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	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-06-07T19:49:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Powerfocus_chip&amp;diff=180681</id>
		<title>Powerfocus chip</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Powerfocus_chip&amp;diff=180681"/>
		<updated>2026-06-05T20:38:39Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Forgot this wasn't the Diabolus chip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=1) General stub - missing details in every section, including infobox (e.g. type?) 2) Study time/xp/other details 3) Confirm that feral queens (player created ones gone uncontrolled) don't drop chips. 4) analysis re how players should prioritize usign the chips}}&lt;br /&gt;
{{infobox main|resource|&lt;br /&gt;
| name = Powerfocus chip&lt;br /&gt;
| image = PowerfocusChip.png&lt;br /&gt;
| description = An energy-focusing mechanoid micro-organ. It is necessary to produce certain advanced types of mechanoids and equipment. A mechanitor can study this chip to help unlock higher tiers of mechtech research.&lt;br /&gt;
| type = &lt;br /&gt;
| type2 = &lt;br /&gt;
| path cost = &lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = 0.25&lt;br /&gt;
| marketvalue = 1000&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 2.0&lt;br /&gt;
| defName = PowerfocusChip&lt;br /&gt;
| thingCategories = Manufactured&lt;br /&gt;
| tradeTags = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Powerfocus chips''' are a resource added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
A single powerfocus chip will be dropped by a hostile [[war queen]] upon death, regardless of whether the war queen is summoned by a [[mechband antenna]] or spawned naturally as part of a [[raid]]. It is not relevant who kills the war queen - a war queen killed by other factions, wild animals, or berserk mechanoids still drop the signal chip. Player controlled war queens will not drop a powerfocus chip.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Powerfocus chips are used to create various mechanitor items, and studying one at a [[research bench]] is required to research [[High mechtech]]. The chip is not consumed in the process of studying it.&lt;br /&gt;
&lt;br /&gt;
They are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
This chip has considerably low HP given the intensity of warfare often required to take down the queen mech, along with being flammable. It is thus recommended to immediately haul the chip back as soon as the drop takes place. In the event that combat is ongoing when the chip is dropped, the [[skip]] [[psycast]]{{RoyaltyIcon}} can be used to transport the chip out of harm's way without requiring a hauler run into combat. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Updated textures for all super-mechanoid chips to look more appropriately [[ultratech]] than [[archotech]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PowerfocusChip  Old.png|Texture between Biotech Release until 1.4.3555&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Signal chip]] - A similar resource dropped by [[Diabolus|Diaboli]].&lt;br /&gt;
* [[Nano structuring chip]] - A similar resource dropped by [[Apocriton]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category: Crafted Resource]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=180673</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=180673"/>
		<updated>2026-06-02T19:10:26Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = SubcoreSoftscanner north.png&lt;br /&gt;
| description = A pod with thousands of tiny tissue probes and a high-energy brain scanner. Once a person is inserted, the system uses the probes and scanner to sense a neuro-psychic pattern that it can analog-transfer to a new standard-tier mechanoid subcore. The person will be left temporarily sick, but unharmed.&amp;lt;br&amp;gt;Subcores are mechanoid brains and producing any mechanoid requires one. Standard-tier subcores produced by this softscanner can only power standard-tier mechanoids.&amp;lt;br&amp;gt;Higher tier subcores can be created by building a subcore ripscanner.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = &lt;br /&gt;
| mass base = 25&lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2x3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 8000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
}}&lt;br /&gt;
The '''subcore softscanner''' is a building added by the [[Biotech DLC]] that allows for the creation of [[standard subcore]]s by scanning [[human]] minds.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The subcore softscanner takes 150 W of [[power]]. Its only purpose is to produce a [[standard subcore]], which is an ingredient used in the gestation of the following mechanoids:&lt;br /&gt;
{{Ingredient List|Standard subcore|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
The scanner must be loaded with {{Icon Small|Steel}} 50 [[Steel]] and {{Icon Small|Component}} 4 [[Component]]s before each scan. Then any [[human]] (who is not a temporary faction member or [[baby]]) without scanning sickness can be selected for scanning by using the &amp;quot;Insert Person&amp;quot; button when selecting the subcore softscanner building. Upon selection, colonists and slaves will walk to the scanner if able, however prisoners or downed persons must be carried to the building by someone else. The scanning process takes {{Ticks|7500}} and inflicts scanning sickness upon completion.&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{quote|&amp;quot;This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.&amp;quot;|In-game description}}&lt;br /&gt;
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day for non-mechanitor pawns and severity decreasing by 2 per day for [[mechanitor]] pawns. This has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Manipulation]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Moving]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}&lt;br /&gt;
* [[Mood]]: {{--|8}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Scanning sickness reduces a colonist's [[consciousness]], [[moving]], and [[manipulation]] by 25% for four in-game days, which results in a severe reduction in productivity. As such, [[prisoner]]s are ideal candidates for scanning as they cannot do work anyways. The second best choice would be a slave/low productivity refugee. Another alterative would be a [[Mechanitor]], due to their accelerated recovery rate.&lt;br /&gt;
&lt;br /&gt;
Standard subcores are used in the gestation of a variety of useful mech types, such as [[tunneler]]s for mining ore deposits or [[scyther]]s for general melee combat. The softscanner is not expensive to build, but if you do not need or want any of the mechs that are gestated using standard subcores, then it is safe to skip.&lt;br /&gt;
&lt;br /&gt;
Note that every mech that requires a standard subcore is created at a [[large mech gestator]] and uses the [[large mech recharger]]. These two buildings cost {{Icon Small|steel||{{#expr: {{Q|Large mech gestator|Resource 1 Amount}} + {{Q|Large mech recharger|Resource 1 Amount}} }} }} [[steel]] and {{Icon Small|component||{{#expr: {{Q|Large mech gestator|Resource 2 Amount}} + {{Q|Large mech recharger|Resource 2 Amount}} }} }} [[component]]s. This is in addition to costs of the softscanner itself and the gestation of the mechs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Subcore encoder]] - Creates [[basic subcore]]s.&lt;br /&gt;
* [[Subcore ripscanner]] - Creates [[high subcore]]s.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added more feedback to subcore scanners.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Softcore{{Sic}} scanner tooltip formating.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Powerfocus_chip&amp;diff=180672</id>
		<title>Powerfocus chip</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Powerfocus_chip&amp;diff=180672"/>
		<updated>2026-06-02T19:08:59Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=1) General stub - missing details in every section, including infobox (e.g. type?) 2) Study time/xp/other details 3) Confirm that feral queens (player created ones gone uncontrolled) don't drop chips.}}&lt;br /&gt;
{{infobox main|resource|&lt;br /&gt;
| name = Powerfocus chip&lt;br /&gt;
| image = PowerfocusChip.png&lt;br /&gt;
| description = An energy-focusing mechanoid micro-organ. It is necessary to produce certain advanced types of mechanoids and equipment. A mechanitor can study this chip to help unlock higher tiers of mechtech research.&lt;br /&gt;
| type = &lt;br /&gt;
| type2 = &lt;br /&gt;
| path cost = &lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = 0.25&lt;br /&gt;
| marketvalue = 1000&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 2.0&lt;br /&gt;
| defName = PowerfocusChip&lt;br /&gt;
| thingCategories = Manufactured&lt;br /&gt;
| tradeTags = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Powerfocus chips''' are a resource added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
A single powerfocus chip will be dropped by a hostile [[war queen]] upon death, regardless of whether the war queen is summoned by a [[mechband antenna]] or spawned naturally as part of a [[raid]]. It is not relevant who kills the war queen - a war queen killed by other factions, wild animals, or berserk mechanoids still drop the signal chip. Player controlled war queens will not drop a powerfocus chip.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Powerfocus chips are used to create various mechanitor items, and studying one at a [[research bench]] is required to research [[High mechtech]]. The chip is not consumed in the process of studying it.&lt;br /&gt;
&lt;br /&gt;
They are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The chip is flammable and has a considerable low HP given the intensity of warfare often required to take down the queen mech. It is thus recommended to immediately haul the chip back as soon as the drop takes place.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Updated textures for all super-mechanoid chips to look more appropriately ultratech than archotech.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PowerfocusChip  Old.png|Texture between Biotech Release until 1.4.3555&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Signal chip]] - A similar resource dropped by [[Diabolus|Diaboli]].&lt;br /&gt;
* [[Nano structuring chip]] - A similar resource dropped by [[Apocriton]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category: Crafted Resource]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180671</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180671"/>
		<updated>2026-06-02T19:06:28Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: This was just lying around in limbo. Not as good but may as well use it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Image wanted|reason=Gizmos}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
| image = Corrupted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Duplicator&lt;br /&gt;
| label = corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''corrupted obelisk''' is one of three [[obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
An obelisk can {{Check Tag|Spawn Chance}} spawn in the map as a [[major threat]] event sometime after day 50 when the [[void monolith]] is 1 or greater. An obelisk has a chance to spawn 120 days after the last of any type.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Missing detail and numbers}}&lt;br /&gt;
&lt;br /&gt;
=== Obelisk mechanics ===&lt;br /&gt;
Like the other [[obelisk]]s, the corrupted obelisk has an activity level, which can be suppressed as wardening work. Reaching 100% activation will cause a special, dangerous event and cause the obelisk to be destroyed afterwards. At full HP, an obelisk gains +20% activity per day, but damaging it will raise activity, and once it falls below 80% HP, the daily rate will rapidly increase.&lt;br /&gt;
&lt;br /&gt;
Obelisks can be studied for advanced anomaly research, with the rate of study increasing with activity level.&lt;br /&gt;
&lt;br /&gt;
=== Duplicates ===&lt;br /&gt;
[[File:Trigger corrupted obelisk command.png|thumb|64px|left|The gizmo for activating manual duplication]]&lt;br /&gt;
When suppressing or studying the corrupted obelisk, there is a chance of a duplicate of the interacting pawn appearing, occurring on average every 24 hours of interaction.&lt;br /&gt;
&lt;br /&gt;
Alternatively, after gaining 10 anomaly research, duplication can be manually triggered by a pawn with a 30 day cooldown. This can even include temporary [[guest]]s, but the pawn must be conscious and able to reach the obelisk.&lt;br /&gt;
:''&amp;quot;You've learned more about the obelisk. The device has the power to duplicate intelligent creatures. In theory, it can produce duplicates without limit. The obelisk appears damaged and unstable, so its energy level rises unless suppressed. If it were to fully activate, it would go into a duplication loop, chaotically pumping out a large number of flawed human duplicates. {PAWN_nameDef} thinks that it may be possible to safely shut down the obelisk but this will need significantly more study. You can now intentionally provoke a response from the corrupted obelisk.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated and will generate a duplication failure message from the obelisk. This will happen even if they are converted into [[Ghoul]]s.&lt;br /&gt;
&lt;br /&gt;
==== Duplicate downsides ====&lt;br /&gt;
When a duplicate is formed, there are four possible downsides, selected randomly:&lt;br /&gt;
* '''Hostile duplicate:''' The duplicate is hostile and will immediately attack. They can be [[downed]] and recruited as normal.&lt;br /&gt;
* Cloned colonist with '''multiple [[organ decay]]:''' Several of the duplicate's vital organs have organ decay, which causes increasing pain and reduced efficiency and will eventually kill the pawn. For further detail and treatment options, see [[Organ decay]]. &lt;br /&gt;
* Cloned colonist with '''[[duplicate sickness]]:''' While both are alive, both the original and the duplicate suffer from lowered [[consciousness]], which gradually worsens over the course of a few days, with the final stage being {{Bad|Max 10%}} consciousness, rendering them both comatose but alive. For further detail and treatment options, see [[Duplicate sickness]]. &lt;br /&gt;
* Cloned colonist with '''[[crumbling mind]]:''' The duplicate's [[consciousness]] will gradually decrease. After 2-3 days the condition becomes permanent and nominally incurable, and they will be [[incapable]] of certain work types. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. For further detail and treatment options, see [[Crumbling mind]].&lt;br /&gt;
&lt;br /&gt;
Note that organ decay, duplicate sickness, and curmbling mind are initially hidden, but can be revealed via surgical inspection.&lt;br /&gt;
&lt;br /&gt;
==== What is duplicated ====&lt;br /&gt;
The duplicated colonist will have identical mood thoughts, [[ideoligion]],{{IdeologyIcon}} [[xenotype]],{{BiotechIcon}} injuries, known [[psycasts]]{{RoyaltyIcon}} and [[psylink]]{{RoyaltyIcon}} level, [[void touched]] status, [[death refusal]] (although max. 1 charge), and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}} and [[luciferium]] addiction). &lt;br /&gt;
&lt;br /&gt;
The duplicate will have no equipment and no artificial body parts except for psylinks and fleshmass organs (such as those granted by a [[twisted obelisk]]). Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers). &lt;br /&gt;
&lt;br /&gt;
Notably, no social opinions are copied to the duplicate, including spouses, imperial [[title]]s,{{RoyaltyIcon}} or even familial relations.{{Check Tag|Confirmation needed|A duplicate was observed with a &amp;quot;Got some lovin'&amp;quot; social opinion carrying over associated with the original pawn's lover|Editor Note 4/6/2026, by Starcalled: I would be more than happy to provide image confirmation, however I am unable to upload images.}} There is also no special relationship between the original and duplicate. Unique connections, such as to a [[gauranlen tree]],{{IdeologyIcon}} are not duplicated. If the original colonist married and took the last name of another pawn prior to being duplicated, the duplicate will also share that last name (despite not being married).&lt;br /&gt;
&lt;br /&gt;
Additionally, duplicated colonists do not have the original's [[metalhorror]] infection pathways, and they can never gain the pre-arrival infection pathway through resurrection, either.&lt;br /&gt;
&lt;br /&gt;
=== Full activation ===&lt;br /&gt;
If the activity level of the corrupted obelisk reaches 100% it will explode, dropping a [[shard]] and causing hostile duplicates to spawn all around your colonists. Duplicate spawn randomly in proximity to any colonist. This process will not duplicate children unless child raiders are enabled in storyteller settings, in which case a minimum age of 10 still applies.&lt;br /&gt;
&lt;br /&gt;
The amount of duplicates that spawn is based on raid points. The obelisk has a budget equal to 0.6 times the colony's total raid points. The cost of each duplicate is calculated as follows from the colony's total raid points (without the 0.6 multiplier).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid points || Cost of each duplicate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid points (100's) |yAxisTitle=Unit cost|type=line|x= 0, 5, 10, 50, 100 |y1=50, 50, 100, 200, 200}} || style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Raid points || Total duplicates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 167 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1000 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2000 || style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5000 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 9667 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
After obtaining 30 anomaly research, the obelisk can be safely deactivated at the cost of 2 [[shard]]s. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
:''&amp;quot;{PAWN_nameDef} has completed {PAWN_possessive} investigation of the corrupted obelisk. {PAWN_pronoun} has discovered a method for safely deactivating the obelisk using shards of archotechnology. You can no longer study the obelisk after deactivating it.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
In addition, dealing enough damage instantly, e.g., with a [[diabolus]]' cannon, will allow destruction of the obelisk without triggering the full activation. [[#Brute-force destruction|See below for more detail]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A colony's pawns can be some of the most powerful assets, and one that rewards large amounts of investment. The ability to multiply these assets makes the corrupted obelisk the most desirable of the three obelisks for most colonies. &lt;br /&gt;
&lt;br /&gt;
The side effects must be accounted for pawns that are to retained, but all of them can be cured. See the relevant pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Duplication candidates ===&lt;br /&gt;
Generally speaking, how powerful the obelisk is will depend on the pawns you can feed into it and what they are used for.&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s: The corrupted obelisk is ideal for duplicating ghouls or candidates for converting into ghouls. Ghouls strongly benefit from particular [[trait]] combinations, [[genes]],{{BiotechIcon}} and a high base melee skill which can be difficult to source en masse. Note that [[artificial body parts]] won't be duplicated, but these are often simpler to source. Hostile duplicates can be captured and turned into allied ghouls without bothering with the standard recruitment process. &lt;br /&gt;
* [[Psycast]]ers:{{RoyaltyIcon}} Psycasters are some of the most powerful pawns in the game and psylink is replicated. Accruing psylink is often slow, even for new tribes, and as with ghouls, valuable traits such as [[psychically hypersensitive]] and [[trigger happy]] are rare in combination but make for significantly better psycasters. &lt;br /&gt;
* [[Void touched]]: While this does require completing the DLC and choosing the appropriate [[Endings#Ending_-_Embrace_the_Void|ending]], a void touched pawn is very powerful by themselves and their ability stacks with both ghouls and psycasters.&lt;br /&gt;
&lt;br /&gt;
[[Death refusal]] and [[philophagy]] can make a suitable duplicate candidate even better. Philophagy in particular allows a pawn to be decent (or better) at all skills, even if they don't have a passion, although it is expensive in terms of [[shard]]s and requires [[prisoner]]s good at skills.&lt;br /&gt;
&lt;br /&gt;
=== Side effect mitigation ===&lt;br /&gt;
[[Death refusal]] can be copied by the duplicate and will mitigate three of the four downsides. Duplicate sickness can be immediately cured by killing either pawn and reviving. Crumbling mind can be cured by destroying the colonist's brain (before or after death). This can be done via extracting the corpse's [[skull]],{{IdeologyIcon}} using a [[subcore ripscanner]],{{BiotechIcon}} [[luciferium]] withdrawal, or more riskily by eating the corpse until the head is gone. It is usually better to cure organ decay via transplants than death refusal, but destroyed organs will be replaced when reviving.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[unnatural healing]] can cure duplicate sickness, crumbling mind, and decaying organs.&lt;br /&gt;
&lt;br /&gt;
In case of a hostile duplicate, a [[Psychic shock lance|psychic]] or [[shard shock lance]] can be used to avoid accidentally killing them. Alternatively, you can make the duplicator wear a [[war mask]] and damage them beyond what their pain shock threshold was before wearing it. As the duplicate has no mask, they would be immediately downed.&lt;br /&gt;
&lt;br /&gt;
=== Obelisk activation capturing ===&lt;br /&gt;
If you attack the obelisk, its activity level will rise. When it reaches full, it will duplicate up to 30 of your colonists depending on raid points, all of them being hostile to you. However, this can be abused to mass clone a single target pawn by following the method below:&lt;br /&gt;
* Build a prison capable of holding up to 30 prisoners.&lt;br /&gt;
* [[Anesthetic|Anesthetize]] your target pawn via the operation tab.&lt;br /&gt;
* Send all other pawns (except ghouls and prisoners) on a [[caravan]] resting right outside your colony. The caravan can wait on the colony's tile so long as they don't actually enter.&lt;br /&gt;
* Have a ghoul attack the obelisk, or wait for it to reach 100% to trigger the duplication.&lt;br /&gt;
