]] and [[Wallraise]] psycasts{{RoyaltyIcon}} are ideal for dealing with them.&lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s can usually tank a hunter drone without dying and regenerate the damage without requiring doctor attention or medicine.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Recode|section=1|reason=DroneWithThreeLegs body type not supported}}&lt;br /&gt;
{{Animal Health Table|DroneWithThreeLegs}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HunterDrone_east.png|Facing east&lt;br /&gt;
File:HunterDrone_north.png|Facing north&lt;br /&gt;
File:HunterDrone_south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
[[Category: Drones]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_drone&amp;diff=174036</id>
		<title>Hunter drone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_drone&amp;diff=174036"/>
		<updated>2026-01-12T03:35:29Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Some commentary on Ghouls being useful meat shields for tanking Hunter drones.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none&lt;br /&gt;
| name = Hunter drone&lt;br /&gt;
| image = HunterDrone_east.png&lt;br /&gt;
| description = An automated kill drone. The hunter drone pursues its target and detonates when it gets close.&lt;br /&gt;
| type = Drone&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 0.05&lt;br /&gt;
| armorsharp = 25&lt;br /&gt;
| armorheat = 150&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 0.35&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Stab&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 0.1&lt;br /&gt;
| attack1part = shell spike&lt;br /&gt;
}}&lt;br /&gt;
A '''hunter drone''' is a self-propelled explosive machine added by the [[Odyssey  DLC]] that homes in on its target after activation.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Hunter drones do not spawn as pawns natively in the world, but instead only come into existence during interactions with two related objects.&lt;br /&gt;
&lt;br /&gt;
These are: &lt;br /&gt;
* The [[hunter pack]], a craftable, single use [[utility]] item that allows the user to deploy a hunter drone within a set range; and &lt;br /&gt;
* The [[hunter trap]], a building that turns into a hunter drone when activated by an enemy of the faction that owns the building. They can be constructed, in which case they will belong to the player colony and be activated by, and target, only enemies of the colony. Hostile hunter traps belonging to the Hostile [[Ancients]] faction can also be encountered in [[landmarks]], such as an [[Landmarks#Ancient_garrison|Ancient Garrison]]. These can be triggered by most{{Check Tag|All?}} other factions, including the player's colony.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section =1|reason =1)   &amp;lt;labelOverride&amp;gt;Battery power&amp;lt;/labelOverride&amp;gt;&lt;br /&gt;
        &amp;lt;tooltipOverride&amp;gt;Drones have limited battery life. When the battery runs dry, the drone dies.&amp;lt;/tooltipOverride&amp;gt;&lt;br /&gt;
 2) Check Tags&lt;br /&gt;
 3) EMP detail in summary. See a mechanoid page for an example of an appropriate description if mechabics the same, alternatively a turret page if no adaptation, or write new as necessar&lt;br /&gt;
}}&lt;br /&gt;
{{Image wanted|section=1|reason=Gizmos for player use, and Exposion AoE in standard style}}&lt;br /&gt;
Drones are similar to [[mechanoids]] in several ways - they eschew [[cover]], do not drop equipment when destroyed, die when [[downed]], are [[Flammability |non-flammable]], and have 100% [[toxic environment resistance]] and 100% [[vacuum resistance]]. Unlike mechs, they are not entirely immune to [[flame]] and [[Damage Types#Heat|heat]] damage and have a [[psychic sensitivity]] of 0%.&lt;br /&gt;
&lt;br /&gt;
When generated as part of a map, drones will be at least 200 years old{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Hunter drones will chase, and attempt to close with, targets{{Check Tag|LoS? Range? Ever change target? Ever disengage? Living?}} through doors, including player-owned [[door]]s, without breaking them.{{Check Tag|Verify|For sentry drones this has been confirmed by the developers as intentional}}&lt;br /&gt;
&lt;br /&gt;
Upon reaching a target{{Check Tag|How close to detonate?}} or dying due to damage, they will explode, dealing 40 [[Damage Type#Bomb|Bomb]] damage in a 2.9 tile radius. Shows sparks for ??? ticks{{Check Tag|How long?}} and then explodes. When it explodes, it does not leave a corpse.&lt;br /&gt;
&lt;br /&gt;
Hunter drones also have a melee stabbing attack independent of their bomb explosion, which can slow its target into remaining within blast radius if used.&lt;br /&gt;
&lt;br /&gt;
While the drone is active, its battery slowly depletes. The battery lasts {{Ticks|12500}}, which is displayed on a gizmo visible when the drone is selected, regardless of whether the drone is friendly or hostile to the player. After this time, the drone dies without exploding, leaving a corpse. The corpse can be shredded for {{Icon Small|Steel||15}} [[steel]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Hunter drones are very dangerous for colonists in the early game as, without high-tech armor or shields, the explosion can instantly kill them. They are best avoided, especially mid-combat, since speed is crucial for escape.&lt;br /&gt;
&lt;br /&gt;
A [[shield belt]] will completely protect the wearer from the explosion damage, however normal and below [[quality]] shield belts will be broken and require recharging afterwards. This can be dangerous when multiple drones or other threats are present.&lt;br /&gt;
&lt;br /&gt;
Multiple hunter drones can spawn in a single room. Rooms may contain a combination of items that could magnify the explosive reaction of an exploding hunter drone, such as [[chemfuel]] or [[ancient mining charge]]s. &lt;br /&gt;
&lt;br /&gt;
A healthy target can outrun it, allowing others to take it down, especially with fast ranged weapons, however they typically spawn inside ruins with close confines, obstructions, and doors which may slow down a pawn enough to be caught by the drone. Hunter drones attack in melee, [[stagger]]ing their targets and usually preventing them from escaping their final explosive attack. &lt;br /&gt;
&lt;br /&gt;
It is possible to avoid damage from a sparking drone by quickly moving away from it (similar to a turret sparking before the explosion) or hiding behind a wall. Friendly Hunter drones can be used to destroy hostile and triggered hunter drones as they will aggro onto one another if one becomes the closest target.&lt;br /&gt;
&lt;br /&gt;
Hunter drones are vulnerable to [[EMP]] damage, but stunning them is risky, as they still explode on death, and move quickly enough that [[EMP grenades]] may miss them and leave your colonists without a safe way to escape. EMP damage completely nullifies hunter ''traps'', as long as they are stunned before activating. EMP-stunned hunter traps never deploy a hunter drone, and drop steel and chemfuel instead of exploding when destroyed. Since they trigger in line-of-sight, not all hunter drones or traps can be safely stunned, even if already scouted. Hunter drones adapt to EMP damage the same way [[mechanoids]] do, but this is not a notable concern due to their low health and single attack nature. &lt;br /&gt;
&lt;br /&gt;
The [[Skip]] and [[Wallraise]] psycasts{{RoyaltyIcon}} are ideal for dealing with them.&lt;br /&gt;
&lt;br /&gt;
[[Ghouls]] can usually tank a hunter drone without dying and regenerate the damage without requiring doctor attention or medicine.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Recode|section=1|reason=DroneWithThreeLegs body type not supported}}&lt;br /&gt;
{{Animal Health Table|DroneWithThreeLegs}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HunterDrone_east.png|Facing east&lt;br /&gt;
File:HunterDrone_north.png|Facing north&lt;br /&gt;
File:HunterDrone_south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
[[Category: Drones]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=173636</id>
		<title>Bioferrite</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=173636"/>
		<updated>2026-01-02T22:23:07Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Small grammar tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|metallic&lt;br /&gt;
| name = Bioferrite&lt;br /&gt;
| image = Bioferrite c.png&lt;br /&gt;
| description = An exotic metal-like fibrous substance with both organic and metallic properties. Bioferrite is produced by microscopic mechanites as they process organic material. In cases of disordered mechanite behavior, this happens in a chaotic, cancer-like way.&amp;lt;br&amp;gt;The material is known to interact with some types of psychic flows. If pressurized under specific conditions, bioferrite becomes extremely flammable, making it a useful fuel.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Bioferrite, Metallic&lt;br /&gt;
| marketvalue = 0.75&lt;br /&gt;
| beauty = &lt;br /&gt;
| mass base = 0.25&lt;br /&gt;
| stack limit = &lt;br /&gt;
| path cost = &lt;br /&gt;
| rotatable = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 0.25&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to build factor = 2.5&lt;br /&gt;
| work to make factor = 2.5&lt;br /&gt;
| max hit points factor = 2&lt;br /&gt;
| flammability factor = 0.75&lt;br /&gt;
| armor - sharp factor = 1.1&lt;br /&gt;
| armor - blunt factor = 0.5&lt;br /&gt;
| armor - heat factor = 0.5&lt;br /&gt;
| insulation - cold factor = 2.5&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee sharp damage factor = 1.3 &lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.85&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bioferrite&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = &lt;br /&gt;
| color = (100, 80, 80)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| default color = &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = &lt;br /&gt;
| graphic path = &lt;br /&gt;
| label = &lt;br /&gt;
| parent name = &lt;br /&gt;
| resource readout priority = &lt;br /&gt;
| selectable = &lt;br /&gt;
| slag def = &lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Bioferrite'''  is a [[metal]]lic [[material]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=1) Detail needed 2) When sufficient detail, consider adding Acquisition optimisation to analysis}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table}}&lt;br /&gt;
Bioferrite can be extracted from [[Entities]] securely held in [[Holding spot]]s or [[Holding platform]]s using a [[Bioferrite harvester]], amounts are as described in the following table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center sortable}}&lt;br /&gt;
! Entity&lt;br /&gt;
! Bioferrite Per Day&lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| 0&amp;lt;br&amp;gt;(15 upon chopping){{Check Tag|Growth|Rewrite to be based a ranged on growth and growth when fed}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| 0.2-4.0&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Body size dependent)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Fingerspike]]&lt;br /&gt;
| 1.2&lt;br /&gt;
|-&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
! [[Trispike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Toughspike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| 2.0-4.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| 3 &lt;br /&gt;
|-&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| 3.23&lt;br /&gt;
|-&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Bulbfreak]]&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| 7.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
100 bioferrite is included in &amp;quot;The Anomaly&amp;quot; starting scenario. &lt;br /&gt;
&lt;br /&gt;
{{Transmute Steel Acquisition Note}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Equipment made of bioferrite as the [[stuff]] material has additional effects beyond the normal statistical effects of the material. These effects scale with the [[quality]] of the item made. Note that items that merely include bioferrite in the recipe, and do not use it as the stuff material, such as the [[ceremonial hood]] do not offer these effects.&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply a multiplier to the wearer's psychic sensitivity. These multipliers stack multiplicatively with one another and with other bonuses from [[eltex]]{{RoyaltyIcon}} items {{Check Tag|Prestige?|Prestige armor implements it bonus differently, check how it stacks}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Psychic Sensitivity&lt;br /&gt;
| ×1.06&lt;br /&gt;
| ×1.08&lt;br /&gt;
| ×1.1&lt;br /&gt;
| ×1.13&lt;br /&gt;
| ×1.15&lt;br /&gt;
| ×1.17&lt;br /&gt;
| ×1.20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a pawn with a base psychic sensitivity of 100%, a [[psychic sensitizer]],{{RoyaltyIcon}} a normal [[eltex shirt]],{{RoyaltyIcon}} and a bioferrite item of normal, good, and excellent quality, would result in a psychic sensitivity of:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic sensitivity''' = ((100% + 25%) + 8.3%) * 1.1 * 1.13 * 1.15 = {{%|((1 + 0.25) + 0.083) * 1.1 * 1.13 * 1.15 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply an offset to both [[neural heat limit]] and [[neural heat recovery rate]],{{RoyaltyIcon}} which stacks additively. Note that the heat limit bonus stacks with the bonus to the limit from the increased psychic sensitivity, however due to the sensitivity bonus' multiplicative nature the total bonus cannot be easily quantified without assuming what other bonuses to sensitivity a pawn may have. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Neural Heat Limit&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! Neural Heat Recover Rate&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Bioferrite can be used as a material for [[stuff]]able items with the [[Metallic]] stuff tag. Bioferrite is also the only &amp;quot;Bioferrite&amp;quot; material for [[stuffable]] items, allowing the requirement of bioferrite in the recipe but also allowing them to gain the psychic benefits detailed above. This affects the following items:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Stuff Tags::~*ioferrit*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bioferrite can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Bioferrite is used to refuel the following:&lt;br /&gt;
* [[Atmospheric heater]]s, at a rate of {{Icon Small|Bioferrite||~6-8}}/day.&lt;br /&gt;
* [[Bioferrite generator]]s, at a rate of {{Icon Small|Bioferrite||6}}/day.&lt;br /&gt;
* [[Disruptor flare pack]]s, at a rate of {{Icon Small|Bioferrite||5}}/charge.&lt;br /&gt;
* [[Hellcat rifle]] mini-burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
* [[Incinerator]] burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is consumed by the following [[psychic rituals]]:&lt;br /&gt;
* [[Blood rain]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
* [[Chronophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Draw animals]], at a cost of {{Icon Small|Bioferrite||10}}.&lt;br /&gt;
* [[Draw fleshbeasts]], at a cost of {{Icon Small|Bioferrite||50}}.&lt;br /&gt;
* [[Draw shamblers]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Neurosis pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Pleasure pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Provoke pit gate]], at a cost of {{Icon Small|Bioferrite||75}}.&lt;br /&gt;
* [[Psychophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Skip abduction]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
&lt;br /&gt;
The following operations require bioferrite:&lt;br /&gt;
* [[Bliss lobotomy]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Ghoul|Ghoul infusion]], at a cost of {{Icon Small|Bioferrite||30}} and {{Icon Small|Shard||1}} [[shard]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Bioferrite_psychic_sensitivity_stack.png|right| Max psy sensitivity]]&lt;br /&gt;
Bioferrite is an excellent material for [[stuffable]] sharp melee weapons. It is most easily considered a sidegrade to [[plasteel]]; bioferrite weapons deal more damage per hit and boasts higher {{AP}}, but plasteel weapons attack 20% more quickly. The choice of which to use for any given fighter should be made on a case-by-case basis depending on their needs. Keep in mind that ultratech melee weapons such as [[monosword]]s {{RoyaltyIcon}} will still typically beat out both plasteel and bioferrite weapons of comparable item quality.&lt;br /&gt;
&lt;br /&gt;
From a statistical perspective, bioferrite is the strongest material for [[spike trap]]s. With a melee damage of 26 and AP of 39%, it deals more damage than plasteel traps against all enemies. It's also more durable and less flammable than [[wood]] traps. However, although bioferrite is ostensibly easy to obtain if you have captured some entities, production is typically quite slow without extensive containment facilities; single-use spike traps are thus a comparatively frivolous use for the material, especially for colonies that make extensive use of [[psychic ritual]]s.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is typically more accessible than [[eltex]] {{RoyaltyIcon}} for increasing [[psychic sensitivity]]. It is much more reliably obtained both generally and at high qualities, its boost to sensitivity is multiplicative with all other buffs except [[blindsight]] {{IdeologyIcon}}, and unlike eltex, bioferrite equipment can provide a respectable amount of armor. Because sensitivity boosts from bioferrite gear multiply with one another, they become proportionally stronger when combined; a pawn can reach in excess of 2000% psychic sensitivity when given all possible boosts, making [[psycast]]ers {{RoyaltyIcon}} or colonists with installed [[psychic harmonizer]]s {{RoyaltyIcon}} exceptionally powerful. Bear in mind that pawns with this level of psychic sensitivity are acutely vulnerable to [[psychic drone]]s, so keeping a way to render them unconscious as needed is a prudent choice - [[cryptosleep casket]]s, [[biosculpter pod]]s {{IdeologyIcon}} (any cycle will do) or even [[Anesthetic|anesthetizing]] them as needed will all work for this purpose.&lt;br /&gt;
&lt;br /&gt;
As a building material, bioferrite has exactly twice the HP of [[steel]] and is the third most durable material in the game behind plasteel and [[uranium]]. Each unit of bioferrite is 62.5% the silver value of a unit of [[wood]], which can help with [[wealth management]]. Bioferrite is [[flammable]].&lt;br /&gt;
&lt;br /&gt;
Due to the 85% rest effectiveness of bioferrite, which is lower than any other material, it is a suitable material for prison beds. An awful bioferrite bed has a rest effectiveness of 73%, even lower than a sleeping spot. This causes prisoners to spend more time asleep, prolonging their prison break interval while avoiding the mood debuff when sleeping on the floor.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite plating]] is ugly, making it it ill-suited for use outside of containment cells. Bioferrite also has a mighty {{Bad|x25%}} penalty to beauty when used for art other than [[void sculpture]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acquisition analysis ===&lt;br /&gt;
In general, the daily amount of gained bioferrite should be weighed carefully against the ease of handling various entity escapes.&lt;br /&gt;
&lt;br /&gt;
[[Fleshmass nucleus|Fleshmass nuclei]] and [[nociosphere]]s never escape and provide large amounts of bioferrite generation, so long as they are consistently suppressed. Both provide other benefits while being contained by a colony.&lt;br /&gt;
&lt;br /&gt;
[[Noctol]]s, [[gorehulk]]s, and [[chimera]]s provide ~3-3.2 bioferrite per day, and are relatively easy to subdue during an escape attempt. [[Toughspike]]s provide slightly less bioferrite, but are more common and can be crippled through frostbite to ensure they are incapable of moving (described further below). They provide more per day than [[ghoul]]s, [[fingerspike]]s, and [[sightstealer]]s, all while not being a significant leap in combat risk.&lt;br /&gt;
&lt;br /&gt;
[[Shambler]]s grant bioferrite equal to their [[Body_Size|body size]], or what their bioferrite generation was before if a reanimated entity. The vast majority of shamblers will provide less bioferrite than a toughspike. Body size 3+ shamblers are also some of the most fearsome wildlife- megasloths, thrumbo, elephants, and rhinoceros. &lt;br /&gt;
&lt;br /&gt;
Although a single [[revenant]] provides double the daily bioferrite of a toughspike, an escaped Revenant will likely require the attention of the entire colony, while a single escaped toughspike can typically be downed by a handful of colonists or a single ghoul. [[Devourer]]s' swallow attack makes them more dangerous during an escape than smaller entities, but not so dangerous as to make keeping them unwise.&lt;br /&gt;
&lt;br /&gt;
[[Trispike]]s and [[bulbfreak]]s die shockingly easily when damaged and split into smaller fleshbeasts on death, which usually reduces their bioferrite generation as not all the spawned fleshbeasts are likely to survive the resulting combat.&lt;br /&gt;
&lt;br /&gt;
[[Harbinger tree]]s are an inefficient source of bioferrite, but they can serve as supplementary or reserve source in a pinch.&lt;br /&gt;
&lt;br /&gt;
==== Immobilizing entities ====&lt;br /&gt;
Entities that are incapable of movement will never attempt to escape, making long-term containment a risk-free proposition. Nearly all entity types possess an anatomy similar to humans - such as a spine and legs - and can thus be rendered immobile through the destruction of the relevant body parts.&lt;br /&gt;
&lt;br /&gt;
This is difficult for most entities, but notably for the purposes of farming, [[fleshbeast]]s are vulnerable to hypothermia at temperatures below {{Temperature|-40}}. [[Toughspike]]s in particular are well-suited to this purpose; they are durable enough to survive hypothermia unlike [[fingerspike]]s, and do not split into smaller fleshbeasts when downed. Carefully subjecting a toughspike to hypothermia to the point where it develops frostbite, and then tending the resulting bleeding when body parts are lost, can allow a player to remove all of their limbs without killing the toughspike. This consistently renders them immobile and thus unable to escape.&lt;br /&gt;
&lt;br /&gt;
A containment room with 8 holding platforms filled with immobilized toughspikes connected to a [[bioferrite harvester]] will provide 16 bioferrite per day, with no risk of escapes. [[Holding spot]]s can be used in place of holding platforms in order to save on materials.&lt;br /&gt;
&lt;br /&gt;
Other, less reliable methods of immobilizing entities is through either releasing them and attacking them until their limbs are damaged enough to be removed by an attack, or using the electroharvester and waiting patiently until their brain becomes scarred enough that they can never escape. The former method is, needless to say, quite dangerous if the entity isn't already downed when released, and always runs the risk of killing the entity instead of downing it. Slashing weapons are the most useful weapons for this purpose, since blunt weapons have an overkill mechanic that deals excess damage to the parent part, which often leads to the torso getting destroyed in the process. As for the latter method, it would require extreme patience, as the odds of an entity getting brain damage from an electroharvester are quite low, and even then it requires this sort of damage to happen multiple times before the entity is immobilized.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bioferrite a.png|One bioferrite&lt;br /&gt;
Bioferrite b.png|Partial stack&lt;br /&gt;
Bioferrite c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Containment&amp;diff=170930</id>
		<title>Containment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Containment&amp;diff=170930"/>
		<updated>2025-10-23T05:17:55Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Commented out trivia section as it's now incorrect thanks to Odyssey&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but also interlinking, categories, etc. }}&lt;br /&gt;
{{Rewrite|reason=Formatting and sections}}&lt;br /&gt;
&lt;br /&gt;
'''Containment''' refers to the process of capturing, imprisoning, and exploiting [[Entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Containment is the desired end result when encountering Entities.  Colonies can hold entities on a [[Holding spot]] or a [[Holding platform]], the latter of which requires research and steel to build.  Once contained, entities can be researched or regularly harvested for resources or power.&lt;br /&gt;
&lt;br /&gt;
Only creature entities are placed on holding platforms.  Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea.  Building entities, such as the Monolith, must be studied in their current location, as none of them are mobile.  Be careful about integrating them into your base designs as they may be a source of risk down the road.&lt;br /&gt;
&lt;br /&gt;
=== Containment strength ===&lt;br /&gt;
{{Stub|section=1|reason=Requires the exact impact of these factors, in terms of specific numbers}}&lt;br /&gt;
Any containment room is subject to containment breaches, the equivalent of prison breaks for entities. The containment strength of the room can be viewed by clicking on the platform. Containment is the sum of the following factors:&lt;br /&gt;
&lt;br /&gt;
* '''Average current Wall HP/10''' (e.g all wooden walls have 195 hp and will result in {{+|19.5}} containment)&lt;br /&gt;
* '''Average current Door HP/5''' (an open door provides {{--|0}} containment){{Check Tag|Clarify|As in any open door negates all bonuses from doors?}}&lt;br /&gt;
* '''Average [[Light|light level]]/10''' (realistically limited to {{+|5}} through use of normal lights)&lt;br /&gt;
* [[Bioferrite plate]] flooring provides up to {{+|15}} Containment at 100% room coverage&lt;br /&gt;
* [[Roof|Unroofed]] containment rooms apply a {{--|30}} containment penalty&lt;br /&gt;
* [[Holding spot]]s modify the resulting containment for their specific spot by {{Bad|x70%}} &lt;br /&gt;
* Each additional Holding Platform inflicts a roughly {{--|10%}} exponential cumulative penalty to all holding platforms in the same room. &amp;lt;!-- The cumulative remaining containment percentage of x platforms is roughly given by the exponential curve of y=111*e^(-.11*x), but I am unsure of how to present this information in a pretty and accurate manner and I've been at this edit for over two hours primarily trying to find out this info and I need to stop looking at spreadsheets... -Vilobion --&amp;gt;&lt;br /&gt;
* An [[Electric inhibitor]] increases containment by {{+|10}}&lt;br /&gt;
* A [[Shard inhibitor]] increases containment by {{+|20}}&lt;br /&gt;
* An [[Electroharvester]] lowers containment by {{--|25}}&lt;br /&gt;
* A [[Bioferrite harvester]] lowers containment by {{--|15}}&lt;br /&gt;
&lt;br /&gt;
The walls and doors that make up the containment room contribute to containment strength based on the combined average of their current {{HP}}, with stronger materials (e.g: [[granite blocks]] or [[plasteel]]) having a higher contribution. Naturally occurring walls with HP greater than naturally occurring granite have their containment strength clamped. This relies on the structures' current HP, not their maximum HP, meaning that having damaged walls or doors will result in a lower containment strength. This effect only applies to fully enclosed rooms. If any door is held open too long, the room will no longer be considered enclosed. [[Holding spot]]s and [[Holding platform]]s should be placed with a 1-tile gap from doors to prevent colonists from triggering spurious insufficient containment warnings by keeping doors open while interacting with void entities.&lt;br /&gt;
&lt;br /&gt;
Larger and more dangerous entities generally require more containment strength.  An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out.  As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days.  This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.&lt;br /&gt;
&lt;br /&gt;
The size of the cell does not affect containment strength.  Note that storing multiple entities in the same room will increase the required containment strength.  This may still be worthwhile for harvesting certain resources more efficiently.&lt;br /&gt;
&lt;br /&gt;
An entity incapable of [[moving]] will never breach.  This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength.  Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.&lt;br /&gt;
&lt;br /&gt;