* Since the only valid target duplication on the map is anesthetized, all clones will be unconscious upon creation.&lt;br /&gt;
* Have your caravan enter the tile and capture all the unconscious duplicates.&lt;br /&gt;
&lt;br /&gt;
=== Obelisks in general ===&lt;br /&gt;
{{Obelisk Analysis|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Destruction|pawn_count=4}}&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>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Thrumbofur.png&amp;diff=180670</id>
		<title>File:Thrumbofur.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Thrumbofur.png&amp;diff=180670"/>
		<updated>2026-06-02T18:56:29Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Delete|reason=[[:File:Thrumbofur b.png]]}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
thrumbofurx25 in v1.0.&lt;br /&gt;
[[Category: Images - Textiles]]&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Incendiary_shell.png&amp;diff=180669</id>
		<title>File:Incendiary shell.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Incendiary_shell.png&amp;diff=180669"/>
		<updated>2026-06-02T18:54:18Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Delete|reason=[[:File:Shell incendiary a.png]]}}&lt;br /&gt;
[[Category:Images - Mortar shells]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=180660</id>
		<title>Doctoring</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=180660"/>
		<updated>2026-05-31T13:22:45Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Un-normalize medical terms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason = Cleanup, fact check, [[Template:Verified|verification]]}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Doctoring''' is a type of work assigned to colonists from the [[Work|Work menu]]. The [[Medical]] skill is the primary determinant for success. Colonists [[incapable]] of Caring will never perform doctor work.&lt;br /&gt;
&lt;br /&gt;
Doctor work assigns pawns to the following jobs: tending to patients, tending to self (if enabled), feeding patients, performing surgical operations, rescuing downed pawns or downed tamed animals, tending to and operating on animals, feeding ill animals, and cheering up patients. &lt;br /&gt;
&lt;br /&gt;
How well a colonist performs in Doctoring mainly depends on their medical [[skill]], the quality of [[medicine]] used, and the cleanliness of the [[room]] in which they are operating. The doctor's physical condition plays an important role, too.&lt;br /&gt;
&lt;br /&gt;
Doctors can heal other colonists, guests, prisoners or animals and will prioritize life-threatening wounds and illnesses before tending minor conditions.&lt;br /&gt;
&lt;br /&gt;
Doctors can &amp;quot;self-tend&amp;quot; at 70% effectiveness to treat their own wounds or illnesses. Disabled by default, the self-tend option can be enabled in a pawn's Health-overview.&lt;br /&gt;
&lt;br /&gt;
== Skill ==&lt;br /&gt;
The Medicine skill is the center skill of doctoring in RimWorld. It directly multiplies the [[Medical Tend Quality|tend quality]] as well as [[Medical Surgery Success Chance|surgery success chance]] and [[Medical Tend Speed|tend speed]] before other factors are taken in. All values in this table take post-processing into account where necessary.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20&lt;br /&gt;
|-&lt;br /&gt;
! Base Tend Quality&lt;br /&gt;
| 20% || 30% || 40% || 50% || 60% || 70% || 80% || 90% || 100% || 105% || 110% || 115% || 120% || 125% || 130% || 135% || 140% || 145% || 150% || 152.5% || 155%&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Speed&lt;br /&gt;
| 40% || 46% || 52% || 58% || 64% || 70% || 76% || 82% || 88% || 94% || 100% || 106% || 112% || 118% || 124% || 130% || 136% || 142% || 148% || 154% || 160%&lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success Chance&lt;br /&gt;
| 10% || 20% || 30% || 40% || 50% || 60% || 70% || 75% || 80% || 85% || 90% || 92% || 94% || 96% || 98% || 100% || 102% || 104% || 106% || 108% || 110%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following table documents a few of many possible combinations of how factors play into a colonist's performance at doctoring (needs updating for A17):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! Colonist&lt;br /&gt;
! Medicine Skill&lt;br /&gt;
! Base Tend Quality&lt;br /&gt;
! Manipulation &amp;lt;ref&amp;gt;90% importance in tend quality, effective up to 140%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Sight &amp;lt;ref&amp;gt;70% importance in tend quality, effective up to 140%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Final Tend Quality &amp;lt;ref&amp;gt;To 2 decimal places&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! A &amp;lt;ref&amp;gt;Healthy, practitioner in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 6 || 80% || 100% || 100% || '''80%'''&lt;br /&gt;
|-&lt;br /&gt;
! B &amp;lt;ref&amp;gt;Bad back, frail, and cataracts, visionary in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 18 || 200% || 60% || 30% || '''62.72%'''&lt;br /&gt;
|-&lt;br /&gt;
! C &amp;lt;ref&amp;gt;Fully bionic trauma savant, basic familiarity with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3 || 50% || 190% || 140% || '''89.6%'''&lt;br /&gt;
|-&lt;br /&gt;
! D &amp;lt;ref&amp;gt;Missing an arm, strong expert with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11 || 130% || 50% || 100% || '''71.5%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medicine Experience Gain Table|{{STDT| c_10 text-center}} }}&lt;br /&gt;
&lt;br /&gt;
== Medicines ==&lt;br /&gt;
Medicine is used to improve the results of doctoring, therefore improving recovery from injuries and disease, and also allowing operations to be performed. Another perk to using medicine is that medicine is typically able to heal multiple low severity injuries (up to max of 20 damage worth of severity), which is something that 'dry-bandaging' can't do.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of medicine in RimWorld: the organic [[herbal medicine]], the standard [[medicine]], and the rare [[glitterworld medicine]] - in order from least potent to most potent.&lt;br /&gt;
&lt;br /&gt;
It is possible to change the default healthcare given to pawns. Defaults to glitterworld medicine for colonists, herbal meds for everybody else, and no medicine for [[entities]].{{AnomalyIcon}}. To do this go under assign or animals and click on the medicine icon next to a pawn, holding click and dragging allows multiple pawns to have their medicine changed. The default medicine assigned can be changed by going under a pawn's health tab and clicking &amp;quot;Allow medicine&amp;quot; and then &amp;quot;change defaults&amp;quot;&lt;br /&gt;
=== Treatment options ===&lt;br /&gt;
Five treatment options are available; none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care. &lt;br /&gt;
&lt;br /&gt;
For prisoners and guests the default is herbal medicine; colonists default to best care available.&lt;br /&gt;
&lt;br /&gt;
In the early game, however, it is ideal to set the medical policy so that all pawns on the map only get basic doctor treatment. This allows precious medicine to be stockpiled for emergencies and operations, rather than wasted on minor injuries.&lt;br /&gt;
&lt;br /&gt;
=== No medical care ===&lt;br /&gt;
This option prevents pawns from receiving any sort of medical care. Leaving them to die or rarely recover on their own.&lt;br /&gt;
&lt;br /&gt;
As doctor care does not require any medicine, this option is not recommended unless your intent is to let the pawn die. If the colony has [[Ideoligion#Slaughtering_animals|Slaughtering animals]]{{IdeologyIcon}} precept, this can be useful to prevent doctors from tending to pen animals that inevitably overpopulate and start starving to death, saving their time for other matters. Pawns with that precept are not affected by tamed animals dying to natural causes.&lt;br /&gt;
&lt;br /&gt;
=== Doctor care, but no medicine ===&lt;br /&gt;
[[File:Doctor care but no medicine.png|left]]&lt;br /&gt;
Doctors will attempt to perform a treatment without any sort of medicine, this is far slower than without medicine and treats only 1 wound at a time,  due to the lower potency chances of infection occurring or immunity being outpaced by severity on diseases are higher. '''Note''' that it is not possible to do most operations without medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
This is also ideal to use on bruises or long-term ailments that can't cause death in-order to save resources, such as [[asthma]], and [[Sensory mechanites|Sensory]]/[[Fibrous mechanites|Fibrous Mechanites]] &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| 30% || 70% || N/A || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 6% || 15% || 24% || 31.5% || 36% || 40.5% || 45% || 46.5%&lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| - || - || - || - || - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Herbal medicine ===&lt;br /&gt;
[[{{Q|Herbal medicine|Image}}|left|link=Herbal medicine]]&lt;br /&gt;
[[Herbal medicine]] is an organic medicine which can be grown from [[healroot]]s, or acquired from tribal factions. It is a cheap medicine that can be used for bleeding injuries, diseases that don't need more than 70% tend qualtiy, and operations with a high success rate or where the patient's life doesn't matter such as organ-harvesting.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| {{%|{{Q|Herbal medicine|Medical Potency Base}} }} || {{%|{{Q|Herbal medicine|Medical Quality Max}} }} || 10 || 0.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 12% || 30% || 48% || 63% || 72% || 81% || 90% || 93% &lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| 12% || 30% || 48% || 55.2% || 57% || 57.9% || 58.8% || 59.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medicine ===&lt;br /&gt;
[[{{Q|Medicine|Image}}|left|link=Medicine]]&lt;br /&gt;
Standard [[medicine]] is the benchmark of medical treatment solutions, and is also producible at a [[drug lab]] by combining herbal medicine, [[neutroamine]], and [[cloth]]. It can additionally be purchased from outlanders and orbital traders, and is occasionally dropped by pirate raiders and mercenaries. &lt;br /&gt;
&lt;br /&gt;
Medicine is best used for bridging the immunity gap of illnesses or for installing body parts, though the risk of failure is still present. Odds can be improved by boosting manipulation through drugs like [[go-juice]] and [[wake-up]] or implants.&lt;br /&gt;
&lt;br /&gt;
It's not the best idea to excise [[carcinoma]]s using ordinary medicine due to its 0.7x success factor and 25% death chance on failure. Saving it until your surgeon has at least a surgery success chance of 128.5% (achievable with a pair of bionic arms) is better as it translates to a roughly 90% success chance.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| {{%|{{Q|Medicine|Medical Potency Base}} }} || {{%|{{Q|Medicine|Medical Quality Max}} }} || 18 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 20% || 50% || 80% || 100% || 100% || 100% || 100% || 100% &lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| 20% || 50% || 80% || 92% || 95% || 96.5% || 98% || 99% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Glitterworld medicine ===&lt;br /&gt;
[[{{Q|Glitterworld medicine|Image}}|left|link=Glitterworld medicine]]&lt;br /&gt;
&lt;br /&gt;
[[Glitterworld medicine]] is the most powerful medicine out of the three types available, and can only be found through trading with exotic good traders and faction bases or as a quest reward. Despite the high price, Glitterworld Medicine carries a value which no other medicine can carry: enhanced medical potency. Naturally, due to the cost, Glitterworld Medicine isn't worth the price for treating trivial diseases or injuries - but it makes surgery ''significantly'' easier, and allows even mediocre doctors to guarantee success in operations.&lt;br /&gt;
&lt;br /&gt;
It is mostly useful for lowering the luck factor in treatment for diseases that would be otherwise lethal or low success rate operations such as excising cancerous growths, or installing bionics. Other medicine will be satisfactory for injuries or diseases with a low immunity to severity gap.&lt;br /&gt;
&lt;br /&gt;
With DLCs, Glitterworld medicines gains more uses. Treating [[paralytic abasia]]{{RoyaltyIcon}} and [[blood rot]]{{RoyaltyIcon}} which both cost 10 units, and the [[Biosculpter pod]]'s {{IdeologyIcon}} [[bioregeneration cycle]] costs 2 and heals missing small limbs and scars.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| {{%|{{Q|Glitterworld medicine|Medical Potency Base}} }} || {{%|{{Q|Glitterworld medicine|Medical Quality Max}} }} || 50 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 32% || 80% || 100% || 100% || 100% || 100% || 100% || 100% &lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| 32% || 80% || 100% || 100% || 100% || 100% || 100% || 100% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
{{Stub|section=1|reason= Tend time? how amny wounds are tended, and what controls that, what does tending do to thw injuries? etc? Has stats but little.in the way of actual mechanics}}&lt;br /&gt;
Basic medical work involving tending to wounds and illnesses. Treating wounds stop them from bleeding and reduce the chance of infections, while tending to illnesses slows them down allowing your colonists' immune systems to catch up and pull ahead.&lt;br /&gt;
&lt;br /&gt;
Each individual treatment can have any quality from 0 - 130%, depending on the medicine used. Higher quality makes infections less likely and slows down illnesses more.&lt;br /&gt;
&lt;br /&gt;
After each treatment there will be text feedback showing the wound/illness tended and the quality of the treatment. Only 1 injury will generate feedback at a time even if multiple are treated at once.&lt;br /&gt;
&lt;br /&gt;
=== Tend quality ===&lt;br /&gt;
{{Stub|section=1|reason=Does not explain what Tend Quality actually does}}&lt;br /&gt;
First, Base Tend Quality is calculated. Then, other factors apply if relevant. Tend Quality is adjusted up to 25% up or down randomly. Finally, the Tend quality is limited to a range between 0% and the Max Tend Quality of the medicine used. &lt;br /&gt;
&lt;br /&gt;
'''1. Base Tend Quality'''&lt;br /&gt;
:&amp;lt;code&amp;gt;'''Base Tend Quality''' = [[Medical Tend Quality]] × [[Medical Potency]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''1.a. Offsets from hospital bed and vitals monitor'''&lt;br /&gt;
::If applicable, Medical Tend Quality Offset from the bed is added to the Base Tend Quality value. This offset only exists on Hospital Beds and Vitals Monitors attached to hospital beds. No other beds have Medical Tend Quality Offset.&lt;br /&gt;
&lt;br /&gt;
::Laying Down is not a factor. Draft tends on injured colonists standing up will have the same Medical Tend Qualities as tends while laying in a standard bed.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;code&amp;gt;'''Medical Tend Quality with Offset''' = Base Tend Quality + 0.1 Hospital Bed (if applicable) + 0.07 Vitals Monitor (if applicable)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''1.b. Self tend factor'''&lt;br /&gt;
::If Self Tending, Tend Quality with Offset is adjusted by 70%.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;code&amp;gt;'''Medical Tend Quality with Self Tend''' = Medical Tend Quality with Offset * 0.7 Self Tend Factor (if applicable)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''2. Randomization'''&lt;br /&gt;
:Medical Tend Quality is then randomized. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;'''Randomized Tend Quality''' = Medical Tend Quality with Self Tend * Random Value between 0.75 and 1.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3. Maximum tend quality'''&lt;br /&gt;
:The Final Tend Quality is then limited to a range of 0 to Maximum Tend Quality from Medicine used.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;'''Final Tend Quality''' = Clamped 0% to Maximum Tend Quality from Medicine&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The maximum tend quality of each medicine is as follows:&lt;br /&gt;
:* '''70%''' for {{Icon Small|herbal medicine}} [[herbal medicine]] or no medicine&lt;br /&gt;
:* '''100%''' for {{Icon Small|medicine}} [[medicine]]&lt;br /&gt;
:* '''130%''' for {{Icon Small|glitterworld medicine}} [[glitterworld medicine]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* [[Light]] is ''not'' a factor of Medical Tend Quality. It is, however, a factor of [[Global Work Speed]] and thus of Medical Tend Speed and a factor of [[Surgery Success Chance]].&lt;br /&gt;
* [[Cleanliness]] is ''not'' a factor of Medical Tend Quality. It is, however, a factor of [[Infection|Infection Chance]].&lt;br /&gt;
* Being indoors or outdoors is ''not'' a factor of Medical Tend Quality. It is, however, a factor of cleanliness and thus Infection Chance.&lt;br /&gt;
&lt;br /&gt;
==== Total tend quality ====&lt;br /&gt;
Some medical issues are cured when the sum of all tends performed reach a certain value. This is described as &amp;quot;total tend quality&amp;quot;. The current total and the required total to cure will be displayed in the mouse-over menu on the issue in question on the pawn's health menu. The value will not be displayed for issues not cured by total tend quality, so its presence is a clear indicator of how to cure the issue. &lt;br /&gt;
&lt;br /&gt;
The following diseases use this mechanic: &lt;br /&gt;
* [[Gut worms]]&lt;br /&gt;
* [[Muscle parasites]]&lt;br /&gt;
&lt;br /&gt;
=== Draft Tending ===&lt;br /&gt;
Drafted colonists can be forced to tend wounds of injured pawns using right click. The injured pawn does not need to be laying down in order to be draft tended. One can even Draft Tend an injured pawn on a non-aggressive mental break or a downed enemy in the field. The tend quality of Draft Tended injuries uses the same formula as undrafted treatment. The &amp;quot;Tend (without medicine)&amp;quot; option is useful for emergency treatment. The option &amp;quot;Tend ___&amp;quot; that does not say (without medicine) will use the medicine in the doctor's inventory regardless of the targets medical settings. After using the medicine in inventory, the doctor will grab the nearest medicine of any quality.&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
{{Stub|section=1|reason=More complete operations table - rough outline of one available [[User:Harakoni/Sandbox#Operations|here]]}}&lt;br /&gt;
[[File:Installing bionic arm.png|right|300px]]&lt;br /&gt;
An '''operation''' is a [[bill]] to be performed on a [[colonist]] by a doctor. This may involve the removal or addition of [[body parts]], administration of [[drugs]] or excising [[Carcinoma|carcinomas]]. Many operations require a minimum [[Medical|Medical skill]] (e.g. excising a [[carcinoma]] requires level 10). Some operations require a minimum [[medicine]] level ([[Herbal medicine]] is the minimum required medicine for most operations).&lt;br /&gt;
&lt;br /&gt;
=== Operation Success Rate ===&lt;br /&gt;
When an operation is performed, a degree of chance is calculated to assess the probability that the outcome of the operation will be successful.&lt;br /&gt;
&lt;br /&gt;
This is determined as a product of:&lt;br /&gt;
* The [[Medical Surgery Success Chance|Surgery Success Chance]] stat of the surgeon performing the operation&lt;br /&gt;
* The [[Medical Potency]] stat of the [[Medicine]] used for performing the operation&lt;br /&gt;
* The [[Surgery Success Chance Factor]] stat of a [[bed]] or other [[sleep furniture]] upon which the operation is performed&lt;br /&gt;
* The Success Rate Multiplier for the specific operation&lt;br /&gt;
* [[Mental inspiration#Inspired surgery|Inspired Surgery]] Factor&lt;br /&gt;
&lt;br /&gt;
This may be expressed as:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;'''Operation Success Rate''' = [[Medical Surgery Success Chance|Surgery Success Chance &amp;lt;sub&amp;gt;Surgeon&amp;lt;/sub&amp;gt;]] × [[Surgery Success Chance Factor|Surgery Success Chance &amp;lt;sub&amp;gt;Bed&amp;lt;/sub&amp;gt;]] × [[Medical Potency]] × Operation Success Rate Multiplier × [[Mental inspiration#Inspired surgery|Inspired Surgery]] Factor&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that additionally:&lt;br /&gt;
* The resulting '''Operation Success Rate''' is capped at {{%|0.98}}.&lt;br /&gt;
* If the '''Operation Success Rate Multiplier''' is ''Can't fail'', the '''Operation Success Rate''' will always be 100%, regardless of any other stats.&lt;br /&gt;
&lt;br /&gt;
=== Calculating success ===&lt;br /&gt;
'''Surgeon's [[Medical Surgery Success Chance]] stat'''&lt;br /&gt;
* Determined by Medical skill. (see [[#Skill]] section)&lt;br /&gt;
* [[Manipulation]] acts as a direct multiplier. For example, 115% Manipulation = x1.15 success.&lt;br /&gt;
* [[Sight]] acts as a direct multiplier at 100% and below. For example, 90% Sight = x0.9 success but 110% Sight = x1 success.&lt;br /&gt;
&lt;br /&gt;
'''Bed's [[Surgery Success Chance Factor]] stat'''&lt;br /&gt;
* Determined by type of bed and its quality. [[Bed]]s and [[bedroll]]s have a modifier of 1.0. [[Hospital bed]]s have a modifier of 1.15. [[Quality]] is a multiplier. Material does not matter.&lt;br /&gt;
* Then multiplied by the room's [[cleanliness]] stat. It is 1 for 0 cleanliness and 1.018 for a clean room with [[Sterile tile|sterile]] flooring. The minimum is 0.6, reached at -5 cleanliness and also applied outdoors.&lt;br /&gt;
* Then multiplied by [[light]] factor. If the head of the bed has lighting below 50%, there is a penalty. It reaches 0.75 in complete darkness.&lt;br /&gt;
* If surgery is done outdoors, there is an 0.85 penalty multiplier (on top of the aforementioned 0.6 cleanliness multiplier).&lt;br /&gt;
&lt;br /&gt;
'''[[Medical Potency]]'''&lt;br /&gt;
* Determined by the type of medicine. The [[medicine]] item (industrial medicine) has a modifier of 1.0. (see [[Medical Potency]])&lt;br /&gt;
&lt;br /&gt;
'''Operation Success Rate Multiplier'''&lt;br /&gt;
* Modifier dependent on the type of operation.&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
! Operation !! Operation Success Rate Multiplier (%)&lt;br /&gt;
|-&lt;br /&gt;
! Administer ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Drugs|drug]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| ''Can't fail''&lt;br /&gt;
|-&lt;br /&gt;
! [[Anesthetic|Anesthetize]]&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
! Cure [[scaria]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Euthanize by cut&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Excise [[carcinoma]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Harvest ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Body Parts|body part]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