Although possible, surrounding a containment spot with doors results in lower containment strength than using a room with both walls and doors.&lt;br /&gt;
&lt;br /&gt;
=== Material comparison ===&lt;br /&gt;
{{Recode|section=1|reason=automate a sortable version of the table}}&lt;br /&gt;
The following table is for roofed containment cells with walls and a single door made completely out of the listed material, with a separate column for containment cells with walls of the listed material and a security door instead of a single door of the given material. The listed values include no bonuses for flooring, lighting, or containment boosting buildings, and are for containment rooms with a single [[Holding platform]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Containment Strength !! With Security Door !! Material !! Containment Strength !! With Security Door&lt;br /&gt;
|-&lt;br /&gt;
! [[Jade]]&amp;lt;br/&amp;gt;[[File:Jade.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 31 || style=&amp;quot;text-align:right;&amp;quot; |  175 || [[Gold]]&amp;lt;br/&amp;gt;[[File:Gold.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 37 || style=&amp;quot;text-align:right;&amp;quot; |  178&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&amp;lt;br/&amp;gt;[[File:wood.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 40 || style=&amp;quot;text-align:right;&amp;quot; |  180 || [[Silver]]&amp;lt;br/&amp;gt;[[File:Silver.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 43 || style=&amp;quot;text-align:right;&amp;quot; |  181&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&amp;lt;br/&amp;gt;[[File:steel.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 62 || style=&amp;quot;text-align:right;&amp;quot; |  190 || [[Marble blocks]]&amp;lt;br/&amp;gt;[[File:Marble_blocks.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 74 || style=&amp;quot;text-align:right;&amp;quot; |  196 &lt;br /&gt;
|-&lt;br /&gt;
! [[Slate blocks]] &amp;lt;br/&amp;gt;[[File:Slate_blocks.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 81 || style=&amp;quot;text-align:right;&amp;quot; |  199 || [[Sandstone blocks]]&amp;lt;br/&amp;gt;[[File:Sandstone_blocks.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 87 || style=&amp;quot;text-align:right;&amp;quot; |  202 &lt;br /&gt;
|-&lt;br /&gt;
! [[Limestone blocks]]&amp;lt;br/&amp;gt;[[File:Limestone_blocks.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 97 || style=&amp;quot;text-align:right;&amp;quot; |  207 || [[Granite blocks]]&amp;lt;br/&amp;gt;[[File:Granite_blocks.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 105 || style=&amp;quot;text-align:right;&amp;quot; |  211&lt;br /&gt;
|-&lt;br /&gt;
! [[Bioferrite]]&amp;lt;br/&amp;gt;[[File:Bioferrite_b.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 132 || style=&amp;quot;text-align:right;&amp;quot; |  220 || [[Uranium]]&amp;lt;br/&amp;gt;[[File:Uranium.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 155 || style=&amp;quot;text-align:right;&amp;quot; |  235&lt;br /&gt;
|-&lt;br /&gt;
! [[Plasteel]]&amp;lt;br/&amp;gt;[[File:Plasteel_c.png|42px]] || style=&amp;quot;text-align:right;&amp;quot; | 174 || style=&amp;quot;text-align:right;&amp;quot; |  244&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Escape Interval===&lt;br /&gt;
The chance an entity will escape is determined by their escape interval. Each entity has a base escape interval (specified as a mean time between in days).&lt;br /&gt;
&lt;br /&gt;
The entity cannot escape if:&lt;br /&gt;
* Their base escape interval is zero or negative. Entities incapable of escaping are:&lt;br /&gt;
**{{Icon Small|Nociosphere}} [[Nociosphere]]&lt;br /&gt;
**{{Icon Small|Fleshmass nucleus}} [[Fleshmass nucleus]]&lt;br /&gt;
* The entity is incapable of moving (missing legs or incapacitated).&lt;br /&gt;
&lt;br /&gt;
The base escape interval is then further modified by:&lt;br /&gt;
* '''Entity's moving capacity'''&lt;br /&gt;
** It is multiplied by (10000 / Entity's Moving Capacity)%&lt;br /&gt;
** The moving capacity is clamped between 1 and 100%&lt;br /&gt;
** For example, at 70% moving it'll be (10000 / 70) = 143% (rounded up)&lt;br /&gt;
** At 100% moving, it'll just be (10000 / 100) = 100%, meaning it'll not affect the escape interval&lt;br /&gt;
* '''Days in captivity'''&lt;br /&gt;
** At 15 days or less, it doesn't affect it at all (multiplies it by 100%)&lt;br /&gt;
** At 60 days, it multiplies the escape interval by 120%&lt;br /&gt;
** At 120 days, it multiplies the escape interval by 150%&lt;br /&gt;
** At 240 days or more, it multiplies the escape interval by 200%&lt;br /&gt;
** It scales linearly between the values&lt;br /&gt;
* '''Containment strength minus entity's minimum containment strength''' (so if an entity needs 30 and the containment is 50, the value is 50 - 30 = 20)&lt;br /&gt;
** Below 0 strength multiplies the escape interval by 5% (lowers it significantly)&lt;br /&gt;
** At 0, it doesn't affect it at all (multiplies it by 100%)&lt;br /&gt;
** At 100, it multiplies it by 300%&lt;br /&gt;
** At 200 or more, it multiplies it by 800%&lt;br /&gt;
** It scales linearly between the values&lt;br /&gt;
* '''Temperature'''&lt;br /&gt;
** At 0°C and above, it doesn't affect it at all (multiplies it by 100%)&lt;br /&gt;
** At -30°C and below, it multiplies the escape interval by 150%&lt;br /&gt;
** It scales linearly between the values&lt;br /&gt;
** Affected entities:&lt;br /&gt;
***{{Icon Small|Fingerspike}} [[Fleshbeasts]]&lt;br /&gt;
***{{Icon Small|Shambler}} [[Shambler]]s&lt;br /&gt;
***{{Icon Small|Ghoul}} [[Ghoul]]s&lt;br /&gt;
&lt;br /&gt;
=== Containment facilities ===&lt;br /&gt;
There are a handful of facilities that can be constructed alongside holding spots or platforms. Some facilities help to make entities easier to contain, while others allow you to exploit entities for resources.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Research !! Cost !! Limit !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Electric inhibitor]]&amp;lt;br/&amp;gt;[[File:ElectricInhibitor east.png|128px]]&lt;br /&gt;
|| [[Research#Entity containment|Entity containment]] || {{Required Resources|Electric inhibitor}} || - 6 per holding platform&amp;lt;br/&amp;gt;- Max distance: 4&amp;lt;br/&amp;gt;- Min distance: 1&amp;lt;br/&amp;gt;- Must be pointed at platform&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{+|10}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Shard inhibitor]]&amp;lt;br/&amp;gt;[[File:ShardInhibitor.png|64px]]&lt;br /&gt;
|| [[Research#Entity containment|Entity containment]] || {{Required Resources|Shard inhibitor}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9 || - {{+|20}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Bioferrite harvester]]&amp;lt;br/&amp;gt;[[File:BioferriteHarvester east.png|128px]]&lt;br /&gt;
|| [[Research#Bioferrite harvesting|Bioferrite harvesting]] || {{Required Resources|Bioferrite harvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|15}} containment strength&amp;lt;br/&amp;gt;- Produces [[bioferrite]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Electroharvester]]&amp;lt;br/&amp;gt;[[File:Electroharvester south.png|128px]]&lt;br /&gt;
|| [[Research#Electroharvester|Electroharvester]] || {{Required Resources|Electroharvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|25}} containment strength&amp;lt;br/&amp;gt;- {{Bad|x50%}} entity study rate&amp;lt;br/&amp;gt;- Periodically applies electrical burns to entities&amp;lt;br/&amp;gt;- Produces up to 2000W of power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Containment Effect on Dark Study ==&lt;br /&gt;
The amount of Dark Study gained while studying contained entities is affected by containment strength. In general, the higher the containment strength over the minimum containment level of the entity then the larger multiplier of Dark Study.&lt;br /&gt;
&lt;br /&gt;
If the entity is contained at exactly the minimum containment required then Dark Study is not adjusted from the base value.&lt;br /&gt;
&lt;br /&gt;
At containment levels below the required amount, Dark Study is multiplied by 50%.&lt;br /&gt;
&lt;br /&gt;
At containment levels 100 above the required amount, Dark Study is multiplied by 130%. &lt;br /&gt;
&lt;br /&gt;
At containment levels 200 above the required amount, Dark Study is multiplied by 150%. This 50% additional Dark Study amount is the maximum value possible from containment.&lt;br /&gt;
&lt;br /&gt;
In between minimum containment required and 200 additional containment the Dark Study multiplier is linearly interpolated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Dark Study Effectiveness'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|yAxisMin = 0 |xGrid =| yGrid=| xAxisTitle = Containment Above Entity's Requirement |yAxisTitle = Dark Study (%) |x=-50,-0.001,0,100,200,250|y=50,50,100,130,150,150}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Containment rooms can follow 1 of 2 strategies, each with its own benefits and drawbacks: maximizing containment strength and minimizing space requirement.&lt;br /&gt;
&lt;br /&gt;
A downed high-risk entity can be stored in a [[cryptosleep casket]] until a suitable containment cell can be constructed, if one is not available.&lt;br /&gt;
&lt;br /&gt;
=== Maximizing Containment Strength ===&lt;br /&gt;
Since having multiple holding platforms or spots causes exponential reduction in containment strength, maximizing containment strength means holding fewer entities in the same room. This leads to a higher material cost and space requirement, increasing travel time; but leads to fewer entity escapes and higher dark research point gain. This can be done by:&lt;br /&gt;
* Using a [[Security door]] for an immediate gain of nearly {{Good|+160}} Containment. &amp;lt;!-- It's 160-(Previous door HP) --&amp;gt;&lt;br /&gt;
* Avoid using Bioferrite Harvesters or Electroharvesters(Note that electrical burns caused by harvesters decrease movement, which slightly increases containment strength)&lt;br /&gt;
* Hold only 1 entity in each room&lt;br /&gt;
* Use the highest HP wall and door materials possible- which will generally be naturally occurring ore deposits, [[granite|natural]] or [[Structure#Smoothed walls|smooth granite]], Plasteel, Uranium, natural or smooth limestone, Bioferrite, in that order.&lt;br /&gt;
* Ensure the rooms are lit and covered by a roof&lt;br /&gt;
* Use [[Bioferrite plating]] for flooring&lt;br /&gt;
* Build a [[Shard inhibitor]] in the containment room.&lt;br /&gt;
&lt;br /&gt;
==== Increasing dark research point gain ====&lt;br /&gt;
Beside increasing containment strength, you can gain more dark research points between each cooldown by:&lt;br /&gt;
* Not using [[Electroharvester]] on researched entities, it inflicts a {{Bad|-50%}} penalty to research gains.&lt;br /&gt;
* Having the researcher use [[Voidsight serum]].&lt;br /&gt;
&lt;br /&gt;
Containment boosting buildings come with downsides- [[Shard inhibitor]]s require a [[Shard]] to construct, and [[Electric inhibitor]]s take up a lot of space and can only affect a single platform at a time.&lt;br /&gt;
&lt;br /&gt;
=== Minimizing space requirement ===&lt;br /&gt;
This strategy has the opposite benefits and drawbacks of the previous strategy. But for low-risk entities such as [[Gorehulk]]s, de-legged [[Metalhorror]]s, or even [[Devourer]]s once you have got the means to counter them, the risk of escape is minimal, and the research penalty can be alleviated by investing in [[security door]]s or other containment facilities.&lt;br /&gt;
&lt;br /&gt;
The natural number of entities to hold in a room is 8, the maximum reached by a single bioferrite or electro harvester. This quantity reduce the containment strength by about half that for a similar room with 1 holding platform.&lt;br /&gt;
&lt;br /&gt;
With uranium walls, a lit containment room with eight holding platforms, bioferrite flooring, and a shard inhibitor will reach 142 containment, sufficient to give Noctols an escape interval of roughly 2 years.&lt;br /&gt;
&lt;br /&gt;
Gorehulks are generally the easiest entities to contain, due to their relatively low containment strength, their low melee damage, and their blunt melee attacks. They also can be de-legged to permanently be prevented from escaping (see the [[Gorehulk]] page for more details.&lt;br /&gt;
&lt;br /&gt;
Noctols have similar containment requirement and bioferrite yield to Gorehulks, but they can't be de-legged and have sharp attacks. Toughspikes are also similar. They can be de-legged by frostbite, but yield less bioferrite.&lt;br /&gt;
&lt;br /&gt;
Healthy metalhorrors are dangerous to contain. But if you can destroy their legs in combat, capturing them no longer has any risk&lt;br /&gt;
&lt;br /&gt;
Devourers are vulnerable to tox gas, which can be deployed from IED traps to down them in case of escape.&lt;br /&gt;
&lt;br /&gt;
A [[Revenant]] that escapes is highly annoying. Even if you can easily recapture them, their high containment requirement will induce other  entities in the room to escape more often.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with escapes ===&lt;br /&gt;
Entity escapes are generally not dangerous, especially if they are gorehulks, their containment cell has the sturdy security door, or they're separated to individual cells. The biggest risk in these events is accidentally killing the entity while trying to recapture. Therefor, painful and less lethal means such as tox gas, fire, or acid burn should be prioritized.&lt;br /&gt;
&lt;br /&gt;
This means that it's fairly safe to build large containment cells, even with 8 holding platforms. You can build an [[IED tox trap]] near the cell door in case of escape. Tox gas will fill the room and cause toxic buildup for the entities inside; you can repair the door while waiting for the entities to be downed. The gas will completely dissipate before toxic buildup can kill any entity, other than gorehulks or ghouls (they have lower tox resistance). Note that metalhorrors and shamblers are immune to tox gas and can't be supressed like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section is no longer accurate as of Odyssey adding Fortified Walls to the game but I don't currently have the time to redo everything to come to a new value. -Vilobion&lt;br /&gt;
 ==Trivia==&lt;br /&gt;