! Install ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Body Parts|body part]] or [[:Category:Implant|implant]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Remove ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Body Parts|body part]] or [[:Category:Implant|implant]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
! [[Sterilized|Sterilize]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Anti-[[abasia]] mechanite infusion {{RoyaltyIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Cure [[blood rot]] {{RoyaltyIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! [[Hemogen_pack#Blood_transfusion|Blood transfusion]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Extract [[hemogen pack]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Extract [[ovum]] for IVF {{BiotechIcon}}&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Implant [[embryo]] {{BiotechIcon}}&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Implant [[Reproduction#IUD|IUD]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Implant [[xenogerm]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Perform [[Reproduction#Tubal_ligation|tubal ligation]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Perform [[Reproduction#Vasectomy|vasectomy]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Remove [[Reproduction#IUD|IUD]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Reverse [[Reproduction#Vasectomy|vasectomy]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Terminate [[pregnancy]] {{BiotechIcon}}&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
! [[Bliss lobotomy]] {{AnomalyIcon}}&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
! [[Ghoul]] infusion {{AnomalyIcon}}&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
! [[Surgical inspection]] {{AnomalyIcon}}&lt;br /&gt;
|150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note that the '''Success Rate Multiplier''' for each operation is shown in-game on the '''Information''' page for an added bill in the [[Colonist]]'s '''Health''' → '''Operations''' tab.''&lt;br /&gt;
&lt;br /&gt;
'''Inspired Surgery Factor'''&lt;br /&gt;
* 1 by default.&lt;br /&gt;
* 2 if the surgeon has [[inspired surgery]] inspiration.&lt;br /&gt;
&lt;br /&gt;
=== Surgical inspection ===&lt;br /&gt;
{{Anomaly|section =1}}&lt;br /&gt;
{{Spoiler|section=1}}&lt;br /&gt;
With the [[Anomaly]] DLC surgical inspections can be used to diagnose hediffs before they are made visible. This operation deals [[Damage#cut|cut damage]] to a random body part '''including the brain''' and checks for any hediffs on the pawn.&lt;br /&gt;
&lt;br /&gt;
Note that a doctor may lie about the results of the inspection if it is in their own self-interest. The only currently known case where this will happen is when the doctor has been implanted with a [[metalhorror]] and would otherwise discover a metalhorror in another pawn - the doctor will instead say they found nothing.{{Check Tag|When else?|testing with metalhorrors cobfirm that an uninfected doctor won't lie even if they have a good, bad or romantic relationship with the subject. wb void fascination doctors,  wb pawns with other discoverable problems.  test each}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hediff !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Resurrection psychosis]] &lt;br /&gt;
| {PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Toxic buildup]] &lt;br /&gt;
| {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins.&lt;br /&gt;
|-&lt;br /&gt;
| [[Hediffs/Core/Local/Infections/Rot_stink_exposure|Rot stink exposure]] &lt;br /&gt;
| {PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.&lt;br /&gt;
|-&lt;br /&gt;
|[[Organ decay]]{{AnomalyIcon}} &lt;br /&gt;
| {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crumbling mind]]{{AnomalyIcon}} &lt;br /&gt;
| {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hediffs/Anomaly/Global/Misc/Duplicate_sickness|Duplicate sickness]]{{AnomalyIcon}} &lt;br /&gt;
| {PAWN_nameDef} is suffering from duplicate sickness. Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hediffs/Anomaly/Global/Misc/Agony_pulse|Psychic agony]]{{AnomalyIcon}} &lt;br /&gt;
| {SURGEON_nameDef} detected a faint but painful psychic presence emanating from {PAWN_nameDef} but failed to understand what was causing it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Metalhorror]]s{{AnomalyIcon}} lack a description and instead emerge if they were detected beforehand through interrogation or enough samples were collected to reveal it through a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
{{Stub|section=1|reason=How are they selected?}}&lt;br /&gt;
If an operation fails then the colonist will take damage, and materials (including prosthetics) will be wasted. For lesser failures, damage is concentrated near the site of the operation, while for the ridiculous failures they can be found anywhere in the body.&lt;br /&gt;
&lt;br /&gt;
There are 3 kinds of surgical failure in-game.&lt;br /&gt;
*Minor: Deals a little damage, and will not destroy any body parts.&lt;br /&gt;
*Catastrophic: Deals great damage, and usually destroys body parts outright.&lt;br /&gt;
*Ridiculous: Deals great damage scattered across the entire body.&lt;br /&gt;
&lt;br /&gt;
In addition, each operation has a death on failure chance; when it fails it is possible that the [[colonist]] instantly dies.&lt;br /&gt;
&lt;br /&gt;
=== Available targets ===&lt;br /&gt;
Surgeons can perform operations on colonists, prisoners or guests. Performing harmful operations on guests or prisoners will anger the faction.&lt;br /&gt;
&lt;br /&gt;
Tamed animals can be operated on as well, though there are limited options. [[Downed]] wild animals with the exception of [[Insectoids]] can also be operated on once dragged to an animal sleeping spot. [[Entities]] {{AnomalyIcon}} except for [[Ghoul]]s {{AnomalyIcon}} cannot be operated on at all.&lt;br /&gt;
&lt;br /&gt;
=== Tips on Improving Success ===&lt;br /&gt;
The difference between a level 10 surgeon (93% base surgery success chance) and a level 20 surgeon (99%) is only a 6.5% gain in surgical success rate. The difference between Herbal Medicine (60% potency) and Glitterworld Medicine (160% potency) is a 167% increase in surgical success rate.&lt;br /&gt;
&lt;br /&gt;
Due to the 98% success cap, using glitterworld medicine for surgeries is mostly only worthwhile in lower-quality surgical environments (less cleanliness, lower quality hospital beds, unskilled doctors). Beyond that point, industrial medicine is sufficient for the purposes of surgery.&lt;br /&gt;
&lt;br /&gt;
== Infection ==&lt;br /&gt;
When a bed is set to be medical, selecting it shows the infection chance modifier of the room. The overall chance of infection is affected by tend quality, and then multiplied by the aforementioned number. Any bed, no matter what it is, has a 100% modifier on infection when outdoors, and only an incredibly dirty room can get close to this number. However, even at an 80% modifier, wounds tended by an unskilled doctor using herbal meds is likely to be around 10-20% infection chance '''per wound'''. As each infection will share the same immunity progress, this is not as bad as it may sound - if the pawn has immunity to an infection, they are effectively immune to all infections until the last one fades away.&lt;br /&gt;
&lt;br /&gt;
It is much better to make the hospital as clean as possible. Start by covering or removing all natural floors (dirt, sand etc. but excluding stone) and ensure that the hospital is cleaned before tending to pawns. Keep all pawns, especially animals out to keep the room as clean as possible. Infection chance multiplier will likely become around the 40-50% mark or even lower. Next, unlock sterile tiles. A room with 0.6 cleanliness can have multipliers near 30%. To see the cleanliness of rooms, toggle on the room stats view on the bottom right corner and then mouse over the hospital (or any other room for that matter). Dirt, animal filth among other things drastically reduces cleanliness, and it also reduces beauty. This makes it possible to locate and prioritize cleaning through the beauty view. Remember to clean before the treatment when possible.&lt;br /&gt;
&lt;br /&gt;
One of the most difficult things about keeping a hospital clean is bleeding. Bleeding colonists will leave blood on the floor, and blood reduces cleanliness. Someone hemorrhaging to death may create 4 or 5 blood splatters on the floor in a very short time, and if this is happening to multiple colonists after a disastrous raid, your doctor alone may not be enough to keep the room clean. Bring in another colonist or two to clean up after other patients awaiting treatment. What is important is the cleanliness at the time of treatment.&lt;br /&gt;
&lt;br /&gt;
Other things like the presence of hospital beds and better medicine/doctors can reduce infection chance to next to nothing, and make it a non-issue when it does occasionally arise.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
You will often need to make the most out of the doctors you have, to ensure maximum doctoring efficiency and colonist survival rate/ well-being.&lt;br /&gt;
&lt;br /&gt;
=== Triage ===&lt;br /&gt;
You should have doctors prioritize treating patients according to their illness/infection/injury severity.&lt;br /&gt;
&lt;br /&gt;
# Bleeding colonists should receive priority care as they may bleed to death or receive nasty infections. Always prioritize colonists closer to death.&lt;br /&gt;
#* Colonists about to die (&amp;lt;1 hours until death) are generally not worth saving unless you have extremely good bionic-enhanced doctors that can reach and patch them up in time.&lt;br /&gt;
#** Strip them to recover their clothes so they won't become tainted. How you will deal with the dead colonist is up to you.&lt;br /&gt;
#** If a [[Biosculpter pod]]{{IdeologyIcon}} is available, put them into a [[medic cycle]]. This is also useful for infections that have about a 10% immunity to severity gap.&lt;br /&gt;
#** If you have a colonist with the [[Coagulate]]{{BiotechIcon}} ability, such as a [[Sanguophage]],{{BiotechIcon}} it can even save colonists who are mere seconds away from death. &lt;br /&gt;
#* Colonists that are very close (1-4 hours till death) to dying should have the best doctors care over them. Draft-tending on the spot may be preferable to rescue.&lt;br /&gt;
#* Colonists with around 5-8 hours before death can be treated by regular doctors, or by good doctors without medicine.&lt;br /&gt;
#* Colonists with 12 hours or more till death can wait.&lt;br /&gt;
# Colonists sick with deadly diseases should also receive priority care, especially those with wound [[infection]]s or the [[plague]].&lt;br /&gt;
# Non-bleeding colonists aren't in a great risk of both infections or blood loss; they should be put on the bottom of your priority list.&lt;br /&gt;
&lt;br /&gt;
If left undirected, doctors will automatically tend in order:&lt;br /&gt;
&lt;br /&gt;
# The nearest patients that will die from blood loss in 18 hours&lt;br /&gt;
# The nearest human patients&lt;br /&gt;
# Himself/herself if self-tend is enabled&lt;br /&gt;
# (Feed patients in bed)&lt;br /&gt;
# (Surgeries)&lt;br /&gt;
# (Rescue downed colonists and pets by taking them to bed)&lt;br /&gt;
# The nearest non-human patients&lt;br /&gt;
&lt;br /&gt;
Note that this automatic priority does not take into account the overall severity and lethality of all the illnesses, infections, and injuries afflicting patients, other than the death from blood loss in 18 hours limit. Nor does it prioritize colonists over prisoners or visitors. If imminent death is a concern, it's not a good idea to rely on this default behavior.&lt;br /&gt;
&lt;br /&gt;
=== Medicine allocation ===&lt;br /&gt;
Doctors will always tend to use the best medicine possible by default. To counteract this, set colonists' healthcare to Normal medicine or worse. Switch to Glitterworld medicine only if the colonist is down with a fast-working illness and you don't have a decent doctor on board, or they are about to receive a difficult operation.&lt;br /&gt;
&lt;br /&gt;
You can also manually forbid medicine so they will be forced to use lower-tier medicine, saving your better medicine for later.&lt;br /&gt;
&lt;br /&gt;
You should try to split your medicine apart into many stacks. If a doctor is about to treat a patient and someone else is getting medicine from a stack, your doctor will use medicine from another stack, or if there's none, he will try to dry-bandage the injured colonist. To combat this, you can draft doctors to go towards the medicine stacks, and manually un-draft and assign them to treat colonists when a doctor is finished taking the medicine.&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
Medicine should always be put near the hospital. Don't put them right inside the hospital as it reduces beauty unless you're willing to build a shelf to put them in. &lt;br /&gt;
If you're anticipating the need for a treatment, have a doctor stand near your stocks of medicine. You can immediately get the doctor to heal them without having to have him go to the medicine storage and back, saving time. If using primarily herbal meds then it is best to cool the room. It will rarely be necessary to freeze them, but it could make the difference&lt;br /&gt;
&lt;br /&gt;
=== Hospital design ===&lt;br /&gt;
[[File:8 hospital beds compact.png|150px|thumb|right|Compact placement of 8 hospital beds around a [[vitals monitor]].]]&lt;br /&gt;
{{Stub|section=1|reason=This section is good base but theres room for further develpment}}&lt;br /&gt;
* Assuming you're constructing new beds, or comparing beds of the same quality, prioritize [[hospital bed]]s over other bed types, and beds over [[bedroll]]s. Avoid using [[sleeping spot]]s unless necessary. However, also see the note on quality below.&lt;br /&gt;
* Compare the stats of the beds placed in the hospital - while Immunity Gain Speed Factor depends solely on the type of bed, Surgery Success Chance Factor is dependent on [[quality]]. A surgery is more likely to succeed on a Good [[Bed]] than an Awful Hospital Bed, but the opposite is true for surviving or recovering from [[diseases]]. &lt;br /&gt;
* A well-equipped hospital will have one or more [[vitals monitor]]s, which give a bonus to several doctoring-related values, including fighting [[infection]]s and general healing.&lt;br /&gt;
* [[Sterile tile]]s improve cleanliness and thus outcomes. [[Steel tile]]s offer a lesser but still significant buff, and are significantly more accessible due to lower cost and work requirements, as well as being unlocked by a research project that is far more generally useful. &lt;br /&gt;
* Ensure that that every bed has 50% [[light]] around it. Consider lighting the entire room to allow you to safely place additional sleeping spots in case of overflow.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.&lt;br /&gt;
* Alpha 17 - It is now possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.&lt;br /&gt;
* Beta 18 - all surgeries now have a minimum 2% chance of failure, no matter how good everything is.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it's fairly useless otherwise).&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180659</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180659"/>
		<updated>2026-05-31T12:54:07Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Image wanted|reason=Gizmos}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
| image = Corrupted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Duplicator&lt;br /&gt;
| label = corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''corrupted obelisk''' is one of three [[obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
An obelisk can {{Check Tag|Spawn Chance}} spawn in the map as a [[major threat]] event sometime after day 50 when the [[void monolith]] is 1 or greater. An obelisk has a chance to spawn 120 days after the last of any type.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Missing detail and numbers}}&lt;br /&gt;
&lt;br /&gt;
=== Obelisk mechanics ===&lt;br /&gt;
Like the other [[obelisk]]s, the corrupted obelisk has an activity level, which can be suppressed as wardening work. Reaching 100% activation will cause a special, dangerous event and cause the obelisk to be destroyed afterwards. At full HP, an obelisk gains +20% activity per day, but damaging it will raise activity, and once it falls below 80% HP, the daily rate will rapidly increase.&lt;br /&gt;
&lt;br /&gt;
Obelisks can be studied for advanced anomaly research, with the rate of study increasing with activity level.&lt;br /&gt;
&lt;br /&gt;
=== Duplicates ===&lt;br /&gt;
When suppressing or studying the corrupted obelisk, there is a chance of a duplicate of the interacting pawn appearing, occurring on average every 24 hours of interaction.&lt;br /&gt;
&lt;br /&gt;
Alternatively, after gaining 10 anomaly research, duplication can be manually triggered by a pawn with a 30 day cooldown. This can even include temporary [[guest]]s, but the pawn must be conscious and able to reach the obelisk.&lt;br /&gt;
:''&amp;quot;You've learned more about the obelisk. The device has the power to duplicate intelligent creatures. In theory, it can produce duplicates without limit. The obelisk appears damaged and unstable, so its energy level rises unless suppressed. If it were to fully activate, it would go into a duplication loop, chaotically pumping out a large number of flawed human duplicates. {PAWN_nameDef} thinks that it may be possible to safely shut down the obelisk but this will need significantly more study. You can now intentionally provoke a response from the corrupted obelisk.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated and will generate a duplication failure message from the obelisk. This will happen even if they are converted into [[Ghoul]]s.&lt;br /&gt;
&lt;br /&gt;
==== Duplicate downsides ====&lt;br /&gt;
When a duplicate is formed, there are four possible downsides, selected randomly:&lt;br /&gt;
* '''Hostile duplicate:''' The duplicate is hostile and will immediately attack. They can be [[downed]] and recruited as normal.&lt;br /&gt;
* Cloned colonist with '''multiple [[organ decay]]:''' Several of the duplicate's vital organs have organ decay, which causes increasing pain and reduced efficiency and will eventually kill the pawn. For further detail and treatment options, see [[Organ decay]]. &lt;br /&gt;
* Cloned colonist with '''[[duplicate sickness]]:''' While both are alive, both the original and the duplicate suffer from lowered [[consciousness]], which gradually worsens over the course of a few days, with the final stage being {{Bad|Max 10%}} consciousness, rendering them both comatose but alive. For further detail and treatment options, see [[Duplicate sickness]]. &lt;br /&gt;
* Cloned colonist with '''[[crumbling mind]]:''' The duplicate's [[consciousness]] will gradually decrease. After 2-3 days the condition becomes permanent and nominally incurable, and they will be [[incapable]] of certain work types. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. For further detail and treatment options, see [[Crumbling mind]].&lt;br /&gt;
&lt;br /&gt;
Note that organ decay, duplicate sickness, and curmbling mind are initially hidden, but can be revealed via surgical inspection.&lt;br /&gt;
&lt;br /&gt;
==== What is duplicated ====&lt;br /&gt;
The duplicated colonist will have identical mood thoughts, [[ideoligion]],{{IdeologyIcon}} [[xenotype]],{{BiotechIcon}} injuries, known [[psycasts]]{{RoyaltyIcon}} and [[psylink]]{{RoyaltyIcon}} level, [[void touched]] status, [[death refusal]] (although max. 1 charge), and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}} and [[luciferium]] addiction). &lt;br /&gt;
&lt;br /&gt;
The duplicate will have no equipment and no artificial body parts except for psylinks and fleshmass organs (such as those granted by a [[twisted obelisk]]). Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers). &lt;br /&gt;
&lt;br /&gt;
Notably, no social opinions are copied to the duplicate, including spouses, imperial [[title]]s,{{RoyaltyIcon}} or even familial relations.{{Check Tag|Confirmation needed|A duplicate was observed with a &amp;quot;Got some lovin'&amp;quot; social opinion carrying over associated with the original pawn's lover|Editor Note 4/6/2026, by Starcalled: I would be more than happy to provide image confirmation, however I am unable to upload images.}} There is also no special relationship between the original and duplicate. Unique connections, such as to a [[gauranlen tree]],{{IdeologyIcon}} are not duplicated. If the original colonist married and took the last name of another pawn prior to being duplicated, the duplicate will also share that last name (despite not being married).&lt;br /&gt;
&lt;br /&gt;
Additionally, duplicated colonists do not have the original's [[metalhorror]] infection pathways, and they can never gain the pre-arrival infection pathway through resurrection, either.&lt;br /&gt;
&lt;br /&gt;
=== Full activation ===&lt;br /&gt;
If the activity level of the corrupted obelisk reaches 100% it will explode, dropping a [[shard]] and causing hostile duplicates to spawn all around your colonists. Duplicate spawn randomly in proximity to any colonist. This process will not duplicate children unless child raiders are enabled in storyteller settings, in which case a minimum age of 10 still applies.&lt;br /&gt;
&lt;br /&gt;
The amount of duplicates that spawn is based on raid points. The obelisk has a budget equal to 0.6 times the colony's total raid points. The cost of each duplicate is calculated as follows from the colony's total raid points (without the 0.6 multiplier).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid points || Cost of each duplicate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid points (100's) |yAxisTitle=Unit cost|type=line|x= 0, 5, 10, 50, 100 |y1=50, 50, 100, 200, 200}} || style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Raid points || Total duplicates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 167 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1000 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2000 || style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5000 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 9667 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
After obtaining 30 anomaly research, the obelisk can be safely deactivated at the cost of 2 [[shard]]s. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
:''&amp;quot;{PAWN_nameDef} has completed {PAWN_possessive} investigation of the corrupted obelisk. {PAWN_pronoun} has discovered a method for safely deactivating the obelisk using shards of archotechnology. You can no longer study the obelisk after deactivating it.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