The highest possible containment score is '''403.9''', possible only by having a roofed containment cell whose entirely made of unmined [[Plasteel]] ore, with a security door, bioferrite plating floors, six electric inhibitors, and a shard beacon- lit entirely by [[Sunlamp]]s. A healthy [[Metalhorror]], the entity with the highest containment requirements, would have a prison break interval of 8 years with such a setup. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shambler&amp;diff=170218</id>
		<title>Shambler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shambler&amp;diff=170218"/>
		<updated>2025-09-22T02:48:57Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Summary */ Moved check tag questions into the stub description as the number of check tags in the summary text was honestly excessive and making the article harder to read and edit. Overall the entire article needs further attention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&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;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| psychic sensitivity = 0&lt;br /&gt;
| min comfortable temperature = -60&lt;br /&gt;
| max comfortable temperature = 30&lt;br /&gt;
| minimum containment strength = 25&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Shamblers''' are [[corpse]]s which have been reanimated by archotechnology. They attack relentlessly and are immune to [[pain]], but expire again after after a short period of movement. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=General occurrence, when animals vs humans. non raid sources etc}}&lt;br /&gt;
* [[Shambler assault]]&lt;br /&gt;
* [[Shambler swarm]]&lt;br /&gt;
* [[Shambler swarm animals]]&lt;br /&gt;
* [[Deadlife dust]]&lt;br /&gt;
* [[Death pall]]&lt;br /&gt;
&lt;br /&gt;
Missing vital body parts do not prevent a corpse from being raised. The raising process regenerates them instead. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section =1|reason = Metric ton of check tags, also description of expiry time, how to check, different times form different sources  maybe images&lt;br /&gt;
&amp;lt;br&amp;gt;Information needing to be verified:&lt;br /&gt;
* What shamblers will and will not attack Entities? Mechanoids? Insectoids? wild/Tamed animals?&lt;br /&gt;
* Are player created shamblers hostile to friendly faction members?&lt;br /&gt;
* Do shamblers utilize body part weapons, or are their combat verbs completely replaced? (E.g: power claws)&lt;br /&gt;
* Do Gorehulk and FLeshbeeast shamblers retain their ranged spines attacks?&lt;br /&gt;
* Are attacks made while shamblers are crawling less effective?&lt;br /&gt;
* What utility items, if any, can shamblers 'utilize'&lt;br /&gt;
&amp;lt;br&amp;gt;integrate hediff effects:&lt;br /&gt;
* Natural Healing Factor: {{Bad|×0%}}&lt;br /&gt;
* Pain Factor: {{Good|×0%}}&lt;br /&gt;
* [[Melee Cooldown (Pawn)]] Factor: {{Bad|×150%}} (66% as fast)&lt;br /&gt;
* [[Psychic Sensitivity]] Factor: {{Bad|×0%}}&lt;br /&gt;
* [[Minimum Comfortable Temperature]] Offset: {{---|{{Temperature|60||delta}} }}&lt;br /&gt;
* [[Maximum Comfortable Temperature]] Offset: {{+|{{Temperature|30||delta}} }}&lt;br /&gt;
* [[Minimum Containment Strength]] Offset: {{+|25}}&lt;br /&gt;
* [[Toxic Resistance]] Offset: {{+|100%}}&lt;br /&gt;
* [[Talking]] Post Factor: {{Bad|×0%}}&lt;br /&gt;
* [[Consciousness]] Post Factor: {{Bad|×70%}}&lt;br /&gt;
}}&lt;br /&gt;
Shamblers are creatures who are reanimated from death. &lt;br /&gt;
&lt;br /&gt;
Any creature other than [[ghoul]]s and [[mechanoids]] can be reanimated into a shambler, however most shamblers that spawn will be humanoid. &lt;br /&gt;
&lt;br /&gt;
Spawned shamblers will be hostile to any living humanoids they encounter, while shamblers created by the player action, such as from [[deadlife shell]]s will not be hostile to colonists.&lt;br /&gt;
&lt;br /&gt;
In combat, they act and fight largely as though they are unarmed pawns of the type they were when alive, assuming they retain the relevant body parts for the attacks in question, however they feel no [[pain]]. Human shamblers still display the skills they had in life. Traits such as [[tough]] and [[nimble]] still apply their respective bonuses, as do non-ability [[genes]]{{BiotechIcon}} that affect statistics and skills that shamblers are still capable of performing.&lt;br /&gt;
&lt;br /&gt;
[[Boomalope]], [[boomrat]], and [[toxalope]]{{BiotechIcon}} shamblers do not explode when killed. [[Chimera]]s ''do'' retain their Rage Speed ability, and shambler [[noctol]]s keep their light exposure weakness.&lt;br /&gt;
&lt;br /&gt;
Human shamblers benefit from any armor they are wearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Until this section can be verified it can sit in a comment&lt;br /&gt;
&lt;br /&gt;
Some{{Check Tag|Which?|Check all and note specifically which work and dont}} [[utility]] items can be fired while equipped by a shambler if the specific utility item trigger is met: [[shield belt]]s are always active, [[firefoam pop pack]]s trigger near fire, [[tox pack]]s{{BiotechIcon}} trigger in melee, [[low-shield pack]]s{{RoyaltyIcon}} trigger when receiving ranged damage, and [[smokepop pack]]s trigger when receiving turret{{Check Tag|Turret only?}} damage. --&amp;gt;&lt;br /&gt;
Human shamblers can still crawl, but unlike raiders or colonists, they can still attack while crawling.&lt;br /&gt;
&lt;br /&gt;
Shamblers can get [[heatstroke]] and [[hypothermia]], and have [[heart attack]]s, but feel no pain. Human shamblers without 100% [[Toxic Environment Resistance]] suffer from [[tox gas]]{{BiotechIcon}} but not [[toxic buildup]]{{BiotechIcon}} or [[rot stink]].{{BiotechIcon}} All shamblers are [[psychic sensitivity|psychically deaf]], they can be teleported around with the [[skip]] psycast{{RoyaltyIcon}} but are otherwise immune to psychic crowd control.&lt;br /&gt;
&lt;br /&gt;
Upon dying, the shambler's corpse will be rotting regardless of whether it was fresh beforehand, and usually at low HP. Shamblers that are part of a raid have a chance to drop [[bioferrite]] or a [[shard]] upon death, with the chances for a shard increasing at higher raid points. &amp;lt;!--For the love of the fucking cube don't check tag this with 'needs specifics', AFAIK the bioferrite drop chances are not listed anywhere on-wiki and the shard article already covers its drop rate. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A dead shambler that is resurrected with a [[resurrector mech serum]] returns to life as a living creature, not as a shambler.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The [[bioferrite]] yield of a shambler is determined by the [[Body Size]] of the creature that was reanimated. For example, a normal pawn will yield 1 bioferrite while a reanimated [[Megasloth]] will yield 4. Reanimated [[entities]] ignore this calculation and will retain their original bioferrite yield before reanimation.&lt;br /&gt;
&lt;br /&gt;
Using an [[Electroharvester]] on a shambler will generate 200 watts per body size (a megasloth produces 800 watts) however since shamblers do not regenerate health, using an electroharvester will eventually kill them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Shamblers will not attack unless a pawn enters sight range of them, unless sent as a raid. This means that they can be treated much as you would treat a [[mech cluster]];{{RoyaltyIcon}} 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, a [[Creepjoiner]] with the shambler overlord ability, [[deadlife pack]]s, [[deadlife shell]]s, and [[IED deadlife trap]]s in strategically positioned corpse stockpiles are potentially useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
Most Shamblers move at slower then the speed as a healthy equivalent - hence the name.  They are only capable of melee attacks, but are fairly durable as they are not downed by pain or psychic-related effects.  A group of humanoid Shamblers is a modest threat, roughly equivalent to the same number of tribals. Due to being limited to melee, Shamblers can be attacked from range or kited with little risk.&lt;br /&gt;
Animal and Entity Shamblers can be much more dangerous than humanoids, inheriting the original combat abilities of the creature that was reanimated. In these cases, they are similar to [[Manhunter]]s with enhanced toughness and immunity to pain.&lt;br /&gt;
&lt;br /&gt;
Individual Shamblers and Shambler Swarms that are not contained will naturally die from metabolic exhaustion after a few hours or days, so simply waiting until they eventually die out is a viable strategy if the player cannot combat them directly. &lt;br /&gt;
&lt;br /&gt;
Shambler ''Assaults'', however, are a lot more dangerous then their roaming counterparts - instead of staying roughly in the same place and giving you the choice to interact with them, they come to '''you.'''&lt;br /&gt;
&lt;br /&gt;
Each individual shambler has a rather low raid point value (meaning many are spawned at once) and some Shamblers have extremely high natural melee stats or melee/toughness boosting genomes with pain immunity '''and''' hoards can come from more then one direction '''AND''' Shamblers effectively ignore your typical raid defenses! &lt;br /&gt;
&lt;br /&gt;
Even a fully kited mid-late game colony can find their base overwhelmed by 40+ breaching Shamblers of varying strength - not to mention the mood debuffs rotting corpses, injuries and rot stink you'll deal with before and after fighting them. &lt;br /&gt;
&lt;br /&gt;
For massive groups of Shamblers, either call in your allies over the Comms console, ready your friendly mechs, or bring out your trusty bioferrite flame weaponry to sear the onslaught before they completely overwhelm you - don't be afraid to camp their makeshift entry point with groups of combatants to stop them from getting deeper into your base - waiting them out is NOT a viable option unless you have multi-thick layers of non-wooden walls.&lt;br /&gt;
&lt;br /&gt;
However, their strength is yours to harness...&lt;br /&gt;
&lt;br /&gt;
Using the associated [[psychic ritual]] - [Draw Shamblers] or deadlife dust, the hoard can be set out as a cheap yet crushing counter offense to the uncoordinated raids the storytellers might send you. &lt;br /&gt;
&lt;br /&gt;
Large Shambler swarms can easily overwhelm pesky human and (activated) mechaniod siege raids, at least to the point where either the mortar is destroyed, or the raiders decide to attack directly, or are entirely wiped out. &lt;br /&gt;
&lt;br /&gt;
Boss Mechanoids are also nearly entirely cheesed by their nature as ranged focused enemies - as you get the notification that the respectful boss has arrived, simply close off direct access to your colony and start the ritual (Mech bosses give you prep time before their attack). &lt;br /&gt;
&lt;br /&gt;
With a bit of luck, you'll have the boss swarmed (or at the very least distracted) by 20 or so shamblers, enough for a colony to either decide to go out and pile on ranged attacks, or reopen access to the colony and pick off the injured mech boss. &lt;br /&gt;
&lt;br /&gt;
You can even use the swarm to exhaust the battle hungry [Nociosphere]. While it may teleport around trying to kite the hoard, their immunity to its pain pulse allows them to creep onto it, locking it into a fury of melee attacks, often taking chunks of health of the Nociosphere or outright killing it.&lt;br /&gt;
&lt;br /&gt;
An equally battle hungry colony might consider staking outside a particularly dangerous outpost or hostile faction base - using the ritual as a cultist-style assault!&lt;br /&gt;
&lt;br /&gt;
As a cherry on top, shambler hoards often drop a highly sought-after Archotech shard - if defeated by combat and not expiration, making them useful even from a resource perspective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As they say on the rim: Fear the dead, or Fear by the dead. &lt;br /&gt;
&lt;br /&gt;
== Containment and farming ==&lt;br /&gt;
&lt;br /&gt;
Note: Shamblers mentioned are assumed to be base human shamblers unless stated otherwise&lt;br /&gt;
&lt;br /&gt;
Shamblers that are contained in a [[holding spot]] or [[holding platform]] will not die from metabolic exhaustion, and thus can be held indefinitely. &lt;br /&gt;
&lt;br /&gt;
That being said, capturing a significant number is challenging, as &amp;quot;downed&amp;quot; humanoid shamblers will not stay still to be captured at your convenience and will continue attacking as long as their movement remains above 1%, effectively allowing them to threaten your pawns as long as they live; unless you have a large colony or intricate set up, capturing more then a couple of shamblers per hoard is challenging.&lt;br /&gt;
&lt;br /&gt;
Don't be deceived, Shamblers that are in the process reviving have a tiny window of them being on the ground are &amp;quot;capturable&amp;quot; but not yet active and hostile. Dont fall for their rotten trick - they tend to revive in the hands of the captor as they are being chained to a holding spot.{{Check Tag|Verify Paragraph Content}} &lt;br /&gt;
&lt;br /&gt;
On the flip side, non-humanoid Shamblers are usually found in smaller groups and do not continue fighting once downed, allowing them to be more easily captured and farmed. Additionally as bioferrite production scales to body size, they can provide increased amounts for their actual difficulty in downing and capturing.- that being said, a colony with any other option should consider farming shamblers bioferrite and research should consider it their last. &lt;br /&gt;
&lt;br /&gt;
Human Shamblers are by far the worst anomaly to farm from in containment any from for any reason; They only provide a middling ~1 basic research every 2 days; only generate 1 bioferrite a day; (humans) Only produce 200wtts from a electroharvester; '''Dont''' recover from injuries - making them eventually succumb to burn damage dealt by the electroharvester or re-containment efforts. &lt;br /&gt;
&lt;br /&gt;
As a rotten cherry on top - although not stated by the game and contrary to the mentioned hediff effects '''Human Shamblers Recover lost limbs soon after containment.''' Just like [ghouls] - so you cant even create a low mentainence system using crippled/legless shamblers! &lt;br /&gt;
&lt;br /&gt;
Their only merit is their low containment requirement, and that Paralytic abasia is not cured when raised as a shambler. Therefore unaccepted crashlanded humans/animals who died and are reanimated with paralytic abasia can be captured and held (until the abasia is healed) with zero risk. Babies may also be raised, and are similarly incapable.{{Check Tag|Details|Do shamblers age?}} &lt;br /&gt;
&lt;br /&gt;
That being said, avoid dealing with shamblers in the context of containment and focus on their offensive potential. Unless you are absolutely desperate for sweet sweet bioferrite or need research points for [[Disruptor flare pack]] to stop a stalking revernent.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yyzex5xdohxf5bno&amp;topic_revId=yyzeyd8cv67xpdfo&amp;action=single-view</id>
		<title>Topic:Yyzex5xdohxf5bno</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yyzex5xdohxf5bno&amp;topic_revId=yyzeyd8cv67xpdfo&amp;action=single-view"/>
		<updated>2025-09-15T02:51:16Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Vilobion&quot; class=&quot;mw-userlink&quot; title=&quot;User:Vilobion&quot;&gt;&lt;bdi&gt;Vilobion&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Vilobion&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Vilobion&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Vilobion&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Vilobion&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; marked the &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/wiki/Topic:Yyzex5xdohxf5bno&quot;&gt;topic&lt;/a&gt; &quot;Testing if talk pages accept images or not.&quot; as resolved (&lt;em&gt;marked as resolved&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yyzex5xdohxf5bno&amp;topic_postId=yyzex5xdolvhdflw&amp;topic_revId=yyzey60j0266m150&amp;action=single-view</id>
		<title>Topic:Yyzex5xdohxf5bno</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yyzex5xdohxf5bno&amp;topic_postId=yyzex5xdolvhdflw&amp;topic_revId=yyzey60j0266m150&amp;action=single-view"/>
		<updated>2025-09-15T02:51:10Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Vilobion&quot; class=&quot;mw-userlink&quot; title=&quot;User:Vilobion&quot;&gt;&lt;bdi&gt;Vilobion&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Vilobion&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Vilobion&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Vilobion&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Vilobion&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; hid a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yyzex5xdohxf5bno&amp;amp;topic_showPostId=yyzex5xdolvhdflw#flow-post-yyzex5xdolvhdflw&quot;&gt;post&lt;/a&gt; on &quot;Testing if talk pages accept images or not.&quot; (&lt;em&gt;Test completed (lul don&amp;#039;t link image at full size!)&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yyzex5xdohxf5bno&amp;topic_postId=yyzex5xdolvhdflw&amp;topic_revId=yyzex5xdolvhdflw&amp;action=single-view</id>
		<title>Topic:Yyzex5xdohxf5bno</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yyzex5xdohxf5bno&amp;topic_postId=yyzex5xdolvhdflw&amp;topic_revId=yyzex5xdolvhdflw&amp;action=single-view"/>
		<updated>2025-09-15T02:50:40Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Vilobion&quot; class=&quot;mw-userlink&quot; title=&quot;User:Vilobion&quot;&gt;&lt;bdi&gt;Vilobion&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Vilobion&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Vilobion&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Vilobion&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Vilobion&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:Yyzex5xdohxf5bno&amp;amp;topic_showPostId=yyzex5xdolvhdflw#flow-post-yyzex5xdolvhdflw&quot;&gt;commented&lt;/a&gt; on &quot;Testing if talk pages accept images or not.&quot; (&lt;em&gt;&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:VWA.png&amp;diff=169640</id>
		<title>File:VWA.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:VWA.png&amp;diff=169640"/>
		<updated>2025-09-15T02:24:05Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: A MS Paint 'masterpiece' meant to inspire warm fuzzy feelings in those whose efforts result in being given the Vilobion Wiki Award.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A MS Paint 'masterpiece' meant to inspire warm fuzzy feelings in those whose efforts result in being given the Vilobion Wiki Award.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright self}}&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Entities&amp;diff=169608</id>
		<title>Entities</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Entities&amp;diff=169608"/>
		<updated>2025-09-13T16:30:13Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Removed &amp;quot;For more information while this page is under construction...&amp;quot; from the leading paragraph as this article has reached a growth milestone and needs to pick its passions and trait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{recode|reason=Actual table of pawn entities themselves in addition to the entries in the codex}}&lt;br /&gt;
'''Entities''' are the incidents and events of the [[Anomaly DLC]]. After a colonist investigates the monolith, more frequent and more diverse anomaly incidents can occur. All entities will appear in the Entity Codex after being discovered.&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will study them according to Dark Research job on the Work Tab which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Entity List == &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;
! Research gain&lt;br /&gt;
! [[Research#Basic projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
! [[Void monolith]] &amp;lt;!--comments are added for readability. while editing i found it difficult to know what value is what--&amp;gt;&lt;br /&gt;
| {{Q|Void monolith|Description}}&amp;lt;!--description of anomaly, in-game--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--reaserch per study--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--what study unlocked--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--how much strenght for containment--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--bio-f per day--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--power output--&amp;gt;&lt;br /&gt;
| 0 &amp;lt;!--monolith level--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| {{Q|Harbinger tree|Description}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 (Seed purchasable at 0)&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;
| Summon fleshbeasts&lt;br /&gt;
| 20(Fingerspike)&amp;lt;br&amp;gt;40(Trispike)&amp;lt;br&amp;gt;50(Toughspike)&amp;lt;br&amp;gt;75(Bulbfreak)&lt;br /&gt;
| 1.2(Fingerspike)&amp;lt;br&amp;gt;2(Trispike)&amp;lt;br&amp;gt;2(Toughspike)&amp;lt;br&amp;gt;7(Bulbfreak)&lt;br /&gt;
| 120(Fingerspike)&amp;lt;br&amp;gt;200(Trispike)&amp;lt;br&amp;gt;200(Toughspike)&amp;lt;br&amp;gt;700(Bulbfreak)&lt;br /&gt;
| 0 (Distress Signal or Ancient Danger)&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;
| [[Research#Proximity detector|Proximity detector]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
| 160&lt;br /&gt;
| 1&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;
| [[Research#Draw shamblers|Draw shamblers]]&lt;br /&gt;
| 25&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 0&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;
| [[Research#Ghoul infusion|Ghoul infusion]]&amp;lt;br&amp;gt;[[Research#Ghoul enhancements|Ghoul enhancements]]&amp;lt;br&amp;gt;[[Research#Ghoul resurrection|Ghoul resurrection]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 1 (Or 0 with Anomaly starting scenario)&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;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;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;
| [[Research#Bliss lobotomy|Bliss lobotomy]]&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 400&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Deathpall.png|72px|link=Death pall|Death pall]]&lt;br /&gt;
! [[Death pall]]&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;
| N/A&lt;br /&gt;
| [[Research#Deadlife dust|Deadlife dust]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&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;
! Research gain&lt;br /&gt;
! [[Research#Advanced_projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&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;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&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;
| N/A&lt;br /&gt;
| [[Research#Provoke pit gate|Provoke pit gate]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&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;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;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;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&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;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;
| [[Research#Mutation weaponry|Mutation weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
|200&lt;br /&gt;
| 2&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;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;
| [[Research#Juggernaut serum|Juggernaut serum]]&lt;br /&gt;
| 70&lt;br /&gt;
| 3.23&lt;br /&gt;
| 430&lt;br /&gt;
| 1&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;
| N/A&lt;br /&gt;
| 90&lt;br /&gt;
| 4&lt;br /&gt;
|800&lt;br /&gt;
| 1&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;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&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;
| N/A&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2&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;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;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Brainwipe|Brainwipe]]&amp;lt;br&amp;gt;[[Research#Revenant invisibility|Revenant invisibility]]&lt;br /&gt;
| 80&lt;br /&gt;
| 4&lt;br /&gt;
| 200&lt;br /&gt;
| 1&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;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;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Metalblood serum|Metalblood serum]]&lt;br /&gt;
| 110&lt;br /&gt;
| 4.4&lt;br /&gt;
| 220&lt;br /&gt;
| 1&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;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;
| [[Research#Insanity weaponry|Insanity weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 7.2&lt;br /&gt;
| 720&lt;br /&gt;
| 2&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;
| N/A&lt;br /&gt;
| [[Research#Blood rain|Blood rain]]&amp;lt;br&amp;gt;[[Research#Neurosis pulse|Neurosis pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
! [[Twisted obelisk]]&lt;br /&gt;
| {{Q|Twisted obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
! [[Corrupted obelisk]]&lt;br /&gt;
| {{Q|Corrupted obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
! [[Warped obelisk]]&lt;br /&gt;
| {{Q|Warped obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
! [[Golden cube]]&lt;br /&gt;
| {{Q|Golden cube|Description}}&lt;br /&gt;
| &lt;br /&gt;
| [[Research#Pleasure pulse|Pleasure pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&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;
| [[Research#Death refusal|Death refusal]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&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;
|-&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;
== Containment ==&lt;br /&gt;
{{Main|Containment}}&lt;br /&gt;
Downed hostile entities may be captured and exploited for a number of purposes:&lt;br /&gt;
* Studying captured entities increases progress towards unlocking the [[Research#Anomaly|Anomaly research tree]]&lt;br /&gt;
* [[Bioferrite]] can be extracted from entities. Bioferrite is a versatile resource- it is required to perform [[psychic rituals]], can serve as a material for [[bioferrite shaper|crafting equipment]], and is a potent [[bioferrite generator|fuel source]].&lt;br /&gt;
* [[Nociosphere]]s can be sent out as a devastating weapon &lt;br /&gt;
* [[Fleshmass nucleus|Fleshmass nuclei]] continually produce [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Unlike keeping human [[prisoner]]s which only require a sleeping spot in an enclosed room, Entities require their own specialized buildings to contain, and entities have their own unique calculations that dictate how frequently they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Most entities can be studied for Anomaly research. All entities that can be studied are able to be studied on a cooldown of two days. This cooldown is unaffected by the [[Skills#Intellectual|intellectual]] skill of the researcher. The amount of time it takes to finish studying an entity ''does'' depend on the intellectual skill of the researcher, with a higher skill taking less time to finish. The base Dark Study speed is calculated in the same manner as base [[Research Speed|Research Speed]]. However, since the vast majority of time waiting for an Anomaly research project to finish is during the two day cooldown, it doesn't matter too much who is sent to research an entity.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basic entities give basic research when studied, which can only be used for basic [[Research#Anomaly|Anomaly research projects]]. Advanced entities give advanced research, which can be used for any Anomaly research project. If you don't currently have an advanced research project active, advanced research points are treated the same as basic research points and go towards unlocking basic research. You can have both a basic and an advanced research project active at the same time, and if you do, the basic points will go towards the basic project, and the advanced points will go towards the advanced project.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner|Creepjoiners]] count as advanced entities even though they don't show up in the entity codex. You can study them as prisoners in the prisoner tab by selecting &amp;quot;Study&amp;quot; instead of similar options like &amp;quot;Recruit&amp;quot; or &amp;quot;Convert&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Void study ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]][[Category:Factions]][[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Entities&amp;diff=169135</id>
		<title>Entities</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Entities&amp;diff=169135"/>