In addition, dealing enough damage instantly, e.g., with a [[diabolus]]' cannon, will allow destruction of the obelisk without triggering the full activation. [[#Brute-force destruction|See below for more detail]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A colony's pawns can be some of the most powerful assets, and one that rewards large amounts of investment. The ability to multiply these assets makes the corrupted obelisk the most desirable of the three obelisks for most colonies. &lt;br /&gt;
&lt;br /&gt;
The side effects must be accounted for pawns that are to retained, but all of them can be cured. See the relevant pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Duplication candidates ===&lt;br /&gt;
Generally speaking, how powerful the obelisk is will depend on the pawns you can feed into it and what they are used for.&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s: The corrupted obelisk is ideal for duplicating candidates for conversion. Ghouls strongly benefit from particular [[trait]] combinations, [[genes]],{{BiotechIcon}} and a high base melee skill which can be difficult to source en masse. Note that [[artificial body parts]] won't be duplicated, but these are often simpler to source. Hostile duplicates can be captured and turned into allied ghouls without bothering with the standard recruitment process. &lt;br /&gt;
* [[Psycast]]ers:{{RoyaltyIcon}} Psycasters are some of the most powerful pawns in the game and psylink is replicated. Accruing psylink is often slow, even for new tribes, and as with ghouls, valuable traits such as [[psychically hypersensitive]] and [[trigger happy]] are rare in combination but make for significantly better psycasters. &lt;br /&gt;
* [[Void touched]]: While this does require completing the DLC and choosing the appropriate [[Endings#Ending_-_Embrace_the_Void|ending]], a void touched pawn is very powerful by themselves and their ability stacks with both ghouls and psycasters.&lt;br /&gt;
&lt;br /&gt;
[[Death refusal]] and [[philophagy]] can make a suitable duplicate candidate even better. Philophagy in particular allows a pawn to be decent (or better) at all skills, even if they don't have a passion, although it is expensive in terms of [[shard]]s and requires [[prisoner]]s good at skills.&lt;br /&gt;
&lt;br /&gt;
=== Side effect mitigation ===&lt;br /&gt;
[[Death refusal]] can be copied by the duplicate and will mitigate three of the four downsides. Duplicate sickness can be immediately cured by killing either pawn and reviving. Crumbling mind can be cured by destroying the colonist's brain (before or after death). This can be done via extracting the corpse's [[skull]],{{IdeologyIcon}} using a [[subcore ripscanner]],{{BiotechIcon}} [[luciferium]] withdrawal, or more riskily by eating the corpse until the head is gone. It is usually better to cure organ decay via transplants than death refusal, but destroyed organs will be replaced when reviving.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[unnatural healing]] can cure duplicate sickness, crumbling mind, and decaying organs.&lt;br /&gt;
&lt;br /&gt;
In case of a hostile duplicate, a [[Psychic shock lance|psychic]] or [[shard shock lance]] can be used to avoid accidentally killing them. Alternatively, you can make the duplicator wear a [[war mask]] and damage them beyond what their pain shock threshold was before wearing it. As the duplicate has no mask, they would be immediately downed.&lt;br /&gt;
&lt;br /&gt;
=== Obelisk activation capturing ===&lt;br /&gt;
If you attack the obelisk, its activity level will rise. When it reaches full, it will duplicate up to 30 of your colonists depending on raid points, all of them being hostile to you. However, this can be abused to mass clone a single target pawn by following the method below:&lt;br /&gt;
* Build a prison capable of holding up to 30 prisoners.&lt;br /&gt;
* [[Anesthetic|Anesthetize]] your target pawn via the operation tab.&lt;br /&gt;
* Send all other pawns (except ghouls and prisoners) on a [[caravan]] resting right outside your colony. The caravan can wait on the colony's tile so long as they don't actually enter.&lt;br /&gt;
* Have a ghoul attack the obelisk, or wait for it to reach 100% to trigger the duplication.&lt;br /&gt;
* Since the only valid target duplication on the map is anesthetized, all clones will be unconscious upon creation.&lt;br /&gt;
* Have your caravan enter the tile and capture all the unconscious duplicates.&lt;br /&gt;
&lt;br /&gt;
=== Obelisks in general ===&lt;br /&gt;
{{Obelisk Analysis|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Destruction|pawn_count=4}}&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>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180658</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180658"/>
		<updated>2026-05-31T12:52:11Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Image wanted|reason=Gizmos}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
| image = Corrupted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Duplicator&lt;br /&gt;
| label = corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''corrupted obelisk''' is one of three [[obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
An obelisk can {{Check Tag|Spawn Chance}} spawn in the map as a [[major threat]] event sometime after day 50 when the [[void monolith]] is 1 or greater. An obelisk has a chance to spawn 120 days after the last of any type.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Missing detail and numbers}}&lt;br /&gt;
&lt;br /&gt;
=== Obelisk mechanics ===&lt;br /&gt;
Like the other [[obelisk]]s, the corrupted obelisk has an activity level, which can be suppressed as wardening work. Reaching 100% activation will cause a special, dangerous event and cause the obelisk to be destroyed afterwards. At full HP, an obelisk gains +20% activity per day, but damaging it will raise activity, and once it falls below 80% HP, the daily rate will rapidly increase.&lt;br /&gt;
&lt;br /&gt;
Obelisks can be studied for advanced anomaly research, with the rate of study increasing with activity level.&lt;br /&gt;
&lt;br /&gt;
=== Duplicates ===&lt;br /&gt;
When suppressing or studying the corrupted obelisk, there is a chance of a duplicate of the interacting pawn appearing, occurring on average every 24 hours of interaction.&lt;br /&gt;
&lt;br /&gt;
Alternatively, after gaining 10 anomaly research, duplication can be manually triggered by a pawn with a 30 day cooldown. This can even include temporary [[guest]]s, but the pawn must be conscious and able to reach the obelisk.&lt;br /&gt;
:''&amp;quot;You've learned more about the obelisk. The device has the power to duplicate intelligent creatures. In theory, it can produce duplicates without limit. The obelisk appears damaged and unstable, so its energy level rises unless suppressed. If it were to fully activate, it would go into a duplication loop, chaotically pumping out a large number of flawed human duplicates. {PAWN_nameDef} thinks that it may be possible to safely shut down the obelisk but this will need significantly more study. You can now intentionally provoke a response from the corrupted obelisk.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated and will generate a duplication failure message from the obelisk. This will happen even if they are converted into [[Ghoul]]s.&lt;br /&gt;
&lt;br /&gt;
==== Duplicate downsides ====&lt;br /&gt;
When a duplicate is formed, there are four possible downsides, selected randomly:&lt;br /&gt;
* '''Hostile duplicate:''' The duplicate is hostile and will immediately attack. They can be [[downed]] and recruited as normal.&lt;br /&gt;
* Cloned colonist with '''multiple [[organ decay]]:''' Several of the duplicate's vital organs have organ decay, which causes increasing pain and reduced efficiency and will eventually kill the pawn. For further detail and treatment options, see [[Organ decay]]. &lt;br /&gt;
* Cloned colonist with '''[[duplicate sickness]]:''' While both are alive, both the original and the duplicate suffer from lowered [[consciousness]], which gradually worsens over the course of a few days, with the final stage being {{Bad|Max 10%}} consciousness, rendering them both comatose but alive. For further detail and treatment options, see [[Duplicate sickness]]. &lt;br /&gt;
* Cloned colonist with '''[[crumbling mind]]:''' The duplicate's [[consciousness]] will gradually decrease. After 2-3 days the condition becomes permanent and nominally incurable, and they will be [[incapable]] of certain work types. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. For further detail and treatment options, see [[Crumbling mind]].&lt;br /&gt;
&lt;br /&gt;
Note that organ decay, duplicate sickness, and curmbling mind are initially hidden, but can be revealed via surgical inspection.&lt;br /&gt;
&lt;br /&gt;
==== What is duplicated ====&lt;br /&gt;
The duplicated colonist will have identical mood thoughts, [[ideoligion]],{{IdeologyIcon}} [[xenotype]],{{BiotechIcon}} injuries, known [[psycasts]]{{RoyaltyIcon}} and [[psylink]]{{RoyaltyIcon}} level, [[void touched]] status, [[death refusal]] (although max. 1 charge), and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}} and [[luciferium]] addiction). &lt;br /&gt;
&lt;br /&gt;
The duplicate will have no equipment and no artificial body parts except for psylinks and fleshmass organs (such as those granted by a [[twisted obelisk]]). Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers). &lt;br /&gt;
&lt;br /&gt;
Notably, no social opinions are copied to the duplicate, including spouses, imperial [[title]]s,{{RoyaltyIcon}} or even familial relations.{{Check Tag|Confirmation needed|A duplicate was observed with a &amp;quot;Got some lovin'&amp;quot; social opinion carrying over associated with the original pawn's lover|Editor Note 4/6/2026, by Starcalled: I would be more than happy to provide image confirmation, however I am unable to upload images.}} There is also no special relationship between the original and duplicate. Unique connections, such as to a [[gauranlen tree]],{{IdeologyIcon}} are not duplicated. If the original colonist married and took the last name of another pawn prior to being duplicated, the duplicate will also share that last name (despite not being married).&lt;br /&gt;
&lt;br /&gt;
Additionally, duplicated colonists do not have the original's [[metalhorror]] infection pathways, and they can never gain the pre-arrival infection pathway through resurrection, either.&lt;br /&gt;
&lt;br /&gt;
=== Full activation ===&lt;br /&gt;
If the activity level of the corrupted obelisk reaches 100% it will explode, dropping a [[shard]] and causing hostile duplicates to spawn all around your colonists. Duplicate spawn randomly in proximity to any colonist. This process will not duplicate children unless child raiders are enabled in storyteller settings, in which case a minimum age of 10 still applies.&lt;br /&gt;
&lt;br /&gt;
The amount of duplicates that spawn is based on raid points. The obelisk has a budget equal to 0.6 times the colony's total raid points. The cost of each duplicate is calculated as follows from the colony's total raid points (without the 0.6 multiplier).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid points || Cost of each duplicate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid points (100's) |yAxisTitle=Unit cost|type=line|x= 0, 5, 10, 50, 100 |y1=50, 50, 100, 200, 200}} || style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Raid points || Total duplicates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 167 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1000 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2000 || style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5000 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 9667 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
After obtaining 30 anomaly research, the obelisk can be safely deactivated at the cost of 2 [[shard]]s. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
:''&amp;quot;{PAWN_nameDef} has completed {PAWN_possessive} investigation of the corrupted obelisk. {PAWN_pronoun} has discovered a method for safely deactivating the obelisk using shards of archotechnology. You can no longer study the obelisk after deactivating it.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
In addition, dealing enough damage instantly, e.g., with a [[diabolus]]' cannon, will allow destruction of the obelisk without triggering the full activation. [[#Brute-force destruction|See below for more detail]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A colony's pawns can be some of the most powerful assets, and one that rewards large amounts of investment. The ability to multiply these assets makes the corrupted obelisk the most desirable of the three obelisks for most colonies. &lt;br /&gt;
&lt;br /&gt;
The side effects must be accounted for pawns that are to retained, but all of them can be cured. See the relevant pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Duplication candidates ===&lt;br /&gt;
Generally speaking, how powerful the obelisk is will depend on the pawns you can feed into it and what they are used for.&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s: The corrupted obelisk is ideal for duplicating candidates for conversion. Ghouls strongly benefit from particular [[trait]] combinations, [[genes]],{{BiotechIcon}} and a high base melee skill which can be difficult to source en masse. Note that [[artificial body parts]] won't be duplicated, but these are often simpler to source. Hostile duplicates can be captured and turned into allied ghouls without bothering with the standard recruitment process. &lt;br /&gt;
* [[Psycast]]ers:{{RoyaltyIcon}} Psycasters are some of the most powerful pawns in the game and psylink is replicated. Accruing psylink is often slow, even for new tribes, and as with ghouls, valuable traits such as [[psychically hypersensitive]] and [[trigger happy]] are rare in combination but make for significantly better psycasters. &lt;br /&gt;
* [[Void touched]]: While this does require completing the DLC and choosing the appropriate [[Endings#Ending_-_Embrace_the_Void|ending]], a void touched pawn is very powerful by themselves and their ability stacks with both ghouls and psycasters.&lt;br /&gt;
&lt;br /&gt;
[[Death refusal]] and [[philophagy]] can make a suitable duplicate candidate even better. Philophagy in particular allows a pawn to be decent (or better) at all skills, even if they don't have a passion, although it is expensive in terms of [[shard]]s and requires [[prisoner]]s good at skills.&lt;br /&gt;
&lt;br /&gt;
=== Side effect mitigation ===&lt;br /&gt;
[[Death refusal]] can be copied by the duplicate and will mitigate three of the four downsides. Duplicate sickness can be immediately cured by killing either pawn and reviving. Crumbling mind can be cured by destroying the colonist's brain (before or after death). This can be done via extracting the corpse's [[skull]],{{IdeologyIcon}} using a [[subcore ripscanner]],{{BiotechIcon}} [[luciferium]] withdrawal, or more risky by eating the corpse until the head is gone. It is usually better to cure organ decay via transplants than death refusal, but destroyed organs will be replaced when reviving.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[unnatural healing]] can cure duplicate sickness, crumbling mind, and decaying organs.&lt;br /&gt;
&lt;br /&gt;
In case of a hostile duplicate, a [[Psychic shock lance|psychic]] or [[shard shock lance]] can be used to avoid accidentally killing them. Alternatively, you can make the duplicator wear a [[war mask]] and damage them beyond what their pain shock threshold was before wearing it. As the duplicate has no mask, they would be immediately downed.&lt;br /&gt;
&lt;br /&gt;
=== Obelisk activation capturing ===&lt;br /&gt;
If you attack the obelisk, its activity level will rise. When it reaches full, it will duplicate up to 30 of your colonists depending on raid points, all of them being hostile to you. However, this can be abused to mass clone a single target pawn by following the method below:&lt;br /&gt;
* Build a prison capable of holding up to 30 prisoners.&lt;br /&gt;
* [[Anesthetic|Anesthetize]] your target pawn via the operation tab.&lt;br /&gt;
* Send all other pawns (except ghouls and prisoners) on a [[caravan]] resting right outside your colony. The caravan can wait on the colony's tile so long as they don't actually enter.&lt;br /&gt;
* Have a ghoul attack the obelisk, or wait for it to reach 100% to trigger the duplication.&lt;br /&gt;
* Since the only valid target duplication on the map is anesthetized, all clones will be unconscious upon creation.&lt;br /&gt;
* Have your caravan enter the tile and capture all the unconscious duplicates.&lt;br /&gt;
&lt;br /&gt;
=== Obelisks in general ===&lt;br /&gt;
{{Obelisk Analysis|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Destruction|pawn_count=4}}&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>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180657</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=180657"/>
		<updated>2026-05-31T12:47:12Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: This doesn't seem to be true?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Image wanted|reason=Gizmos}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
| image = Corrupted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Duplicator&lt;br /&gt;
| label = corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''corrupted obelisk''' is one of three [[obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
An obelisk can {{Check Tag|Spawn Chance}} spawn in the map as a [[major threat]] event sometime after day 50 when the [[void monolith]] is 1 or greater. An obelisk has a chance to spawn 120 days after the last of any type.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Missing detail and numbers}}&lt;br /&gt;
&lt;br /&gt;
=== Obelisk mechanics ===&lt;br /&gt;
Like the other [[obelisk]]s, the corrupted obelisk has an activity level, which can be suppressed as wardening work. Reaching 100% activation will cause a special, dangerous event and cause the obelisk to be destroyed afterwards. At full HP, an obelisk gains +20% activity per day, but damaging it will raise activity, and once it falls below 80% HP, the daily rate will rapidly increase.&lt;br /&gt;
&lt;br /&gt;
Obelisks can be studied for advanced anomaly research, with the rate of study increasing with activity level.&lt;br /&gt;
&lt;br /&gt;
=== Duplicates ===&lt;br /&gt;
When suppressing or studying the corrupted obelisk, there is a chance of a duplicate of the interacting pawn appearing, occurring on average every 24 hours of interaction.&lt;br /&gt;
&lt;br /&gt;
Alternatively, after gaining 10 anomaly research, duplication can be manually triggered by a pawn with a 30 day cooldown. This can even include temporary [[guest]]s, but the pawn must be conscious and able to reach the obelisk.&lt;br /&gt;
:''&amp;quot;You've learned more about the obelisk. The device has the power to duplicate intelligent creatures. In theory, it can produce duplicates without limit. The obelisk appears damaged and unstable, so its energy level rises unless suppressed. If it were to fully activate, it would go into a duplication loop, chaotically pumping out a large number of flawed human duplicates. {PAWN_nameDef} thinks that it may be possible to safely shut down the obelisk but this will need significantly more study. You can now intentionally provoke a response from the corrupted obelisk.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated and will generate a duplication failure message from the obelisk. This will happen even if they are converted into [[Ghoul]]s.&lt;br /&gt;
&lt;br /&gt;
==== Duplicate downsides ====&lt;br /&gt;
When a duplicate is formed, there are four possible downsides, selected randomly:&lt;br /&gt;
* '''Hostile duplicate:''' The duplicate is hostile and will immediately attack. They can be [[downed]] and recruited as normal.&lt;br /&gt;
* Cloned colonist with '''multiple [[organ decay]]:''' Several of the duplicate's vital organs have organ decay, which causes increasing pain and reduced efficiency and will eventually kill the pawn. For further detail and treatment options, see [[Organ decay]]. &lt;br /&gt;
* Cloned colonist with '''[[duplicate sickness]]:''' While both are alive, both the original and the duplicate suffer from lowered [[consciousness]], which gradually worsens over the course of a few days, with the final stage being {{Bad|Max 10%}} consciousness, rendering them both comatose but alive. For further detail and treatment options, see [[Duplicate sickness]]. &lt;br /&gt;
* Cloned colonist with '''[[crumbling mind]]:''' The duplicate's [[consciousness]] will gradually decrease. After 2-3 days the condition becomes permanent and nominally incurable, and they will be [[incapable]] of certain work types. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. For further detail and treatment options, see [[Crumbling mind]].&lt;br /&gt;
&lt;br /&gt;
Note that organ decay, duplicate sickness, and curmbling mind are initially hidden, but can be revealed via surgical inspection.&lt;br /&gt;
&lt;br /&gt;
==== What is duplicated ====&lt;br /&gt;
The duplicated colonist will have identical mood thoughts, [[ideoligion]],{{IdeologyIcon}} [[xenotype]],{{BiotechIcon}} injuries, known [[psycasts]]{{RoyaltyIcon}} and [[psylink]]{{RoyaltyIcon}} level, [[void touched]] status, [[death refusal]] (although max. 1 charge), and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}} and [[luciferium]] addiction). &lt;br /&gt;
&lt;br /&gt;
The duplicate will have no equipment and no artificial body parts except for psylinks and fleshmass organs (such as those granted by a [[twisted obelisk]]). Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers). &lt;br /&gt;
&lt;br /&gt;
Notably, no social opinions are copied to the duplicate, including spouses, imperial [[title]]s,{{RoyaltyIcon}} or even familial relations.{{Check Tag|Confirmation needed|A duplicate was observed with a &amp;quot;Got some lovin'&amp;quot; social opinion carrying over associated with the original pawn's lover|Editor Note 4/6/2026, by Starcalled: I would be more than happy to provide image confirmation, however I am unable to upload images.}} There is also no special relationship between the original and duplicate. Unique connections, such as to a [[gauranlen tree]],{{IdeologyIcon}} are not duplicated. If the original colonist married and took the last name of another pawn prior to being duplicated, the duplicate will also share that last name (despite not being married).&lt;br /&gt;
&lt;br /&gt;
Additionally, duplicated colonists do not have the original's [[metalhorror]] infection pathways, and they can never gain the pre-arrival infection pathway through resurrection, either.&lt;br /&gt;
&lt;br /&gt;
=== Full activation ===&lt;br /&gt;
If the activity level of the corrupted obelisk reaches 100% it will explode, dropping a [[shard]] and causing hostile duplicates to spawn all around your colonists. Duplicate spawn randomly in proximity to any colonist. This process will not duplicate children unless child raiders are enabled in storyteller settings, in which case a minimum age of 10 still applies.&lt;br /&gt;
&lt;br /&gt;
The amount of duplicates that spawn is based on raid points. The obelisk has a budget equal to 0.6 times the colony's total raid points. The cost of each duplicate is calculated as follows from the colony's total raid points (without the 0.6 multiplier).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid points || Cost of each duplicate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid points (100's) |yAxisTitle=Unit cost|type=line|x= 0, 5, 10, 50, 100 |y1=50, 50, 100, 200, 200}} || style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Raid points || Total duplicates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 167 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1000 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2000 || style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5000 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 9667 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
After obtaining 30 anomaly research, the obelisk can be safely deactivated at the cost of 2 [[shard]]s. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
:''&amp;quot;{PAWN_nameDef} has completed {PAWN_possessive} investigation of the corrupted obelisk. {PAWN_pronoun} has discovered a method for safely deactivating the obelisk using shards of archotechnology. You can no longer study the obelisk after deactivating it.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
In addition, dealing enough damage instantly, e.g., with a [[diabolus]]' cannon, will allow destruction of the obelisk without triggering the full activation. [[#Brute-force destruction|See below for more detail]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A colony's pawns can be some of the most powerful assets, and one that rewards large amounts of investment. The ability to multiply these assets makes the corrupted obelisk the most desirable of the three obelisks for most colonies. &lt;br /&gt;
&lt;br /&gt;
The side effects must be accounted for pawns that are to retained, but all of them can be cured. See the relevant pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Duplication candidates ===&lt;br /&gt;
Generally speaking, how powerful the obelisk is will depend on the pawns you can feed into it and what they are used for.&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s: The corrupted obelisk is ideal for duplicating candidates for conversion. Ghouls strongly benefit from particular [[trait]] combinations, [[genes]],{{BiotechIcon}} and a high base melee skill which can be difficult to source en masse. Note that [[artificial body parts]] won't be duplicated, but these are often simpler to source. Hostile duplicates can be captured and turned into allied ghouls without bothering to recruit them. &lt;br /&gt;
* [[Psycast]]ers:{{RoyaltyIcon}} Psycasters are some of the most powerful pawns in the game and psylink is replicated. Accruing psylink is often slow, even for new tribes, and as with ghouls, valuable traits such as [[psychically hypersensitive]] and [[trigger happy]] are rare in combination but make for significantly better psycasters. &lt;br /&gt;
* [[Void touched]]: While this does require completing the DLC and choosing the appropriate [[ending]], a void touched pawn is very powerful by themselves and their ability stacks with both ghouls and psycasters.&lt;br /&gt;
&lt;br /&gt;
[[Death refusal]] and [[philophagy]] can make a suitable duplicate candidate even better. Philophagy in particular allows a pawn to be decent (or better) at all skills, even if they don't have a passion, although it is expensive in terms of [[shard]]s and requires [[prisoner]]s good at skills.&lt;br /&gt;
&lt;br /&gt;
=== Side effect mitigation ===&lt;br /&gt;
[[Death refusal]] can be copied by the duplicate and will mitigate three of the four downsides. Duplicate sickness can be immediately cured by killing either pawn and reviving. Crumbling mind can be cured by destroying the colonist's brain (before or after death). This can be done via extracting the corpse's [[skull]],{{IdeologyIcon}} using a [[subcore ripscanner]],{{BiotechIcon}} [[luciferium]] withdrawal, or more risky by eating the corpse until the head is gone. It is usually better to cure organ decay via transplants than death refusal, but destroyed organs will be replaced when reviving.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[unnatural healing]] can cure duplicate sickness, crumbling mind, and decaying organs.&lt;br /&gt;
&lt;br /&gt;
In case of a hostile duplicate, a [[Psychic shock lance|psychic]] or [[shard shock lance]] can be used to avoid accidentally killing them. Alternatively, you can make the duplicator wear a [[war mask]] and damage them beyond what their pain shock threshold was before wearing it. As the duplicate has no mask, they would be immediately downed.&lt;br /&gt;
&lt;br /&gt;
=== Obelisk activation capturing ===&lt;br /&gt;
If you attack the obelisk, its activity level will rise. When it reaches full, it will duplicate up to 30 of your colonists depending on raid points, all of them being hostile to you. However, this can be abused to mass clone a single target pawn by following the method below:&lt;br /&gt;
* Build a prison capable of holding up to 30 prisoners.&lt;br /&gt;
* [[Anesthetic|Anesthetize]] your target pawn via the operation tab.&lt;br /&gt;
* Send all other pawns (except ghouls and prisoners) on a [[caravan]] resting right outside your colony. The caravan can wait on the colony's tile so long as they don't actually enter.&lt;br /&gt;
* Have a ghoul attack the obelisk, or wait for it to reach 100% to trigger the duplication.&lt;br /&gt;
* Since the only valid target duplication on the map is anesthetized, all clones will be unconscious upon creation.&lt;br /&gt;
* Have your caravan enter the tile and capture all the unconscious duplicates.&lt;br /&gt;
&lt;br /&gt;
=== Obelisks in general ===&lt;br /&gt;
{{Obelisk Analysis|pawn_count=4}}&lt;br /&gt;
&lt;br /&gt;
{{Obelisk Destruction|pawn_count=4}}&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>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180601</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180601"/>
		<updated>2026-05-24T16:34:22Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailments. Add ailment in-game descriptions to each, and format them such that they're obviously quotes}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer mech serum#Summary|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Death refusal]]{{AnomalyIcon}}: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Chronophagy]]{{AnomalyIcon}}: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
* [[Unnatural healing]]{{AnomalyIcon}}: a Creepjoiner with unnatural healing replicates the effect of a healer mech serum and so can be similarly used to cure Alzheimers at the minor risk of replacing an arm with a flesh tentacle for the cured pawn&lt;br /&gt;
* [[Scarless]]{{BiotechIcon}}: Similarly to Luciferium, the Scarless gene can heal permanent injuries and ailments including Alzheimer's. It is rare to see outside of [[sanguophage]]s but has no downsides other than for colonists with [[traits|body purist]].&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment at around 100% tend quality can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s,{{RoyaltyIcon}} can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Declining functionality of the brain, negatively impacting all cognitive abilities.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with a [[healer mech serum]], [[luciferium]], [[unnatural healing]]{{AnomalyIcon}} or the [[chronophagy]] psychic ritual.{{AnomalyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at level 4&lt;br /&gt;
**15% at level 12&lt;br /&gt;
**25% at level 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} implantation of the [[scarless]] gene,{{BiotechIcon}} or with the use of [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 100 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 60 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 30 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Reduced hearing capacity due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s.&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval, '''SG60''' for short, is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess.&lt;br /&gt;
## Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;'''SG60''' = max(0.000375, 0.0000645 × effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve !! X !! Y&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7| {{Graph:Chart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 100|| 60&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:middle&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Excess&amp;lt;br/&amp;gt;Temperature (°C)&amp;lt;ref&amp;gt;Ambient Temperature - Maximum Comfortable Temperature (°C)&amp;lt;/ref&amp;gt;&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || {{0}}93023 || 1.6 days &lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || {{0}}62016 || 24.8 hours&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003225 || {{0}}18605 || 7.4 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005160 || {{0}}11628 || 4.7 hours&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 0.015480 || {{0|00}}3876 || 1.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.063855 || {{0|000}}939 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027 × heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature. Severity decreases at a constant rate of 1.5% when at 55.6% or above, slowing down until reaching its slowest (0.15%) at 5.6% and below. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike [[#Heatstroke|hyperthermia]], hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:center&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Temperature&amp;lt;br/&amp;gt;Delta&amp;lt;ref&amp;gt;&amp;lt;small&amp;gt;Minimum Comfortable Temperature - Ambient Temperature&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;(°C)&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game hours&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25  || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50  || 0.002580 || 23256 || {{0}}9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || {{0}}4.1&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 0.012255 || {{0}}4896 || {{0}}2.0 &amp;lt;!-- 1.96--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || {{0}}3208 || {{0}}1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027 × hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}} &lt;br /&gt;
* [[Manipulation]] {{Bad|-50%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to the vacuum percentage of the pawn's current tile, and to the difference between 1 and a pawn's [[vacuum resistance]] stat. Vacuum will be 100% outside pressurized rooms; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the difference between 1 and the pawn's vacuum resistance.&lt;br /&gt;
Expressed as a formula, the increase of severity every {{ticks|60}} is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at&amp;lt;br/&amp;gt;severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || ≥15% ||&lt;br /&gt;
* {{Bad|-{{0}}5%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}5%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (mild)''' || ≥30% ||&lt;br /&gt;
* {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}8%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (moderate)''' || ≥50% ||&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || ≥85% ||&lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || 100% ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| class = &amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin: auto;&amp;quot; width=100%&lt;br /&gt;
  |-&lt;br /&gt;
  !Graph&lt;br /&gt;
  |-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
  |width=940&lt;br /&gt;
  |height=600&lt;br /&gt;
  |type=line&lt;br /&gt;
  |legend=Legend&lt;br /&gt;
  |y1Title=No vacuum resistance [50s]&lt;br /&gt;
  |y2Title=Vacsuit chest only (32%) [73s]&lt;br /&gt;
  |y3Title= Vacuum resistant (45%) [90.9s]&lt;br /&gt;
  |y4Title=Vacsuit helmet only (69%) [161s]&lt;br /&gt;
  |y5Title= Vacskin Gland (85%) [5 min 33s]&lt;br /&gt;
  |y6Title=Full Recon armour (95%) [16min 40s]&lt;br /&gt;
  |y7Title=Full Marine armour (97%) [27min 46s]&lt;br /&gt;
  |y8Title=Full Cataphract armour (98%) [41.7min]&lt;br /&gt;
  |y9Title= Vacsuit helmet and any power armor (99%) [83.3min]&lt;br /&gt;
&lt;br /&gt;
  |x = 0,50,73.5,90.0,161.3,333.3,1000,1666.7,2500,5000&lt;br /&gt;
  |y1=0,100&lt;br /&gt;
  |y2=0,68.03,100&lt;br /&gt;
  |y3=0,55.56,81.67,100&lt;br /&gt;
  |y4=0,30.99,45.56,55.79,100&lt;br /&gt;
  |y5=0,15,22.05,27,48.4,100&lt;br /&gt;
  |y6=0,5,7.35,9,16.13,33.33,100&lt;br /&gt;
  |y7=0,3,4.41,5.40,9.68,20,60,100&lt;br /&gt;
  |y8=0,2,2.94,3.6,6.45,13.33,40,66.67,100&lt;br /&gt;
  |y9=0,1,1.47,1.8,3.23,6.67,20,33.33,50,100&lt;br /&gt;
  |xAxisTitle = Time (s)&lt;br /&gt;
  |yAxisTitle = Vacuum exposure (%)&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
Sterilizing a pregnant animal will not terminate the pregnancy.&lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative [[liver]] disease caused by excessive [[alcohol]] consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the [[Organ harvesting|transplantation]] of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or [[glitterworld medicine]] to do so.&lt;br /&gt;
* Other than transplantation, only [[healer mech serum]] and [[unnatural healing]]{{AnomalyIcon}} can cure cirrhosis.&lt;br /&gt;
&lt;br /&gt;
Alcohol [[tolerance]] above '''45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average cirrhosis interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 60 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 45 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]] or via [[unnatural healing]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potentially still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Main|Bliss lobotomy}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 30 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is primarily determined by the cook's [[food poison chance]] stat, with the [[Cleanliness|cleanliness of the room]] where it was prepared also being a potential factor. &lt;br /&gt;
&lt;br /&gt;
[[Corpse]]s have a flat chance of 5% to give food poisoning. Other raw food has a flat chance in between 1% and 4% depending on the type of food — most raw food having a 2% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&lt;br /&gt;
If food poisoning is applied when cooking a recipe that produces multiple items (such as 4×{{Icon Small|simple meal}} or 16×{{Icon Small|pemmican}}), every item cooked in that batch becomes poisoned.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{Graph:Chart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only be minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning. Installing a [[sterilizing stomach|sterilizing]],{{RoyaltyIcon}} [[nuclear stomach]],{{RoyaltyIcon}} or [[fleshmass stomach]],{{AnomalyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} render pawns immune to contracting food poisoning. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&lt;br /&gt;
&lt;br /&gt;
The notification for a colonist being poisoned will explain the cause of the poisoning. This can be very helpful if an unattended kitchen was allowed to cross into the very dirty -2 cleanliness danger zone, as a nearby cleaner can simply be ordered to clean the kitchen and avoid more unnecessary poisoning.&lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before. [[Unnatural healing]]{{AnomalyIcon}} is the vastly more economical option, though it carries opportunity cost of the 6 day cooldown.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, which interrupts and resets the process of eating, combined with the reduction in eating speed, patients with food poisoning may be at risk of developing [[malnutrition]]. With the already impaired consciousness and moving capacity from the poisoning, stacking malnutrition on top of that could lead to a [[downed]] state, so it may be worth supervising poisoned pawns in case they need rescue. A diet of small unit foods such as [[pemmican]] will not mitigate this issue, as there is no concept of incremental eating - a pawn takes the same time to consume one pemmican as it takes to consume 18 pemmican, and if interrupted part way through, all the pemmican pieces remain uneaten.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
Primarily occurs with exposure to [[toxic fallout]], [[pollution]],{{BiotechIcon}} [[tox gas]],{{BiotechIcon}} and tox rain.{{OdysseyIcon}} Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]],{{RoyaltyIcon}} or [[venom fangs]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout and tox rain, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to toxic fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.{{Check Tag|Rate from tox rain?}}&lt;br /&gt;
&lt;br /&gt;
There are two stats that reduce toxic build up stats:&lt;br /&gt;
* All sources of toxic buildup are affected by the [[Toxic Resistance]] [[stat]]. [[Human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Some ways of increasing this stat are the [[detoxifier kidney]]{{BiotechIcon}} and [[tox resistance]] [[gene]].{{BiotechIcon}}&lt;br /&gt;
* [[Toxic Environment Resistance]] protects against all sources of buildup except for direct attacks like cobra bites. Some ways of increasing this stat are the [[face mask]], [[gas mask]],{{BiotechIcon}} and [[detoxifier lung]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Both stats reduce the amount of buildup received by the % of the stat, so 50% Toxic Resistance = 50% less build up. Toxic Resistance and Toxic Environment Resistance will multiplicatively stack with each other, so if a human has 50% in both stats, the effective rate of buildup from environmental sources is 25%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Pilot assistant]] {{OdysseyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}. While the condition is present, further EMP hits will reset the countdown, but won't lead to any stacking of symptoms.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC|Royalty]] and [[Odyssey DLC|Odyssey]] DLCs, it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[neural heat limit]]s when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Subcore softscanner}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]],{{RoyaltyIcon}} or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. Vomiting lasts a random duration from {{Ticks|300}} to {{Ticks|900}}, and every 150 interval ticks it reduces the pawn's food bar by 0.04 and generates 1 stack of [[vomit]] filth on the tile they're facing. Note that this interval tick occurs independently from the beginning of the vomiting duration, and as such the number of times it occurs may not be the simple division of the chose duration divided by 150. As such, between one fewer and one more interval may occur than the the division would indicate. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected early by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonist's brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. However, consistently destroying the brain can be difficult. There are 5 main ways to achieve it:&lt;br /&gt;
* With the [[Biotech DLC]], ordering a colonist into a loaded [[Subcore ripscanner]] will always cause total brain destruction.&lt;br /&gt;
* With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will destroy its head reliably and safely.&lt;br /&gt;
* Fatal [[Luciferium]] withdrawal kills via brain death.&lt;br /&gt;
* Allow colonists or animals to eat sections of the corpse, risking consuming the entire body before the head is removed.&lt;br /&gt;
&lt;br /&gt;
Furthermore, no matter how successful the head removal, the costs and downsides of the either the serum or refusal remain. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|ghoul infusion]] will not cure crumbling mind and it will hinder ghoul's combat abilities. [[Chronophagy]] healing is also useless against crumbling mind.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x75%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable of work types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Duplicate sickness ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Duplicate sickness is one of the potential outcomes from the duplication of a pawn by a [[corrupted obelisk]]. It affects both the original pawn and the duplicate{{Check Tag|Wb other duplicates?|Test both a previous duplicate (i.e. use obelisk gizmo, wait cooldown use again) and mass cloning (i.e. when 30 pawns spawn when it reaches max activity}} and is initially hidden. Severity increases by 10% per day that both pawns are alive. A pawn in [[cryptosleep]] will not gain severity, but being in cryptosleep will ''not'' prevent the other copy of the pawn from gaining severity. This gradually reduces the consciousness of both pawns and makes them more likely to have [[mental breaks]], before eventually rendering both comatose. &lt;br /&gt;
&lt;br /&gt;
It cannot be treated,{{Check Tag|Verify}} but can be cured by one of three methods: [[healer mech serum]], the [[unnatural healing]] ability, or the death of one of the two pawns. &lt;br /&gt;
&lt;br /&gt;
If one of the two connected pawns is killed, the other's duplication sickness severity immediately starts regressing at the rate of 50% per day, while the killed pawn's duplication sickness is instantly cured. The killed pawn can then be immediately resurrected with a [[resurrector mech serum]] or [[death refusal]] without stopping the regression of the other pawn's sickness. Similarly, if one of the linked pawns is turned into a [[ghoul]], killed, and revived with a [[ghoul resurrection serum]], the same mechanics apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || Initial ||&lt;br /&gt;