		<updated>2025-09-12T13:02:56Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Containment */ Changed section to be more of an abstract overview of containment. Main article on the subject exists to provide more granular details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{recode|reason=Actual table of pawn entities themselves in addition to the entries in the codex}}&lt;br /&gt;
'''Entities''' are the incidents and events of the [[Anomaly DLC]]. After a colonist investigates the monolith, more frequent and more diverse anomaly incidents can occur. All entities will appear in the Entity Codex after being discovered.&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will study them according to Dark Research job on the Work Tab which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
For more information while this page is under construction, see [[Anomaly]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Entity List == &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;
! Research gain&lt;br /&gt;
! [[Research#Basic projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
! [[Void monolith]] &amp;lt;!--comments are added for readability. while editing i found it difficult to know what value is what--&amp;gt;&lt;br /&gt;
| {{Q|Void monolith|Description}}&amp;lt;!--description of anomaly, in-game--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--reaserch per study--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--what study unlocked--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--how much strenght for containment--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--bio-f per day--&amp;gt;&lt;br /&gt;
| N/A &amp;lt;!--power output--&amp;gt;&lt;br /&gt;
| 0 &amp;lt;!--monolith level--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| {{Q|Harbinger tree|Description}}&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1 (Seed purchasable at 0)&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;
| Summon fleshbeasts&lt;br /&gt;
| 20(Fingerspike)&amp;lt;br&amp;gt;40(Trispike)&amp;lt;br&amp;gt;50(Toughspike)&amp;lt;br&amp;gt;75(Bulbfreak)&lt;br /&gt;
| 1.2(Fingerspike)&amp;lt;br&amp;gt;2(Trispike)&amp;lt;br&amp;gt;2(Toughspike)&amp;lt;br&amp;gt;7(Bulbfreak)&lt;br /&gt;
| 120(Fingerspike)&amp;lt;br&amp;gt;200(Trispike)&amp;lt;br&amp;gt;200(Toughspike)&amp;lt;br&amp;gt;700(Bulbfreak)&lt;br /&gt;
| 0 (Distress Signal or Ancient Danger)&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;
| [[Research#Proximity detector|Proximity detector]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
| 160&lt;br /&gt;
| 1&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;
| [[Research#Draw shamblers|Draw shamblers]]&lt;br /&gt;
| 25&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 0&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;
| [[Research#Ghoul infusion|Ghoul infusion]]&amp;lt;br&amp;gt;[[Research#Ghoul enhancements|Ghoul enhancements]]&amp;lt;br&amp;gt;[[Research#Ghoul resurrection|Ghoul resurrection]]&lt;br /&gt;
| 30&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
| 1 (Or 0 with Anomaly starting scenario)&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;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;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;
| [[Research#Bliss lobotomy|Bliss lobotomy]]&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 400&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Deathpall.png|72px|link=Death pall|Death pall]]&lt;br /&gt;
! [[Death pall]]&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;
| N/A&lt;br /&gt;
| [[Research#Deadlife dust|Deadlife dust]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&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;
! Research gain&lt;br /&gt;
! [[Research#Advanced_projects|Research unlocked]]&lt;br /&gt;
! Containment strength requirement&lt;br /&gt;
! Bioferrite/Day&lt;br /&gt;
! Power Output (W)&lt;br /&gt;
! Minimum Monolith Level&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;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&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;
| N/A&lt;br /&gt;
| [[Research#Provoke pit gate|Provoke pit gate]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&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;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;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;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&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;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;
| [[Research#Mutation weaponry|Mutation weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
|200&lt;br /&gt;
| 2&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;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;
| [[Research#Juggernaut serum|Juggernaut serum]]&lt;br /&gt;
| 70&lt;br /&gt;
| 3.23&lt;br /&gt;
| 430&lt;br /&gt;
| 1&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;
| N/A&lt;br /&gt;
| 90&lt;br /&gt;
| 4&lt;br /&gt;
|800&lt;br /&gt;
| 1&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;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&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;
| N/A&lt;br /&gt;
| 60&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 2&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;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;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Brainwipe|Brainwipe]]&amp;lt;br&amp;gt;[[Research#Revenant invisibility|Revenant invisibility]]&lt;br /&gt;
| 80&lt;br /&gt;
| 4&lt;br /&gt;
| 200&lt;br /&gt;
| 1&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;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;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
|&lt;br /&gt;
| [[Research#Metalblood serum|Metalblood serum]]&lt;br /&gt;
| 110&lt;br /&gt;
| 4.4&lt;br /&gt;
| 220&lt;br /&gt;
| 1&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;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;
| [[Research#Insanity weaponry|Insanity weaponry]]&lt;br /&gt;
| 0&lt;br /&gt;
| 7.2&lt;br /&gt;
| 720&lt;br /&gt;
| 2&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;
| N/A&lt;br /&gt;
| [[Research#Blood rain|Blood rain]]&amp;lt;br&amp;gt;[[Research#Neurosis pulse|Neurosis pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
! [[Twisted obelisk]]&lt;br /&gt;
| {{Q|Twisted obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
! [[Corrupted obelisk]]&lt;br /&gt;
| {{Q|Corrupted obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
! [[Warped obelisk]]&lt;br /&gt;
| {{Q|Warped obelisk|Description}}&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
! [[Golden cube]]&lt;br /&gt;
| {{Q|Golden cube|Description}}&lt;br /&gt;
| &lt;br /&gt;
| [[Research#Pleasure pulse|Pleasure pulse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&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;
| [[Research#Death refusal|Death refusal]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| 1&lt;br /&gt;
|}&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;
|-&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;
== Containment ==&lt;br /&gt;
{{Main|Containment}}&lt;br /&gt;
Downed hostile entities may be captured and exploited for a number of purposes:&lt;br /&gt;
* Studying captured entities increases progress towards unlocking the [[Research#Anomaly|Anomaly research tree]]&lt;br /&gt;
* [[Bioferrite]] can be extracted from entities. Bioferrite is a versatile resource- it is required to perform [[psychic rituals]], can serve as a material for [[bioferrite shaper|crafting equipment]], and is a potent [[bioferrite generator|fuel source]].&lt;br /&gt;
* [[Nociosphere]]s can be sent out as a devastating weapon &lt;br /&gt;
* [[Fleshmass nucleus|Fleshmass nuclei]] continually produce [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Unlike keeping human [[prisoner]]s which only require a sleeping spot in an enclosed room, Entities require their own specialized buildings to contain, and entities have their own unique calculations that dictate how frequently they attempt to escape.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Most entities can be studied for Anomaly research. All entities that can be studied are able to be studied on a cooldown of two days. This cooldown is unaffected by the [[Skills#Intellectual|intellectual]] skill of the researcher. The amount of time it takes to finish studying an entity ''does'' depend on the intellectual skill of the researcher, with a higher skill taking less time to finish. The base Dark Study speed is calculated in the same manner as base [[Research Speed|Research Speed]]. However, since the vast majority of time waiting for an Anomaly research project to finish is during the two day cooldown, it doesn't matter too much who is sent to research an entity.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basic entities give basic research when studied, which can only be used for basic [[Research#Anomaly|Anomaly research projects]]. Advanced entities give advanced research, which can be used for any Anomaly research project. If you don't currently have an advanced research project active, advanced research points are treated the same as basic research points and go towards unlocking basic research. You can have both a basic and an advanced research project active at the same time, and if you do, the basic points will go towards the basic project, and the advanced points will go towards the advanced project.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner|Creepjoiners]] count as advanced entities even though they don't show up in the entity codex. You can study them as prisoners in the prisoner tab by selecting &amp;quot;Study&amp;quot; instead of similar options like &amp;quot;Recruit&amp;quot; or &amp;quot;Convert&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Void study ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]][[Category:Factions]][[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=169044</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=169044"/>
		<updated>2025-09-12T04:06:29Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Metalhorror Detection */ Anomaly Icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}} &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 = 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;
| bandwidth cost = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = High subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] that can perform doctoring duties, fight fires, and jump long distances.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= What can and can't they be ordered to do while drafted}}&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead paramedics may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the paramedic.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Paramedics can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
As mechs can't be tended to and don't benefit from medicine, paramedics are never found in mechanoid [[raid]]s.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: paramedics use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
===Work===&lt;br /&gt;
Paramedics will do all work under the Doctoring tab, such as surgery, tending, and rescue. They will also feed bedridden colonists and prisoners.{{Check Tag|Firefighting?|Firefighting is listed in their work. Does this mean they'll fight fires as a pawn would. Priorities? Firefighting over doctor and then as the Work tab organised jobs}} Paramedics have an effective [[Medical]] skill of 10. They will rescue pawns before tending to them. &lt;br /&gt;
&lt;br /&gt;
They have a base [[Global Work Speed]] of 50% and have a base [[move speed]] {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} that of a human, equivalent to a baseline human in [[plate armor]].&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge.&lt;br /&gt;
*It can jump to any tile in [[line of sight]] and within a 15 tile radius, but outside a 6 tile radius. This means it can jump over [[stone chunk]]s and [[fence]]s, but not [[wall]]s.&lt;br /&gt;
*There is a short {{ticks|30}} warm-up before jumping, and a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}}&lt;br /&gt;
*It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during the warmup.&lt;br /&gt;
Unlike regular movement, the long jump can both be initiated and land outside of the [[mechanitor]]'s command radius, with no restrictions so long as the mechanitor is present and not [[downed]] or in a [[mental break]]. Paramedics can carry a [[downed]] pawn with them during this jump.&lt;br /&gt;
&lt;br /&gt;
They also have the ability to release a 3.5-tile radius burst of [[firefoam]] on command, putting out [[fire]]s, preventing the spread of other fires, and reducing the [[flammability]] of pawns in the area to 0%. It takes {{ticks|30}} to deploy. It has no reload cost, but has a {{ticks/gametime|300000}} cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MechLongJump.png|The on-screen gizmo to initiate a long jump&lt;br /&gt;
Paramedic jump.png|Range of the Paramedic mechanoid's jump launcher ability. Sterile tiles = valid targets. Gold tiles = too close and untargettable&lt;br /&gt;
MechFirefoamPop.png|The on-screen gizmo to initiate a firefoam pop&lt;br /&gt;
Paramedic firefoam pop.png|Radius of the Paramedic mechanoid's firefoam pop ability.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Need analysis on what it takes to reach 98% (i.e. max) success chance for ops for each medicine type. Reports that herbal need Leg. Hospital Bed, Vitals monitor, lit and sterile but needs verification and expansion}}&lt;br /&gt;
Paramedics work slowly without a [[mech booster]]. For reference, a skill 2 pawn is faster than a base paramedic, and skill 6 is faster than a mech-boosted paramedic. When triaging situations with multiple bleeding pawns, send almost ''any'' human doctor for patients who are critically [[Blood loss|bleeding out]], and paramedics for the rest.&lt;br /&gt;
&lt;br /&gt;
In any tending situation, paramedics have 3 main advantages:&lt;br /&gt;
*Paramedics do not suffer from [[mental break]]s, can never get [[disease]]s, and will rarely get wounded - all factors that can weaken or disable human doctors.&lt;br /&gt;
*Paramedics are an extra hand. When you have a lot of injuries to tend to, your 'main' doctors' hands may be full. Having a mech tend is better than no tending at all.&lt;br /&gt;
*Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed.&lt;br /&gt;
You may want to group the paramedic with other combat mechanoids, keeping them dormant until a combat situation or disease outbreak occurs. Note that the mechanitor must be conscious to change Work Modes, so solo mechanitors should keep paramedics active, and consider having more than one.&lt;br /&gt;
&lt;br /&gt;
Paramedics cannot tend while [[draft]]ed; they need an empty medical-set bed or [[sleeping spot]] in order to rescue pawns and start treatment. If tending needs to be done urgently, then place a sleeping spot near any wounded colonists and set it to medical. In these situations, you should temporarily set the pawn to ''Doctor care but no medicine'' so that the paramedic doesn't waste time hauling medicine from your base.&lt;br /&gt;
&lt;br /&gt;
===Nonurgent===&lt;br /&gt;
With a [[cleanliness|clean]], [[Light|well-lit]] hospital with a high quality [[hospital bed]], a paramedic can reach the 98% surgery success chance cap of a human. They cannot clean their own hospitals, are slower to heal injuries caused by surgery failures, and rely much more on the quality of the hospital than high skill humans.&lt;br /&gt;
&lt;br /&gt;
If no doctors are above Medical 10, or when playing with a solo colonist, then a paramedic is the obvious choice for surgery and [[disease]].&lt;br /&gt;
&lt;br /&gt;
===Firefighting and rescue===&lt;br /&gt;
With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others.&lt;br /&gt;
&lt;br /&gt;
Due to the flexibility of the long jump, paramedics are useful for rescuing pawns. &lt;br /&gt;
*A paramedic takes up 1 [[bandwidth]]. A human combatant, who would otherwise be &amp;quot;lost&amp;quot; rescuing, almost certainly makes up for the loss of [[militor|combat mech]]s from a single bandwidth.&lt;br /&gt;
&lt;br /&gt;
===Metalhorror Detection{{AnomalyIcon}}=== &lt;br /&gt;
After a colony has analyzed enough gray flesh samples to enable surgical inspections to uncover [[Metalhorror]]s, Paramedics always provide truthful surgical inspection results.&lt;br /&gt;
&lt;br /&gt;
== Work Speed ==&lt;br /&gt;
{{Rewrite|reason=Verify numbers for tend speed}}&lt;br /&gt;
The [[Medical Tend Speed]] of a paramedic is dependent on their [[Global Work Speed]], which is 50%. A [[mech booster]]'s effect increases work speed to 75%. Each [[control sublink (standard)|control sublink]] installed in their Mechanitor increases the work speed by +6%, up to a maximum of +36%. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters. &lt;br /&gt;
&lt;br /&gt;
All values are for 50%+ lighting conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Medical Tend Speed at Skill 10 is 100%, so conveniently its the same --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan='2'| Control&amp;lt;br&amp;gt;Sublinks !! colspan='2' | [[Medical Tend Speed]]&lt;br /&gt;
|-&lt;br /&gt;
! Base !! Mech Boosted&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 50% || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 56% || 81%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 62% || 87%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 68% || 93%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 74% || 99%	&lt;br /&gt;
|-	&lt;br /&gt;
| 5 || 80% || 105%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 86% || 111%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A healthy, skill 2 colonist beats a base paramedic in terms of tend speed. A skill 6 colonist will beat a mech-boosted paramedic with no sublinks. A skill 12 colonist, or skill 6 with 2 [[archotech arm]]s, will beat a mech-boosted Paramedic with maximum sublinks.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Paramedic east.png| Age 0-99 Paramedic facing east&lt;br /&gt;
Paramedic north.png| Age 0-99 Paramedic facing north&lt;br /&gt;
Paramedic south.png| Age 0-99 Paramedic facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ParamedicAncient east.png| Age 100+ Paramedic facing east&lt;br /&gt;
ParamedicAncient north.png| Age 100+ Paramedic facing north&lt;br /&gt;
ParamedicAncient south.png| Age 100+ Paramedic facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Paramedic not counted as doctor in solo mechanitor run.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Paramedic mechs can't carry pawns while jumping.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Paramedic mechs can't carry pawns while jumping. It is unknown why this fix was/had to be implemented twice. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Paramedics not fighting fires automatically.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Paramedics dropping their carried pawn when jumping.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=169043</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=169043"/>
		<updated>2025-09-12T04:05:48Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Analysis */ Add brief mention of their utility at doing surgical inspections for metalhorror detection.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}} &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 = 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;
| bandwidth cost = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = High subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] that can perform doctoring duties, fight fires, and jump long distances.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= What can and can't they be ordered to do while drafted}}&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead paramedics may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the paramedic.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Paramedics can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
As mechs can't be tended to and don't benefit from medicine, paramedics are never found in mechanoid [[raid]]s.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: paramedics use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
===Work===&lt;br /&gt;
Paramedics will do all work under the Doctoring tab, such as surgery, tending, and rescue. They will also feed bedridden colonists and prisoners.{{Check Tag|Firefighting?|Firefighting is listed in their work. Does this mean they'll fight fires as a pawn would. Priorities? Firefighting over doctor and then as the Work tab organised jobs}} Paramedics have an effective [[Medical]] skill of 10. They will rescue pawns before tending to them. &lt;br /&gt;
&lt;br /&gt;
They have a base [[Global Work Speed]] of 50% and have a base [[move speed]] {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} that of a human, equivalent to a baseline human in [[plate armor]].&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge.&lt;br /&gt;
*It can jump to any tile in [[line of sight]] and within a 15 tile radius, but outside a 6 tile radius. This means it can jump over [[stone chunk]]s and [[fence]]s, but not [[wall]]s.&lt;br /&gt;
*There is a short {{ticks|30}} warm-up before jumping, and a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}}&lt;br /&gt;
*It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during the warmup.&lt;br /&gt;
Unlike regular movement, the long jump can both be initiated and land outside of the [[mechanitor]]'s command radius, with no restrictions so long as the mechanitor is present and not [[downed]] or in a [[mental break]]. Paramedics can carry a [[downed]] pawn with them during this jump.&lt;br /&gt;
&lt;br /&gt;
They also have the ability to release a 3.5-tile radius burst of [[firefoam]] on command, putting out [[fire]]s, preventing the spread of other fires, and reducing the [[flammability]] of pawns in the area to 0%. It takes {{ticks|30}} to deploy. It has no reload cost, but has a {{ticks/gametime|300000}} cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MechLongJump.png|The on-screen gizmo to initiate a long jump&lt;br /&gt;
Paramedic jump.png|Range of the Paramedic mechanoid's jump launcher ability. Sterile tiles = valid targets. Gold tiles = too close and untargettable&lt;br /&gt;
MechFirefoamPop.png|The on-screen gizmo to initiate a firefoam pop&lt;br /&gt;
Paramedic firefoam pop.png|Radius of the Paramedic mechanoid's firefoam pop ability.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Need analysis on what it takes to reach 98% (i.e. max) success chance for ops for each medicine type. Reports that herbal need Leg. Hospital Bed, Vitals monitor, lit and sterile but needs verification and expansion}}&lt;br /&gt;
Paramedics work slowly without a [[mech booster]]. For reference, a skill 2 pawn is faster than a base paramedic, and skill 6 is faster than a mech-boosted paramedic. When triaging situations with multiple bleeding pawns, send almost ''any'' human doctor for patients who are critically [[Blood loss|bleeding out]], and paramedics for the rest.&lt;br /&gt;
&lt;br /&gt;
In any tending situation, paramedics have 3 main advantages:&lt;br /&gt;
*Paramedics do not suffer from [[mental break]]s, can never get [[disease]]s, and will rarely get wounded - all factors that can weaken or disable human doctors.&lt;br /&gt;
*Paramedics are an extra hand. When you have a lot of injuries to tend to, your 'main' doctors' hands may be full. Having a mech tend is better than no tending at all.&lt;br /&gt;
*Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed.&lt;br /&gt;
You may want to group the paramedic with other combat mechanoids, keeping them dormant until a combat situation or disease outbreak occurs. Note that the mechanitor must be conscious to change Work Modes, so solo mechanitors should keep paramedics active, and consider having more than one.&lt;br /&gt;
&lt;br /&gt;
Paramedics cannot tend while [[draft]]ed; they need an empty medical-set bed or [[sleeping spot]] in order to rescue pawns and start treatment. If tending needs to be done urgently, then place a sleeping spot near any wounded colonists and set it to medical. In these situations, you should temporarily set the pawn to ''Doctor care but no medicine'' so that the paramedic doesn't waste time hauling medicine from your base.&lt;br /&gt;
&lt;br /&gt;
===Nonurgent===&lt;br /&gt;
With a [[cleanliness|clean]], [[Light|well-lit]] hospital with a high quality [[hospital bed]], a paramedic can reach the 98% surgery success chance cap of a human. They cannot clean their own hospitals, are slower to heal injuries caused by surgery failures, and rely much more on the quality of the hospital than high skill humans.&lt;br /&gt;
&lt;br /&gt;
If no doctors are above Medical 10, or when playing with a solo colonist, then a paramedic is the obvious choice for surgery and [[disease]].&lt;br /&gt;
&lt;br /&gt;
===Firefighting and rescue===&lt;br /&gt;
With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others.&lt;br /&gt;
&lt;br /&gt;
Due to the flexibility of the long jump, paramedics are useful for rescuing pawns. &lt;br /&gt;
*A paramedic takes up 1 [[bandwidth]]. A human combatant, who would otherwise be &amp;quot;lost&amp;quot; rescuing, almost certainly makes up for the loss of [[militor|combat mech]]s from a single bandwidth.&lt;br /&gt;
&lt;br /&gt;
===Metalhorror Detection===&lt;br /&gt;
After a colony has analyzed enough gray flesh samples to enable surgical inspections to uncover [[Metalhorror]]s, Paramedics always provide truthful surgical inspection results.&lt;br /&gt;
&lt;br /&gt;
== Work Speed ==&lt;br /&gt;
{{Rewrite|reason=Verify numbers for tend speed}}&lt;br /&gt;
The [[Medical Tend Speed]] of a paramedic is dependent on their [[Global Work Speed]], which is 50%. A [[mech booster]]'s effect increases work speed to 75%. Each [[control sublink (standard)|control sublink]] installed in their Mechanitor increases the work speed by +6%, up to a maximum of +36%. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters. &lt;br /&gt;
&lt;br /&gt;
All values are for 50%+ lighting conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Medical Tend Speed at Skill 10 is 100%, so conveniently its the same --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan='2'| Control&amp;lt;br&amp;gt;Sublinks !! colspan='2' | [[Medical Tend Speed]]&lt;br /&gt;
|-&lt;br /&gt;
! Base !! Mech Boosted&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 50% || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 56% || 81%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 62% || 87%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 68% || 93%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 74% || 99%	&lt;br /&gt;
|-	&lt;br /&gt;
| 5 || 80% || 105%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 86% || 111%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A healthy, skill 2 colonist beats a base paramedic in terms of tend speed. A skill 6 colonist will beat a mech-boosted paramedic with no sublinks. A skill 12 colonist, or skill 6 with 2 [[archotech arm]]s, will beat a mech-boosted Paramedic with maximum sublinks.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Paramedic east.png| Age 0-99 Paramedic facing east&lt;br /&gt;
Paramedic north.png| Age 0-99 Paramedic facing north&lt;br /&gt;
Paramedic south.png| Age 0-99 Paramedic facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ParamedicAncient east.png| Age 100+ Paramedic facing east&lt;br /&gt;
ParamedicAncient north.png| Age 100+ Paramedic facing north&lt;br /&gt;
ParamedicAncient south.png| Age 100+ Paramedic facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Paramedic not counted as doctor in solo mechanitor run.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Paramedic mechs can't carry pawns while jumping.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Paramedic mechs can't carry pawns while jumping. It is unknown why this fix was/had to be implemented twice. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Paramedics not fighting fires automatically.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Paramedics dropping their carried pawn when jumping.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yyc12j5spur5qhqc&amp;topic_postId=yycewel7kgze8pj8&amp;topic_revId=yycewel7kgze8pj8&amp;action=single-view</id>