* No symptoms, condition not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || ≥20% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|5%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (moderate)''' || ≥50% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|10%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (extreme)''' || ≥80% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|15%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|14%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (debilitating)''' || ≥95% severity ||&lt;br /&gt;
* [[Consciousness]] Max: {{Bad|10%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. It can be cured by [[healer mech serum]] or [[unnatural healing]],{{AnomalyIcon}} alternatively resurrection can be attempted again via another [[resurrector mech serum]] or [[death refusal]].{{AnomalyIcon}} It is otherwise uncurable. A [[cryosleep casket]] can sustain the pawn in order to wait for a cure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be 2 or more colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity.  Each interval the heart attack severity will randomly change by a value between {{---|40%}} to {{++|60%}}. This means that it is possible for a heart attack to recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by {{---|30%}}. Successfully reducing severity below 0% will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180600</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180600"/>
		<updated>2026-05-24T16:25:22Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Social (skill)}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinion of others.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or industrious.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Random social interactions ===&lt;br /&gt;
Random social interactions occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their [[Social#Compatibility|compatibility]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipient''': not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
Note about deep talk selection weight&lt;br /&gt;
--&amp;gt; The base selection weight for deep talks is as follows muliplied by a chance factor depending of the [[Social#Compatibility|compatibility]] of the two pawns:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Deep talk interaction chance !! Compatibility !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -1.5, -0.5, 0.5, 1, 2&lt;br /&gt;
| y = 0, 0.1, 1, 1.8, 3&lt;br /&gt;
| xAxisTitle = Compatibility&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -1.5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| -0.5 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3&lt;br /&gt;
|}&amp;lt;/ref&amp;gt;&amp;lt;!--&lt;br /&gt;
footnote end--&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipient''': not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
Note about deep talk selection weight&lt;br /&gt;
--&amp;gt;{{Bad|x2.3}} for [[abrasive]] pawns. The base selection weight for insults and slights is also as follows muliplied by chance factors depending on the opinion of the other pawn and the [[Social#Compatibility|compatibility]] of the two pawns:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Insult/slight interaction chance factor !! Opinion !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -100, -50, -25, 0, 50, 100&lt;br /&gt;
| y = 6, 4, 2, 1, 0.1, 0&lt;br /&gt;
| xAxisTitle = Opinion&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -100 || 6&lt;br /&gt;
|-&lt;br /&gt;
| -50 || 4&lt;br /&gt;
|-&lt;br /&gt;
| -25 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Insult/slight interaction chance factor !! Compatibility !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -2.5, -1.5, -0.5, 0.5, 1, 2, 3&lt;br /&gt;
| y = 4, 3, 2, 1, 0.75, 0.5, 0.4&lt;br /&gt;
| xAxisTitle = Compatibility&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -2.5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| -1.5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| -0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/ref&amp;gt;&amp;lt;!--&lt;br /&gt;
footnote end--&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipient''': none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood:&lt;br /&gt;
* {{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}&lt;br /&gt;
* {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=+5|label=Kind words|stack=10|duration=2|multi=0.9}}&lt;br /&gt;
* {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}&amp;lt;/ref&amp;gt; &amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipient''': none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipient''': none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange chat {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-3}}&lt;br /&gt;
| 1&lt;br /&gt;
| 1×&lt;br /&gt;
| ×0.75&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': [[Disturbing]] / [[Void touched]]{{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipient''': not [[inhumanized]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after at least {{Ticks|420}} have passed, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
Pawns listening to a [[leader speech]] {{IdeologyIcon}} or [[throne speech]] {{RoyaltyIcon}} will have the following opinion of the speaker depending on the outcome:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Duration (days)&lt;br /&gt;
! Stack limit&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
|-&lt;br /&gt;
! Terrible speech&lt;br /&gt;
| {{Bad|-30}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|-&lt;br /&gt;
! Uninspiring speech&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|-&lt;br /&gt;
! Encouraging speech&lt;br /&gt;
| {{Good|+20}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|-&lt;br /&gt;
! Inspirational speech&lt;br /&gt;
| {{Good|+40}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&lt;br /&gt;
&lt;br /&gt;
=== Family by blood ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Intimate Relations ===&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 20 and 100.&lt;br /&gt;
&lt;br /&gt;
=== Romance ===&lt;br /&gt;
{{Rewrite|section=1|reason=Quick and dirty move from [[Reproduction]] - needs cleanup and page integration}}&lt;br /&gt;
Human pawns can come together and become lovers, affecting their opinion of each other, their mood, their wishes for accomodation and allow the chance for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
==== Romance controls ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&lt;br /&gt;
For any pawns over 16, the Social tab will have a &amp;quot;Romance...&amp;quot; button that allows the player to try instigating a romantic relationship between that pawn and another of the gender they're attracted to. This can be tried every 12 days, and can be done even when the pawns are already in relationships. You can only attempt to romance a target pawn that has a high-enough opinion of the current pawn and isn't closely related to them. Beyond this, their relationship and relative ages affect the Romance abilities chance of success.&lt;br /&gt;
&lt;br /&gt;
===== Limitations =====&lt;br /&gt;
When you've selected the current pawn and attempt to Romance a target pawn, it won't be allowed if: &lt;br /&gt;
* the target pawn has a negative opinion of the current pawn (stating &amp;quot;low opinion&amp;quot;)&lt;br /&gt;
* the likelihood of success is too low (stating &amp;quot;zero chance&amp;quot;))&lt;br /&gt;
* they are closely related (incestuous) &lt;br /&gt;
&lt;br /&gt;
Pawns that are under 16 or have an incompatible sexual attraction will not even be shown on the list.&lt;br /&gt;
&lt;br /&gt;
===== Likelihood of success =====&lt;br /&gt;
With the current pawn selected, and the social tab open, you can see the chance of a Romance action's success by mousing over the target pawn's row in the social tab. It will tell you the probability of success and how it is calculated. The factors are: &lt;br /&gt;
* The target's opinion of the current pawn&lt;br /&gt;
* The pawns' relative ages (which additionally factors in each pawn's youth)&lt;br /&gt;
* Certain genes and traits for the pawns&lt;br /&gt;
* The target pawn's opinions of the people they already are in relationships with (the chance of success is already 0% even if the pawn's opinion of their partner is only +20)&lt;br /&gt;
&lt;br /&gt;
The current pawn's beauty traits are major factors in the chance of success, beyond their influence on social opinions. An Ugly pawn (Beauty -1.0) has a x30% multiplier on success. A Pretty pawn (Beauty +1.0) has a x230% multiplier on success. Beauty here can be influenced by normal Beauty traits or Beauty-affecting genes. The beauty of the target pawn does not provide a multiplier or affect these chances: there is no boost from a pretty pawn romancing a pretty pawn and no extra penalty for an ugly pawn romancing a pretty pawn.&lt;br /&gt;
&lt;br /&gt;
Other genes can come into play as well. Someone with the Furskin gene has a x20% multiplier on romancing someone without it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Note on relative ages'''&lt;br /&gt;
The relative age factor doesn't just take into account the difference in age between colonists. It also factors in how old each colonist is. This effect is very large for young colonists. A 16 year-old's relative age factor with any colonist, of any age, will steadily increase from 0% to a maximum of about 25% as they age from 16 to 17 biological years. This factor is still affected by the other colonist's age as well: a late 16-year-old has a x4.4% multiplier on a relationship with a 46-year-old but a x4.1% multiplier with a 51-year-old. However, this is drastically outweighed by the youth effect, because that same 16-year-old only has a ~1% multiplier on their romance chance with a younger 16-year-old. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age maximum by pawn age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 22&lt;br /&gt;
|y=0, 50, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a colonist has reached the point where relative age isn't affected by their own youth, relative age is more affected by the difference in colonist ages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age multiplier by age of male partner for a 22-year-old female&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 28, 46, 55, 73&lt;br /&gt;
|y=0, 30, 100, 45, 20, 20&lt;br /&gt;
|xAxisTitle = Age difference (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base opinions ====&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| {{Good|+35}}&lt;br /&gt;
| {{Bad|-50}}&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married.&lt;br /&gt;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&lt;br /&gt;
* After two lovers propose, they become '''fiancés/fiancées'''. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
* '''Spouses''' are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
* '''Ex-Lovers''' are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion &lt;br /&gt;
*  '''Ex-Spouses''' are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
&lt;br /&gt;
==== Romantic social interactions ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&lt;br /&gt;
&lt;br /&gt;
==== Affairs ====&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
How good pawns get along is largely determined by their compatibility. This value is hidden but can be seen by turning on [[development mode]] and hovering over the target pawn in the other pawn's social tab. It is calculated by adding a pseudo random number to a score based on the absolute relative biological age. The pseudo random number follows a normal distribution and has an average value of 0.3. It is different for every pair of pawns. The score for the absolute relative biological age can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Compatibility by absolute relative biological age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = 0, 20, 25&lt;br /&gt;
| y = 0.45, -0.45, -0.45&lt;br /&gt;
| xAxisTitle = Absolute relative biological age&lt;br /&gt;
| yAxisTitle = Score&lt;br /&gt;
}}&lt;br /&gt;
| &amp;lt;pre&amp;gt;Score = 0.45 - (0.9 * absolute_relative_biological_age / 20)&lt;br /&gt;
with&lt;br /&gt;
-0.45 ≤ Score ≤ 0.45&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=180584</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=180584"/>
		<updated>2026-05-23T14:44:53Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Missing some mechanical detail  could use formatting/headings/colours/etc, two way links, etc}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following effects:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] [[need]]s are disabled.&lt;br /&gt;
* ×200% [[Psychic Sensitivity]].&lt;br /&gt;
* ×200% [[Study Efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a [[ghoul]] and including the ability to heal [[scar]]s and regenerate missing body parts. This stacks with ghoul regeneration, resulting in a factor of 200 hp/day.&lt;br /&gt;
** Void touched healing will prioritize immediately healing up one injury at a time. Depending on the order of wounds received, this means a pawn can potentially survive [[Organ harvesting|misplacing]] both of their [[lung]]s (or [[kidney]]s) at once.&lt;br /&gt;
* If retaining their [[talking]] [[capacities]], they will start having [[strange chat]]s and random inhuman rambling. Inhuman rambling causes {{Thought|value=-2|stack=4|label=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; rambling|desc=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; is talking nonsense. Is he/she insane?|duration=1}}.&lt;br /&gt;
** Unlike [[insane ramblings]], inhuman rambling is not a [[mental break]], so it does not affect their own performance.&lt;br /&gt;
* Their hair will immediately be ([[styling station|reversibly]]{{IdeologyIcon}}) bleached white, and their eyes will become white.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will also grant the [[inhumanized]] hediff, four charges of [[death refusal]], five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives {{Thought|value=14|stack=1|label=Embraced the void|desc=This is just the beginning.|duration=60}}.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though there are [[Corrupted obelisk|ways around this.]] Once obtained, Void touched can not be removed, not even through a [[Brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant [[mood]] bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Void terror ==&lt;br /&gt;
{| {{STDT| text-valign:top}} style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;Void terror&amp;quot;&lt;br /&gt;
! Void Terror&amp;lt;br/&amp;gt;[[File:Void terror.png|left|100px]]&lt;br /&gt;
|''Psychically induce terrifying hallucinations, causing a person to flee in terror.''&lt;br /&gt;
----&lt;br /&gt;
Applies the &amp;quot;[[Terrifying hallucinations]]&amp;quot; [[mental break]] on the selected human pawn for {{Ticks|40000}} to {{Ticks|60000}}, causing them to cower away:&lt;br /&gt;
* Range: 31.9 tiles from the caster.&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Charges: 5&lt;br /&gt;
* Requires [[line of sight]].&lt;br /&gt;
* Ignores [[psychic sensitivity]].&lt;br /&gt;
* Can't target [[downed]] pawns.&lt;br /&gt;
|}&lt;br /&gt;
The '''Terrifying Hallucinations''' mental break will not be interrupted by taking damage, but can end early from starvation or sleep deprivation. The affected pawn will also ramble every {{Ticks|600}} to {{Ticks|1800}}, similar to the [[Insane ramblings]] mental break. Once recovered, the pawn will gain the {{Good|+30}} Void Catharsis thought instead of the regular {{Good|+40}}.&lt;br /&gt;
&lt;br /&gt;
Anyone affected actively flees any human it can see within a 21 tile radius at maximum speed, ignoring any other type of pawn.&lt;br /&gt;
&lt;br /&gt;
It's considered a &amp;quot;Harmful ability&amp;quot;, and will incur a [[goodwill]] penalty of {{Bad|-25}} when cast on pawns from a neutral or allied [[faction]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% Psychic sensitivity multiplier provides incredible support during combat, especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
As a void touched pawn will grow back body parts, use of the [[Deathless]]{{BiotechIcon}} gene and duplication from a [[Corrupted obelisk]] can [[Organ harvesting|provide the colony with a renewable source of organs]] that are normally lethal to remove, such as [[heart]]s and [[liver]]s.&lt;br /&gt;
&lt;br /&gt;
Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=180583</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=180583"/>
		<updated>2026-05-23T14:31:17Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Missing some mechanical detail  could use formatting/headings/colours/etc, two way links, etc}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following effects:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] [[need]]s are disabled.&lt;br /&gt;
* ×200% [[Psychic Sensitivity]].&lt;br /&gt;
* ×200% [[Study Efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a [[ghoul]] and including the ability to heal [[scar]]s and regenerate missing body parts. This stacks with ghoul regeneration, resulting in a factor of 200 hp/day.&lt;br /&gt;
** Void touched healing will prioritize immediately healing up one injury at a time. Depending on the order of wounds received, this means a pawn can potentially survive [[Organ harvesting|misplacing]] both of their [[lung]]s (or [[kidney]]s) at once.&lt;br /&gt;
* If retaining their [[talking]] [[capacities]], they will start having [[strange chat]]s and random inhuman rambling. Unlike [[insane ramblings]], inhuman rambling is not a [[mental break]], so it does not affect their own performance.&lt;br /&gt;
* Their hair will immediately be ([[styling station|reversibly]]{{IdeologyIcon}}) bleached white, and their eyes will become white.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will also grant the [[inhumanized]] hediff, four charges of [[death refusal]], five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives {{Thought|value=14|stack=1|label=Embraced the void|desc=This is just the beginning.|duration=60}}.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though there are [[Corrupted obelisk|ways around this.]] Once obtained, Void touched can not be removed, not even through a [[Brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant [[mood]] bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Void terror ==&lt;br /&gt;
{| {{STDT| text-valign:top}} style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;Void terror&amp;quot;&lt;br /&gt;
! Void Terror&amp;lt;br/&amp;gt;[[File:Void terror.png|left|100px]]&lt;br /&gt;
|''Psychically induce terrifying hallucinations, causing a person to flee in terror.''&lt;br /&gt;
----&lt;br /&gt;
Applies the &amp;quot;[[Terrifying hallucinations]]&amp;quot; [[mental break]] on the selected human pawn for {{Ticks|40000}} to {{Ticks|60000}}, causing them to cower away:&lt;br /&gt;
* Range: 31.9 tiles from the caster.&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Charges: 5&lt;br /&gt;
* Requires [[line of sight]].&lt;br /&gt;
* Ignores [[psychic sensitivity]].&lt;br /&gt;
* Can't target [[downed]] pawns.&lt;br /&gt;
|}&lt;br /&gt;
The '''Terrifying Hallucinations''' mental break will not be interrupted by taking damage, but can end early from starvation or sleep deprivation. The affected pawn will also ramble every {{Ticks|600}} to {{Ticks|1800}}, similar to the [[Insane ramblings]] mental break. Once recovered, the pawn will gain the {{Good|+30}} Void Catharsis thought instead of the regular {{Good|+40}}.&lt;br /&gt;
&lt;br /&gt;
Anyone affected actively flees any human it can see within a 21 tile radius at maximum speed, ignoring any other type of pawn.&lt;br /&gt;
&lt;br /&gt;
It's considered a &amp;quot;Harmful ability&amp;quot;, and will incur a [[goodwill]] penalty of {{Bad|-25}} when cast on pawns from a neutral or allied [[faction]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% Psychic sensitivity multiplier provides incredible support during combat, especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
As a void touched pawn will grow back body parts, use of the [[Deathless]]{{BiotechIcon}} gene and duplication from a [[Corrupted obelisk]] can [[Organ harvesting|provide the colony with a renewable source of organs]] that are normally lethal to remove, such as [[heart]]s and [[liver]]s.&lt;br /&gt;
&lt;br /&gt;
Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=180582</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=180582"/>
		<updated>2026-05-23T14:30:04Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Missing some mechanical detail  could use formatting/headings/colours/etc, two way links, etc}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following effects:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] [[need]]s are disabled.&lt;br /&gt;
* ×200% [[Psychic Sensitivity]].&lt;br /&gt;
* ×200% [[Study Efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a [[ghoul]] and including the ability to heal [[scar]]s and regenerate missing body parts. This stacks with ghoul regeneration, resulting in a factor of 200 hp/day.&lt;br /&gt;
** Void touched healing will prioritize immediately healing up one injury at a time. Depending on the order of wounds received, this means a pawn can potentially survive [[Organ harvesting|misplacing]] both of their [[lung]]s (or [[kidney]]s) at once.&lt;br /&gt;
* If retaining their [[talking]] [[capacities]], they will start having [[strange chat]]s and random inhuman rambling. Inhuman rambling, unlike [[insane ramblings]], is not a [[mental break]], so it does not affect their own performance.&lt;br /&gt;
* Their hair will immediately be ([[styling station|reversibly]]{{IdeologyIcon}}) bleached white, and their eyes will become white.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will also grant the [[inhumanized]] hediff, four charges of [[death refusal]], five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives {{Thought|value=14|stack=1|label=Embraced the void|desc=This is just the beginning.|duration=60}}.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though there are [[Corrupted obelisk|ways around this.]] Once obtained, Void touched can not be removed, not even through a [[Brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant [[mood]] bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Void terror ==&lt;br /&gt;
{| {{STDT| text-valign:top}} style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;Void terror&amp;quot;&lt;br /&gt;
! Void Terror&amp;lt;br/&amp;gt;[[File:Void terror.png|left|100px]]&lt;br /&gt;
|''Psychically induce terrifying hallucinations, causing a person to flee in terror.''&lt;br /&gt;
----&lt;br /&gt;
Applies the &amp;quot;[[Terrifying hallucinations]]&amp;quot; [[mental break]] on the selected human pawn for {{Ticks|40000}} to {{Ticks|60000}}, causing them to cower away:&lt;br /&gt;