		<title>Topic:Yyc12j5spur5qhqc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yyc12j5spur5qhqc&amp;topic_postId=yycewel7kgze8pj8&amp;topic_revId=yycewel7kgze8pj8&amp;action=single-view"/>
		<updated>2025-09-04T19:02:24Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Vilobion&quot; class=&quot;mw-userlink&quot; title=&quot;User:Vilobion&quot;&gt;&lt;bdi&gt;Vilobion&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Vilobion&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Vilobion&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Vilobion&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Vilobion&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:Yyc12j5spur5qhqc&amp;amp;topic_showPostId=yycewel7kgze8pj8#flow-post-yycewel7kgze8pj8&quot;&gt;commented&lt;/a&gt; on &quot;diff suddenly locked, making &amp;#039;Recent changes&amp;#039; page useless&quot; (&lt;em&gt;The wiki recently had maintenance, and an anti-crawler protection extension was installed by Ludeon (who host the wiki on their servers)...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Vilobion/Ice_sheet&amp;diff=168574</id>
		<title>User:Vilobion/Ice sheet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Vilobion/Ice_sheet&amp;diff=168574"/>
		<updated>2025-09-01T04:50:47Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Redrafting using LongCT's new biome layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Default_Settings}}&lt;br /&gt;
{{Infobox biome&lt;br /&gt;
| name = Ice Sheet&lt;br /&gt;
| image = IceSheet.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = IceSheetTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = No&lt;br /&gt;
| roads and rivers = No&lt;br /&gt;
| animal density = 0.2&lt;br /&gt;
| plant density = 0&lt;br /&gt;
| movement difficulty = 1.5&lt;br /&gt;
| min average temperature = -40&lt;br /&gt;
| max average temperature = -20&lt;br /&gt;
| min rainfall = 600&lt;br /&gt;
| max swampiness = 0.5 &lt;br /&gt;
| forageability = 0&lt;br /&gt;
| wild plant regrow days = 0&lt;br /&gt;
| disease mtb days = 90&lt;br /&gt;
| max fish population = 600&lt;br /&gt;
| description = Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 12&lt;br /&gt;
| fog = 0&lt;br /&gt;
| rain = 0&lt;br /&gt;
| dry thunderstorm = 2&lt;br /&gt;
| rainy thunderstorm = 0&lt;br /&gt;
| foggy rain = 0&lt;br /&gt;
| hard snow = 40&lt;br /&gt;
| soft snow = 20&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| windy = 1&lt;br /&gt;
| overcast = 1&lt;br /&gt;
| blizzard = 2&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--[[File:IceSheet.png|400px|thumb|right|Ice Sheet]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ice Sheets''' are a cold [[biome]] type in Rimworld.&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
Ice sheets are one of the most challenging biomes in the game, featuring extreme cold, no plant life, scarce wild fauna, and no possibility of growing crops outdoors.&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::true]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::true]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
If the map is [[polluted]]{{BiotechIcon}}, then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet (Polluted)::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Temperate forest has a disease {{MTB}} of 50 days. The following diseases can occur in a temperate forest:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Any || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Cod]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Dogfish]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
{{Nav|Biomes|Wide}}&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=168361</id>
		<title>Archean tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=168361"/>
		<updated>2025-08-29T11:26:15Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Soil change is permanent even if tree is removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General but also infobox stats healing rate}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Archean tree&lt;br /&gt;
| image = ArcheanTree.png&lt;br /&gt;
| description = A tree bioengineered to terraform deadworlds and early-stage rimworlds. The tree hosts a special microbial community in its roots which enriches nearby terrain into rich soil. The trees are hardy enough to survive in the vacuum of space and produce a small amount of oxygen.&amp;lt;br&amp;gt;Archean trees are sterile, preventing them from becoming an invasive species after terraforming has been completed. They can only be grown from seeds produced on glitterworld planets. The tree's delicate root system prevents it from being replanted.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 6&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| grow days = 30&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| nutrition = 1.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 36&lt;br /&gt;
| harvest work = 1000&lt;br /&gt;
| min fertility = 0&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| sow work = 400&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
The '''archean tree''' is a [[tree]] added by the [[Odyssey DLC]] that converts nearby [[terrain]] into [[rich soil]], and generates oxygen in a [[vacuum]].  &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Archean trees cannot be grown in [[growing zone]]s like traditional trees, and instead require [[archean seed]]s to be planted. These seeds can be found in containers nearby to live archean trees found on asteroids, as well as in ruins on the planet surface or while fishing.&lt;br /&gt;
&lt;br /&gt;
Note that archean tree can't be replanted.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Archean seed can be planted on any natural floor and can have roof built on top. They allow for the conversion of solid rock floor to fertile soil.&lt;br /&gt;
&lt;br /&gt;
Every {{ticks/gametime/hours|1250}}, the tree will convert a nearby tile to fertile soil. The tree will convert the area of a 13x13 box with 6 tiles missing from each corner to form a circular area. Each tree can convert up to 145 tiles (144 if you don't chop down the tree itself). It takes a single tree just over 3 days to finish converting its entire area to fertile soil.&lt;br /&gt;
&lt;br /&gt;
If enclosed in an airtight, roofed room, they will convert vacuum to a breathable atmosphere.&lt;br /&gt;
&lt;br /&gt;
Since it does not require light to grow or survive it can be planted in [[glowforest]]s or under a [[sun blocker]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Tiles converted by the tree are permanently changed and will remain if the tree is chopped or dies in some other manner.&lt;br /&gt;
[[File:ArcheanTreeVsSunlamp.png|thumb|center|500px|Archean Trees cover a larger area than a sunlamp]]&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:ArcheanTree.png|Fully converted&lt;br /&gt;
File:ArcheanTree_Leafless.png|Incomplete&lt;br /&gt;
File:StumpSmashedArcheanTree.png|Smashed stump&lt;br /&gt;
File:StumpChoppedArcheanTree.png|Chopped stump&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Archean trees no longer terraform ice.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Archean trees now self-heal like other special trees.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=168360</id>
		<title>Archean tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=168360"/>
		<updated>2025-08-29T11:20:48Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: /* Summary */ Remove recode tag as the tree will fully convert its area in 3 days which is pretty short if you ask me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General but also infobox stats. also is terraforming permanent if tree dies after?. healing rate}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Archean tree&lt;br /&gt;
| image = ArcheanTree.png&lt;br /&gt;
| description = A tree bioengineered to terraform deadworlds and early-stage rimworlds. The tree hosts a special microbial community in its roots which enriches nearby terrain into rich soil. The trees are hardy enough to survive in the vacuum of space and produce a small amount of oxygen.&amp;lt;br&amp;gt;Archean trees are sterile, preventing them from becoming an invasive species after terraforming has been completed. They can only be grown from seeds produced on glitterworld planets. The tree's delicate root system prevents it from being replanted.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 6&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| grow days = 30&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| nutrition = 1.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 36&lt;br /&gt;
| harvest work = 1000&lt;br /&gt;
| min fertility = 0&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| sow work = 400&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
The '''archean tree''' is a [[tree]] added by the [[Odyssey DLC]] that converts nearby [[terrain]] into [[rich soil]], and generates oxygen in a [[vacuum]].  &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Archean trees cannot be grown in [[growing zone]]s like traditional trees, and instead require [[archean seed]]s to be planted. These seeds can be found in containers nearby to live archean trees found on asteroids, as well as in ruins on the planet surface or while fishing.&lt;br /&gt;
&lt;br /&gt;
Note that archean tree can't be replanted.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Archean seed can be planted on any natural floor and can have roof built on top. They allow for the conversion of solid rock floor to fertile soil.&lt;br /&gt;
&lt;br /&gt;
Roughly ever in-game hour, the tree will convert two tiles to fertile soil, filling roughly a 13x13 box with 6 tiles missing from each corner to form a circular area. Each tree can convert up to 145 tiles (144 if you don't chop down the tree itself). It takes a single tree roughly 3 days to finish converting its entire area to fertile soil.&lt;br /&gt;
&lt;br /&gt;
If enclosed in an airtight, roofed room, they will convert vacuum to a breathable atmosphere.&lt;br /&gt;
&lt;br /&gt;
Since it does not require light to grow or survive it can be planted in [[glowforest]]s or under a [[sun blocker]]{{RoyaltyIcon}}&lt;br /&gt;
[[File:ArcheanTreeVsSunlamp.png|thumb|center|500px|Archean Trees cover a larger area than a sunlamp]]&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:ArcheanTree.png|Fully converted&lt;br /&gt;
File:ArcheanTree_Leafless.png|Incomplete&lt;br /&gt;
File:StumpSmashedArcheanTree.png|Smashed stump&lt;br /&gt;
File:StumpChoppedArcheanTree.png|Chopped stump&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Archean trees no longer terraform ice.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Archean trees now self-heal like other special trees.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=168359</id>
		<title>Archean tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=168359"/>
		<updated>2025-08-29T11:16:17Z</updated>

		<summary type="html">&lt;p&gt;Vilobion: Add image of tree vs. sunlap sizes, small rewrite of description of the area covered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General but also infobox stats. also is terraforming permanent if tree dies after?. healing rate}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Archean tree&lt;br /&gt;
| image = ArcheanTree.png&lt;br /&gt;
| description = A tree bioengineered to terraform deadworlds and early-stage rimworlds. The tree hosts a special microbial community in its roots which enriches nearby terrain into rich soil. The trees are hardy enough to survive in the vacuum of space and produce a small amount of oxygen.&amp;lt;br&amp;gt;Archean trees are sterile, preventing them from becoming an invasive species after terraforming has been completed. They can only be grown from seeds produced on glitterworld planets. The tree's delicate root system prevents it from being replanted.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 6&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| grow days = 30&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| nutrition = 1.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 36&lt;br /&gt;
| harvest work = 1000&lt;br /&gt;
| min fertility = 0&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| sow work = 400&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
The '''archean tree''' is a [[tree]] added by the [[Odyssey DLC]] that converts nearby [[terrain]] into [[rich soil]], and generates oxygen in a [[vacuum]].  &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Archean trees cannot be grown in [[growing zone]]s like traditional trees, and instead require [[archean seed]]s to be planted. These seeds can be found in containers nearby to live archean trees found on asteroids, as well as in ruins on the planet surface or while fishing.&lt;br /&gt;
&lt;br /&gt;
Note that archean tree can't be replanted.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Recode|section=1|reason=Once exact converion rate known, display/graph of time to max tiles?}}&lt;br /&gt;
Archean seed can be planted on any natural floor and can have roof built on top. They allow for the conversion of solid rock floor to fertile soil.&lt;br /&gt;
&lt;br /&gt;
Roughly ever in-game hour, the tree will convert two tiles to fertile soil, filling roughly a 13x13 box with 6 tiles missing from each corner to form a circular area. Each tree can convert up to 145 tiles (144 if you don't chop down the tree itself).&lt;br /&gt;
&lt;br /&gt;
If enclosed in an airtight, roofed room, they will convert vacuum to a breathable atmosphere.&lt;br /&gt;
&lt;br /&gt;
Since it does not require light to grow or survive it can be planted in [[glowforest]]s or under a [[sun blocker]]{{RoyaltyIcon}}&lt;br /&gt;
[[File:ArcheanTreeVsSunlamp.png|thumb|center|500px|Archean Trees cover a larger area than a sunlamp]]&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:ArcheanTree.png|Fully converted&lt;br /&gt;
File:ArcheanTree_Leafless.png|Incomplete&lt;br /&gt;
File:StumpSmashedArcheanTree.png|Smashed stump&lt;br /&gt;
File:StumpChoppedArcheanTree.png|Chopped stump&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Archean trees no longer terraform ice.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Archean trees now self-heal like other special trees.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Vilobion</name></author>
	</entry>
</feed>