* Range: 31.9 tiles from the caster.&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Charges: 5&lt;br /&gt;
* Requires [[line of sight]].&lt;br /&gt;
* Ignores [[psychic sensitivity]].&lt;br /&gt;
* Can't target [[downed]] pawns.&lt;br /&gt;
|}&lt;br /&gt;
The '''Terrifying Hallucinations''' mental break will not be interrupted by taking damage, but can end early from starvation or sleep deprivation. The affected pawn will also ramble every {{Ticks|600}} to {{Ticks|1800}}, similar to the [[Insane ramblings]] mental break. Once recovered, the pawn will gain the {{Good|+30}} Void Catharsis thought instead of the regular {{Good|+40}}.&lt;br /&gt;
&lt;br /&gt;
Anyone affected actively flees any human it can see within a 21 tile radius at maximum speed, ignoring any other type of pawn.&lt;br /&gt;
&lt;br /&gt;
It's considered a &amp;quot;Harmful ability&amp;quot;, and will incur a [[goodwill]] penalty of {{Bad|-25}} when cast on pawns from a neutral or allied [[faction]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% Psychic sensitivity multiplier provides incredible support during combat, especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
As a void touched pawn will grow back body parts, use of the [[Deathless]]{{BiotechIcon}} gene and duplication from a [[Corrupted obelisk]] can [[Organ harvesting|provide the colony with a renewable source of organs]] that are normally lethal to remove, such as [[heart]]s and [[liver]]s.&lt;br /&gt;
&lt;br /&gt;
Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Inhuman_rambling&amp;diff=180581</id>
		<title>Inhuman rambling</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Inhuman_rambling&amp;diff=180581"/>
		<updated>2026-05-23T14:29:08Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Actually...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Void touched]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=180580</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=180580"/>
		<updated>2026-05-23T14:28:15Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Missing some mechanical detail  could use formatting/headings/colours/etc, two way links, etc}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following effects:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] [[need]]s are disabled.&lt;br /&gt;
* ×200% [[Psychic Sensitivity]].&lt;br /&gt;
* ×200% [[Study Efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a [[ghoul]] and including the ability to heal [[scar]]s and regenerate missing body parts. This stacks with ghoul regeneration, resulting in a factor of 200 hp/day.&lt;br /&gt;
** Void touched healing will prioritize immediately healing up one injury at a time. Depending on the order of wounds received, this means a pawn can potentially survive [[Organ harvesting|misplacing]] both of their [[lung]]s (or [[kidney]]s) at once.&lt;br /&gt;
* If retaining their [[talking]] [[capacities]], they will start having [[strange chat]]s and random [[inhuman rambling]]. Inhuman rambling is not a [[mental break]], so it does not affect their own performance.&lt;br /&gt;
* Their hair will immediately be ([[styling station|reversibly]]{{IdeologyIcon}}) bleached white, and their eyes will become white.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will also grant the [[inhumanized]] hediff, four charges of [[death refusal]], five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives {{Thought|value=14|stack=1|label=Embraced the void|desc=This is just the beginning.|duration=60}}.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though there are [[Corrupted obelisk|ways around this.]] Once obtained, Void touched can not be removed, not even through a [[Brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant [[mood]] bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Void terror ==&lt;br /&gt;
{| {{STDT| text-valign:top}} style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;Void terror&amp;quot;&lt;br /&gt;
! Void Terror&amp;lt;br/&amp;gt;[[File:Void terror.png|left|100px]]&lt;br /&gt;
|''Psychically induce terrifying hallucinations, causing a person to flee in terror.''&lt;br /&gt;
----&lt;br /&gt;
Applies the &amp;quot;[[Terrifying hallucinations]]&amp;quot; [[mental break]] on the selected human pawn for {{Ticks|40000}} to {{Ticks|60000}}, causing them to cower away:&lt;br /&gt;
* Range: 31.9 tiles from the caster.&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Charges: 5&lt;br /&gt;
* Requires [[line of sight]].&lt;br /&gt;
* Ignores [[psychic sensitivity]].&lt;br /&gt;
* Can't target [[downed]] pawns.&lt;br /&gt;
|}&lt;br /&gt;
The '''Terrifying Hallucinations''' mental break will not be interrupted by taking damage, but can end early from starvation or sleep deprivation. The affected pawn will also ramble every {{Ticks|600}} to {{Ticks|1800}}, similar to the [[Insane ramblings]] mental break. Once recovered, the pawn will gain the {{Good|+30}} Void Catharsis thought instead of the regular {{Good|+40}}.&lt;br /&gt;
&lt;br /&gt;
Anyone affected actively flees any human it can see within a 21 tile radius at maximum speed, ignoring any other type of pawn.&lt;br /&gt;
&lt;br /&gt;
It's considered a &amp;quot;Harmful ability&amp;quot;, and will incur a [[goodwill]] penalty of {{Bad|-25}} when cast on pawns from a neutral or allied [[faction]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% Psychic sensitivity multiplier provides incredible support during combat, especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
As a void touched pawn will grow back body parts, use of the [[Deathless]]{{BiotechIcon}} gene and duplication from a [[Corrupted obelisk]] can [[Organ harvesting|provide the colony with a renewable source of organs]] that are normally lethal to remove, such as [[heart]]s and [[liver]]s.&lt;br /&gt;
&lt;br /&gt;
Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Inhuman_rambling&amp;diff=180579</id>
		<title>Inhuman rambling</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Inhuman_rambling&amp;diff=180579"/>
		<updated>2026-05-23T14:26:52Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Mental break#Insane ramblings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mental_break#Insane_ramblings]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180578</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180578"/>
		<updated>2026-05-23T09:21:13Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Random social interactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Social (skill)}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start insulting them possible leading to bad mood and a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
== Opinion ==&lt;br /&gt;
Opinions are affected by a pawns beauty, their traits, random social interaction and actions controllable by the player. The later are significantly expanded by [[rituals]] {{RoyaltyIcon}}/{{IdeologyIcon}} and [[precepts]].{{IdeologyIcon}} For the effects of relations on opinion, see that section below.&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]], [[kind]], and [[Sight|blind]] pawns do not gain nor lose any opinion for any other pawn based on their beauty stat.&lt;br /&gt;
{{:Beauty (Pawn)}}&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
{{Main|Traits}}&lt;br /&gt;
There are a number of traits that directly and permanently change the opinion of others.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07}}&lt;br /&gt;
! Trait&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Opinion change&lt;br /&gt;
|-&lt;br /&gt;
! [[Annoying voice]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who [[organ harvesting|harvests an organ]],{{IdeologyIcon}} executes a [[prisoner]],{{IdeologyIcon}} or kills a [[child]].{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Body modder]]&lt;br /&gt;
| data-sort-value=&amp;quot;8&amp;quot; | {{Good|+8}} opinion of other pawns per artificial body part they have, capped at {{Good|+40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Body purist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-8&amp;quot; | {{Bad|−8}} opinion of other pawns per artificial body part they have, capped at {{Bad|−40}}. Any number of [[xenogenes]] {{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who eats meat ([[Ideoligion#Meat_eating|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical fascination]]&lt;br /&gt;
| data-sort-value=&amp;quot;-30&amp;quot; | {{Bad|-30}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemical interest]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-20}} opinion of any pawns with [[teetotaler]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Creepy breathing]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion from non-[[kind]], non-[[hearing|deaf]] pawns.&lt;br /&gt;
|-&lt;br /&gt;
! [[Hard worker]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Industrious]]&lt;br /&gt;
| data-sort-value=&amp;quot;-5&amp;quot; | {{Bad|-5}} opinion of any pawns without the same trait or hard worker.&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with lazy.&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with slothful.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misandrist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of men.&lt;br /&gt;
|-&lt;br /&gt;
! [[Misogynist]]&lt;br /&gt;
| data-sort-value=&amp;quot;-25&amp;quot; | {{Bad|-25}} opinion of women.&lt;br /&gt;
|-&lt;br /&gt;
! [[Nudist]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} : No {{Bad|−10}} opinion loss of someone who has any uncovered body parts.{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Good|+}} ''':''' No opinion loss of someone who kills a child {{BiotechIcon}} or kills an innocent animal ([[Ideoligion#Killing_innocent_animals|abhorrent, horrible, or disapproved]]).{{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' No opinion gain from teaching a [[child]], or taking a lesson (as a child).{{BiotechIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Teetotaler]]&lt;br /&gt;
| data-sort-value=&amp;quot;-20&amp;quot; | {{Bad|-25}} opinion of any pawns with any [[addiction]].&amp;lt;br/&amp;gt;{{Bad|-20}} opinion of any pawns with [[chemical interest]].&amp;lt;br/&amp;gt;{{Bad|-30}} opinion of any pawns with [[chemical fascination]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Joyous]] {{AnomalyIcon}}&lt;br /&gt;
| data-sort-value=&amp;quot;20&amp;quot; | {{Good|+20}} opinion from other pawns.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Random social interactions ===&lt;br /&gt;
Random social interactions occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their [[Social#Compatibility|compatibility]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Selection weight&lt;br /&gt;
! Restrictions&lt;br /&gt;
|- id=&amp;quot;Chitchat&amp;quot;&lt;br /&gt;
! Chitchat&lt;br /&gt;
| {{Good|+0.66}}&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| +10 opinion&lt;br /&gt;
| ×1&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipient''': not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot;&amp;gt;[[Psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns can actually be a part of a chitchat or deep talk, they just don't gain any opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep talk&amp;quot;&lt;br /&gt;
! Deep talk&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.075&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
Note about deep talk selection weight&lt;br /&gt;
--&amp;gt; The base selection weight for deep talks is as follows muliplied by a chance factor depending of the [[Social#Compatibility|compatibility]] of the two pawns:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Deep talk interaction chance !! Compatibility !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -1.5, -0.5, 0.5, 1, 2&lt;br /&gt;
| y = 0, 0.1, 1, 1.8, 3&lt;br /&gt;
| xAxisTitle = Compatibility&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -1.5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| -0.5 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3&lt;br /&gt;
|}&amp;lt;/ref&amp;gt;&amp;lt;!--&lt;br /&gt;
footnote end--&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipient''': not [[psychopath]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;psychopath&amp;quot; /&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Slighted&amp;quot;&lt;br /&gt;
! Slighted&lt;br /&gt;
| {{Bad|-5}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.02&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
Note about deep talk selection weight&lt;br /&gt;
--&amp;gt;{{Bad|x2.3}} for [[abrasive]] pawns. The base selection weight for insults and slights is also as follows muliplied by chance factors depending on the opinion of the other pawn and the [[Social#Compatibility|compatibility]] of the two pawns:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Insult/slight interaction chance factor !! Opinion !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -100, -50, -25, 0, 50, 100&lt;br /&gt;
| y = 6, 4, 2, 1, 0.1, 0&lt;br /&gt;
| xAxisTitle = Opinion&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -100 || 6&lt;br /&gt;
|-&lt;br /&gt;
| -50 || 4&lt;br /&gt;
|-&lt;br /&gt;
| -25 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Insult/slight interaction chance factor !! Compatibility !! Chance factor&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = -2.5, -1.5, -0.5, 0.5, 1, 2, 3&lt;br /&gt;
| y = 4, 3, 2, 1, 0.75, 0.5, 0.4&lt;br /&gt;
| xAxisTitle = Compatibility&lt;br /&gt;
| yAxisTitle = Chance&lt;br /&gt;
}}&lt;br /&gt;
| -2.5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| -1.5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| -0.5 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/ref&amp;gt;&amp;lt;!--&lt;br /&gt;
footnote end--&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipient''': none&lt;br /&gt;
|- id=&amp;quot;Insulted&amp;quot;&lt;br /&gt;
! Insulted &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood:&lt;br /&gt;
* {{Thought|desc=I've been directly insulted! What an awful person!|value=-5|label=Insulted|stack=10|duration=2}}&lt;br /&gt;
* {{Thought|desc=I've been bestowed with kind words! What a nice person!|value=+5|label=Kind words|stack=10|duration=2|multi=0.9}}&lt;br /&gt;
* {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}&amp;lt;/ref&amp;gt; &amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;These can also be caused by [[insulting spree]] and [[Mental break#targeted insulting spree|targeted insulting spree]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.007&amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;negativeChance&amp;quot; /&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': not [[kind]]; not [[slave]] {{IdeologyIcon}} to non-slave&amp;lt;br/&amp;gt;'''Recipient''': none&lt;br /&gt;
|- id=&amp;quot;Kind words&amp;quot;&lt;br /&gt;
! Kind words &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Good|+15}}&lt;br /&gt;
| 20&lt;br /&gt;
| 10×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| 0.01&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': Only [[kind]]; not [[inhumanized]] {{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipient''': none&amp;lt;ref group=&amp;quot;a&amp;quot;&amp;gt;Even [[psychopath]]s and [[inhumanized]] {{AnomalyIcon}} pawns gain opinion from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Strange talk&amp;quot;&lt;br /&gt;
! Strange chat {{AnomalyIcon}} &amp;lt;ref group=&amp;quot;a&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| {{Bad|-3}}&lt;br /&gt;
| 1&lt;br /&gt;
| 1×&lt;br /&gt;
| ×0.75&lt;br /&gt;
| exclusively&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | '''Initiator''': [[Disturbing]] / [[Void touched]]{{AnomalyIcon}}&amp;lt;br/&amp;gt;'''Recipient''': not [[inhumanized]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;a&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Every insult has a {{Bad|4 %}} chance of starting social fight, slights {{Bad|0.5 %}}. This chance is affected by the following factors:&lt;br /&gt;
* [[Malnutrition]]&lt;br /&gt;
** {{Bad|x1.5}} Trivial&lt;br /&gt;
** {{Bad|x2}} Minor&lt;br /&gt;
** {{Bad|x2.5}} Moderate&lt;br /&gt;
** {{Bad|x3}} Severe&lt;br /&gt;
* {{Bad|x4}} [[Bloodlust]]&lt;br /&gt;
* [[Beer#Alcohol high|Alcohol high]]&lt;br /&gt;
** {{Bad|x1.5}} Warm&lt;br /&gt;
** {{Bad|x2.5}} Tipsy&lt;br /&gt;
** {{Bad|x4}} Drunk&lt;br /&gt;
** {{Bad|x5}} Hammered&lt;br /&gt;
* {{Bad|x3}} [[Psychite tea#Withdrawal|Psychite withdrawal]]&lt;br /&gt;
* {{Bad|x2}} [[Wake-up#Withdrawal|Wake-up withdrawal]]&lt;br /&gt;
* [[Genes#Aggressive|Aggression genes]] {{BiotechIcon}}&lt;br /&gt;
** {{Good|x0}} Dead calm&lt;br /&gt;
** {{Bad|x2}} Aggressive&lt;br /&gt;
** {{Bad|x3}} Hyper-aggressive&lt;br /&gt;
&lt;br /&gt;
The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after at least {{Ticks|420}} have passed, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain the {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days (see table in section [[Social#Actions|actions]]).&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| {{Bad|-22}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| {{Good|+38}}&lt;br /&gt;
| 20&lt;br /&gt;
| 5×&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
{{Stub|section=true|reason=1) See [[Children#Lesson taking]] and psychopath above. 2) See [[Baby#Social]] and [[Mental_break#Crying]]/[[Mental_break#Giggling]]}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Duration (days)&lt;br /&gt;
! Stack limit per pawn&amp;lt;br/&amp;gt;(overall limit)&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 10&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20&lt;br /&gt;
| 90&lt;br /&gt;
| 5× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Regular rescue&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 3× (300×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Rescued by stranger: I was rescued by someone! I almost thought I was done for back there. I'm so thankful.&amp;quot;&amp;gt;Rescued me&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| 25&lt;br /&gt;
| 30&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (1×)&lt;br /&gt;
| –&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 1× (300×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Someone I love was sold to a trader like a piece of meat!&amp;quot;&amp;gt;Sold my loved one&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot;&amp;gt;Also creates a thought that affects the mood.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 120&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;My special bonded animal was given away!&amp;quot;&amp;gt;Gave away my bonded animal&amp;lt;/abbr&amp;gt; &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -10&lt;br /&gt;
| 60&lt;br /&gt;
| 2× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take drugs &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 60&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[teetotaler]]&lt;br /&gt;
|-&lt;br /&gt;
! Forced to take luciferium &amp;lt;ref group=&amp;quot;b&amp;quot; name=&amp;quot;mood&amp;quot; /&amp;gt;&lt;br /&gt;
| -30&lt;br /&gt;
| 120&lt;br /&gt;
| 1× (10×)&lt;br /&gt;
| ×1&lt;br /&gt;
| Only for [[body purist]]&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child {{BiotechIcon}}&lt;br /&gt;
| -20&lt;br /&gt;
| {{Check Tag|?|unknown}}&lt;br /&gt;
| 5× ({{Check Tag|?|unknown}}×)&lt;br /&gt;
| ×0.9&lt;br /&gt;
| Not [[psychopath]] or [[bloodlust]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references group=&amp;quot;b&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
Pawns listening to a [[leader speech]] {{IdeologyIcon}} or [[throne speech]] {{RoyaltyIcon}} will have the following opinion of the speaker depending on the outcome:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Duration (days)&lt;br /&gt;
! Stack limit&lt;br /&gt;
! Stack multiplier&lt;br /&gt;
|-&lt;br /&gt;
! Terrible speech&lt;br /&gt;
| {{Bad|-30}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|-&lt;br /&gt;
! Uninspiring speech&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|-&lt;br /&gt;
! Encouraging speech&lt;br /&gt;
| {{Good|+20}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|-&lt;br /&gt;
! Inspirational speech&lt;br /&gt;
| {{Good|+40}}&lt;br /&gt;
| 8&lt;br /&gt;
| 10×&lt;br /&gt;
| ×1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Precepts ====&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=See [[Precepts]]. When done move info about nudist, bloodlust and canibal out of section traits}}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
There are multiple different types of relations possible between pawns. While familial ties affect the opinion, non-intimate relations are only the result of opinions. Romances are both the result of and a source of opinion.&lt;br /&gt;
&lt;br /&gt;
=== Family by blood ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Intimate Relations ===&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
* A '''rival'''  is every other pawn the pawn has an opinion of -100 to -20.&lt;br /&gt;
* An '''acquaintance''' is every other pawn the pawn has an opinion of -20 to 20.&lt;br /&gt;
* A '''friend''' is every other pawn the pawn has an opinion of 20 and 100.&lt;br /&gt;
&lt;br /&gt;
=== Romance ===&lt;br /&gt;
{{Rewrite|section=1|reason=Quick and dirty move from [[Reproduction]] - needs cleanup and page integration}}&lt;br /&gt;
Human pawns can come together and become lovers, affecting their opinion of each other, their mood, their wishes for accomodation and allow the chance for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
==== Romance controls ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&lt;br /&gt;
For any pawns over 16, the Social tab will have a &amp;quot;Romance...&amp;quot; button that allows the player to try instigating a romantic relationship between that pawn and another of the gender they're attracted to. This can be tried every 12 days, and can be done even when the pawns are already in relationships. You can only attempt to romance a target pawn that has a high-enough opinion of the current pawn and isn't closely related to them. Beyond this, their relationship and relative ages affect the Romance abilities chance of success.&lt;br /&gt;
&lt;br /&gt;
===== Limitations =====&lt;br /&gt;
When you've selected the current pawn and attempt to Romance a target pawn, it won't be allowed if: &lt;br /&gt;
* the target pawn has a negative opinion of the current pawn (stating &amp;quot;low opinion&amp;quot;)&lt;br /&gt;
* the likelihood of success is too low (stating &amp;quot;zero chance&amp;quot;))&lt;br /&gt;
* they are closely related (incestuous) &lt;br /&gt;
&lt;br /&gt;
Pawns that are under 16 or have an incompatible sexual attraction will not even be shown on the list.&lt;br /&gt;
&lt;br /&gt;
===== Likelihood of success =====&lt;br /&gt;
With the current pawn selected, and the social tab open, you can see the chance of a Romance action's success by mousing over the target pawn's row in the social tab. It will tell you the probability of success and how it is calculated. The factors are: &lt;br /&gt;
* The target's opinion of the current pawn&lt;br /&gt;
* The pawns' relative ages (which additionally factors in each pawn's youth)&lt;br /&gt;
* Certain genes and traits for the pawns&lt;br /&gt;
* The target pawn's opinions of the people they already are in relationships with (the chance of success is already 0% even if the pawn's opinion of their partner is only +20)&lt;br /&gt;
&lt;br /&gt;
The current pawn's beauty traits are major factors in the chance of success, beyond their influence on social opinions. An Ugly pawn (Beauty -1.0) has a x30% multiplier on success. A Pretty pawn (Beauty +1.0) has a x230% multiplier on success. Beauty here can be influenced by normal Beauty traits or Beauty-affecting genes. The beauty of the target pawn does not provide a multiplier or affect these chances: there is no boost from a pretty pawn romancing a pretty pawn and no extra penalty for an ugly pawn romancing a pretty pawn.&lt;br /&gt;
&lt;br /&gt;
Other genes can come into play as well. Someone with the Furskin gene has a x20% multiplier on romancing someone without it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Note on relative ages'''&lt;br /&gt;
The relative age factor doesn't just take into account the difference in age between colonists. It also factors in how old each colonist is. This effect is very large for young colonists. A 16 year-old's relative age factor with any colonist, of any age, will steadily increase from 0% to a maximum of about 25% as they age from 16 to 17 biological years. This factor is still affected by the other colonist's age as well: a late 16-year-old has a x4.4% multiplier on a relationship with a 46-year-old but a x4.1% multiplier with a 51-year-old. However, this is drastically outweighed by the youth effect, because that same 16-year-old only has a ~1% multiplier on their romance chance with a younger 16-year-old. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age maximum by pawn age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 22&lt;br /&gt;
|y=0, 50, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a colonist has reached the point where relative age isn't affected by their own youth, relative age is more affected by the difference in colonist ages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age multiplier by age of male partner for a 22-year-old female&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 28, 46, 55, 73&lt;br /&gt;
|y=0, 30, 100, 45, 20, 20&lt;br /&gt;
|xAxisTitle = Age difference (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base opinions ====&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| {{Good|+30}}&lt;br /&gt;
| {{Bad|-65}}&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| {{Good|+35}}&lt;br /&gt;
| {{Bad|-50}}&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married.&lt;br /&gt;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&lt;br /&gt;
* After two lovers propose, they become '''fiancés/fiancées'''. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
* '''Spouses''' are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
* '''Ex-Lovers''' are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion &lt;br /&gt;
*  '''Ex-Spouses''' are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
&lt;br /&gt;
==== Romantic social interactions ====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
==== Lovin' ====&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&lt;br /&gt;
&lt;br /&gt;
==== Affairs ====&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
How good pawns get along is largely determined by their compatibility. This value is hidden but can be seen by turning on [[development mode]] and hovering over the target pawn in the other pawn's social tab. It is calculated by adding a pseudo random number to a score based on the absolute relative biological age. The pseudo random number follows a normal distribution and has an average value of 0.3. It is different for every pair of pawns. The score for the absolute relative biological age can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Compatibility by absolute relative biological age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width = 400&lt;br /&gt;
| height = 100&lt;br /&gt;
| type = line&lt;br /&gt;
| x = 0, 20, 25&lt;br /&gt;
| y = 0.45, -0.45, -0.45&lt;br /&gt;
| xAxisTitle = Absolute relative biological age&lt;br /&gt;
| yAxisTitle = Score&lt;br /&gt;
}}&lt;br /&gt;
| &amp;lt;pre&amp;gt;Score = 0.45 - (0.9 * absolute_relative_biological_age / 20)&lt;br /&gt;
with&lt;br /&gt;
-0.45 ≤ Score ≤ 0.45&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=180559</id>
		<title>Gut worms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=180559"/>
		<updated>2026-05-21T08:58:46Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Gut worms}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{Quote|Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.|Description}}'''Gut worms''' are a parasitic [[disease]] that infects the [[Human#Stomach|stomach]], causing pain and nausea and doubling the host's hunger rate.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[Hunger Rate Factor]]: {{++|100%}}&lt;br /&gt;
* [[Pain]]: {{++|20%}}&lt;br /&gt;
* Vomiting ({{MTB}} of 1 day)&lt;br /&gt;
* {{Thought|desc=I don't feel very well.|label=sick|value=-5}}, stacking with any mood effect from the pain.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Gut Worms do not increase in severity over time, nor are they cured over time. Direct and quality treatment is the primary way to cure it.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Gut Worms will be cured when the treatments performed on it reach a cumulative [[tend quality]] of 300%, thus it is important to maximize the [[medical tend quality]] of the doctor performing the tending and the quality of the medicine used. It takes 48 ingame hours (2 days, or {{ticks|120000}}) between each treatment. For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 1 at 130% plus 2 at 85%.&lt;br /&gt;
&lt;br /&gt;
=== Other treatments ===&lt;br /&gt;
* Administer [[healer mech serum]], or use [[unnatural healing]]{{AnomalyIcon}} - instantly treats the disease&lt;br /&gt;
* Install a [[bionic stomach]] (or other stomach replacements{{RoyaltyIcon}})&lt;br /&gt;
* Use the [[medic cycle]] of the [[Biosculpter pod]]{{IdeologyIcon}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
The [[perfect immunity]] gene{{BiotechIcon}} will prevent the acquisition of this disease, but will not cure pre-existing conditions present at the time of implantation. Only a natural stomach can become infected with Gut Worms, having any [[Artificial_body_parts#Stomach|stomach replacement]] (or even a completely missing stomach) completely cures and prevents any gut worm infections.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Frequently when Gut Worms strike a colony, several members will be affected at once. With multiple colonists vomiting, the base can quickly become very dirty. If this happens in the kitchen, the risk of [[food poisoning]] increases, risking further vomiting. If vomiting occurs while a pawn is eating a meal, the eating process is cancelled, and the pawn will have to start over after vomiting. &lt;br /&gt;
&lt;br /&gt;
If already malnourished when Gut Worms (or Food Poisoning) strike, this can be a real problem, as things can spiral out of control, and the malnutrition severity can progress, even while seated at the dinner table actively trying to eat a meal.&lt;br /&gt;
&lt;br /&gt;
As with many other things in [[RimWorld]], if Gut Worms are not managed well, minor problems can snowball into mental breaks, downing, death and loss of the entire colony. Preventative installation of a few bionic stomachs, especially in the main cook, is one possible strategy to help prevent future outbreaks of Gut Worms from dominoing out of control.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Gut worms no longer always required 5 treatments regardless of quality, and instead is based on cumulative treatment quality.&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=180254</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=180254"/>
		<updated>2026-05-13T09:44:00Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Thought templates}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for modifying [[human]] pawns, added by the [[Biotech DLC]]. They can be obtained from character creation or implanted via [[xenogerm]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Genetics are limited by metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol. This affects pawns' [[hunger rate]]. Harmful genes improve metabolic efficiency, lowering hungry rate, and thus consuming less food overall. Helpful genes lower metabolic efficiency, getting hungry faster. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game will not allow the creation of xenogerms with a metabolic efficiency lower than -5.&lt;br /&gt;
&lt;br /&gt;
Note that genes with over [[File:Metabolism.png|20px|Metabolism]] 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).&lt;br /&gt;
&lt;br /&gt;
== Gene expression ==&lt;br /&gt;
When looking at a pawn's gene tab, each gene can be considered to be in one of three categories:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Germline Genes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
Germline genes are freely distributed through and only through [[reproduction]]. Xenogenes are genes that have been [[Operation|surgically implanted]] through a xenogerm, and can override germline genes that are identical to or conflict with the xenogene; a [[Dirtmole]] that was converted into a [[Sanguophage]] will have half of their genes overwritten by the Sanguophage xenotype. Xenogerms cannot be passed through reproduction. &lt;br /&gt;
&lt;br /&gt;
Note that germline and xenogenes are determined by the way they are obtained, not by the effects of the gene itself. For example, there is only one [[fire resistant]] gene coded into the game - &amp;quot;germline fire resistant&amp;quot; and &amp;quot;xenogene fire resistant&amp;quot; are the same gene obtained in different ways. Trying to have both would simply disable the redundant germline version.&lt;br /&gt;
&lt;br /&gt;
Archite genes are non-inheritable (even if they are forced into the germline of a [[Xenotypes#Customization|custom xenotype]]) and xenogerms containing them must be supplied with the requested number of [[archite capsules]] before being assembled. Archite genes cannot extracted through the [[gene extractor]], but can be implanted using the [[gene implanter]] ability.&lt;br /&gt;
&lt;br /&gt;
== Work Required ==&lt;br /&gt;
The work required to create a xenogerm is determined by its [[File:Complexity.png|20px|Complexity]]. First, a base value is obtained from the post-process curve with the points:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 3)&lt;br /&gt;
* (4, 5)&lt;br /&gt;
* (8, 8)&lt;br /&gt;
* (12, 12)&lt;br /&gt;
* (16, 17)&lt;br /&gt;
* (20, 23)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=3,5,8,12,17,23|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
This value is then multiplied by 2500 to obtain the final number.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 7500)&lt;br /&gt;
* (4, 12500)&lt;br /&gt;
* (8, 20000)&lt;br /&gt;
* (12, 30000)&lt;br /&gt;
* (16, 42500)&lt;br /&gt;
* (20, 57500)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=7500,12500,20000,30000,42500,57500|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
The actual time required is inversely proportional with the [[research speed]] of whoever operates the gene assembler. At 100% research speed, it takes between {{ticks|7500}} (for 0 complexity) to {{ticks|57500}} (for complexity 20 and above).&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Prevents new [[scar]]s from forming, even from brain damage. &lt;br /&gt;
* Heals 1 scar, permanent injury, or [[Ailments#Chronic|chronic condition]] ([[Alzheimer's]], [[asthma]], [[bad back]], [[cataract]]s, [[carcinoma]], [[dementia]], [[frail]], [[hearing loss]], [[blindness]], and [[organ decay]]) every 15-30 days, akin to (and alongside) [[luciferium]]. Includes scars from a scarification [[ritual]].{{IdeologyIcon}}&lt;br /&gt;
** Will ''not'' automatically heal [[trauma savant]] conditions.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Both pawns will start regrowing genes for a [[Time|period of around 2 years]]. The pawn that implants the genes will suffer [[Hediffs/Biotech/Various/Gene_loss_shock|gene loss shock]] for 2 days as well. The pawn receiving the xenogerm will be put into [[Hediffs/Biotech/Various/Xenogermination_coma|xenogermination coma]] for a flat 2 days.&lt;br /&gt;
:* Using this ability while genes are regrowing will kill the caster and remove all of their xenogenes.&lt;br /&gt;
:* Cannot target a hostile pawn unless they are [[downed]].&lt;br /&gt;
:* Cannot target members of a temporary faction, even if they are downed. This can be worked-around by [[Prisoner|imprisoning]] the pawn then [[Slavery|enslaving]] or recruiting them, which changes their faction.&lt;br /&gt;
:* The caster must have xenogenes, and the target must be of a different [[xenotype]].&lt;br /&gt;
:* If the target's [[ideoligion]]{{IdeologyIcon}} includes one or more [[Ideoligion#Xenotype_preferences|xenotype preferences]],{{IdeologyIcon}} the caster's xenotype must match one of target's preferred types. This restriction applies even if the target is downed, enslaved or imprisoned.&lt;br /&gt;
:* If the caster has the [[#Bloodfeeder|bloodfeeder]] gene, they cannot target a pawn whose [[ideoligion]]{{IdeologyIcon}} includes the [[Ideoligion#Bloodfeeders|Bloodfeeders: Reviled]]{{IdeologyIcon}} precept. This restriction applies even if the target is downed.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
* Immunity to [[flu]], [[malaria]], [[sleeping sickness]], [[plague]], [[infection]], [[lung rot]], [[gut worms]], [[muscle parasites]], and [[organ decay]]. This includes all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
** Despite the description, it only prevents new illnesses. It does ''not'' affect pre-existing conditions nor boost [[Immunity Gain Speed]]. &lt;br /&gt;
** Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and [[Ailments#Chronic|chronic conditions]] ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Bad back]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]],{{RoyaltyIcon}} [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13 or lower. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5 or higher.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into either a regenerative coma or involuntary deathrest.&lt;br /&gt;
** Pawns without the Deathrest gene enter a regenerative coma. After all fatal conditions are removed, the regenerative coma lasts for 7 more days. [[Hemogen]] is unaffected.&lt;br /&gt;
** Pawns with the Deathrest gene enter involuntary [[deathrest]] and lose all [[Hemogen]]. After fatal conditions are removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Entering the regeneration coma or involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency by 6. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Breathless&amp;quot;&lt;br /&gt;
! Breathless{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_Breathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can store concentrated oxygen in their bodies. Their cells consume much less oxygen, meaning they rarely need to breathe. These adaptations make them immune to the harmful effects of space, as well as environmental toxins, tox gas, acidic smog, and rot stink.''&lt;br /&gt;
----&lt;br /&gt;
* [[Vacuum resistance]]: {{Good|+100%}}&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* Immunity to [[vacuum burn]]s, [[tox gas]], [[acidic smog]], and [[rot stink]].&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| &lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
VacuumResistance&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
{{Stub|section=1|reason=Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.''&lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time. The attack has an {{AP}} of 80%{{Check Tag|Armor type?|Does this oppose heat armor? Sharp? blunt?}} and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Range: 8.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''&lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds at 40-80% [[tend quality]].&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single human target. Target must not have the Bloodfeeder gene. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.&lt;br /&gt;
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''&lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initiated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
**Implanting new xenogerm, even with deathrest gene will reset pawn's deathrest capacity. &lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
* Does not suppress the [[psychically dull]] or [[psychically deaf]] traits, but is applied afterwards. This increases the pawn's base psychic sensitivity to 70 / 20 respectively.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink.&lt;br /&gt;
* Does not suppress the [[psychically dull]] or [[psychically deaf]] traits, but is applied afterwards. This increases the pawn's base psychic sensitivity to 90 / 40 respectively.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
:* Bonded pawns receive gain {{Good|×50%}} [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and {{+|10%}} [[psychic sensitivity]] when on same map or in the same [[caravan]].&lt;br /&gt;
:* Bonded pawns receive {{--|10}} [[mood]], {{+|5%}} [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map or when one pawn is in stasis via [[cryptosleep casket]]s or a [[biosculpter pod]]{{IdeologyIcon}}.&lt;br /&gt;
:* Bonded pawns have {{Good|+50}} [[opinion]] of each other.&lt;br /&gt;
:* When one bonded pawn dies, the other will receive a {{--|25}} mood penalty that linearly decays over the course of 30 days. Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.&lt;br /&gt;
:* When a bonded pawn dies, the pawn with the psychic bonding gene will immediately suffer an extreme [[mental break]]. Violence disabled pawns can still go [[Mental break#Berserk|berserk]].&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Webbed phalanges&amp;quot;&lt;br /&gt;
! Webbed phalanges&amp;lt;br&amp;gt;[[File:Gene_WebbedPhalanges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have webbed fingers and toes, allowing them to move faster in water. Webbed fingers slightly reduce fine motor control.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|-5%}}&lt;br /&gt;
* [[Environment#Naturally generated surfaces|Water tiles]] no longer hinder movement for this pawn. &lt;br /&gt;
** Mechanically, any terrain with the '''water''' tag will be treated as having a movement speed of 100% for pawns with this gene.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. &lt;br /&gt;
----&lt;br /&gt;
* If the pawn has line of sight of a fire within 19.9 tiles, it is considered &amp;quot;near fire&amp;quot; and the following happens:&lt;br /&gt;
** {{--|10}} ''Afraid of fire'' [[mood]]let&lt;br /&gt;
** 0.1 day mtb chance of &amp;quot;Fire terror&amp;quot; mental break that cause &amp;quot;panic-fleeing fire&amp;quot; mental state, ends when not &amp;quot;near fire&amp;quot; for {{Ticks|500}}&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that blind pawns are still affected by pyrophobia, and will still flee&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum resistant&amp;quot;&lt;br /&gt;
! Vacuum resistant&amp;lt;br&amp;gt;{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_VacuumResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have skin that releases a waxy substance when air pressure is low, preventing vacuum burns and allowing them to survive longer when exposed to vacuum.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to vacuum burns&lt;br /&gt;
* [[Vacuum resistance]]: {{Good|+45%}}&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| VacuumResistance&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Violence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200% (Tantrum, Berserk, Slaughterer, Murderous Rage) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}}&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always{{Check Tag|Verify|Nominally, it multiplies the chance of a violent break by 999x, so it is still possible but unlikely to have a non-violent. Confirm which. Look at TryRandomElementByWeight}} violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}}&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* [[Melee damage factor]] ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* [[Melee damage factor]] ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very sleepy&amp;quot;&lt;br /&gt;
! Very sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
** If all pawns in a [[caravan]] have either this gene, a [[circadian half-cycler]],{{RoyaltyIcon}} or the [[body mastery]]{{AnomalyIcon}} trait, and they travel without animals, they don't need to [[Caravan#Caravan schedule|stop at night]].&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
* Suppresses [[Tough]] trait&lt;br /&gt;
&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* {{Good|x75%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with other Incoming Damage Multiplier factors, including the [[Delicate]] ''trait''. See for [[Incoming Damage Multiplier]] further details on stacking.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
* Suppresses [[Masochist]] and [[Brawler]] traits&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|x2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|x0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal cords.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]].&lt;br /&gt;
** Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw Nutrition Multiplier]] {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
* Only applies to natural eyesight&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
* See [[Reproduction#Inbreeding|inbreeding]] for full details.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Lifespan Factor]] {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer Rate Factor]] {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Lifespan Factor]] {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer Rate Factor]] {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Romance|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
* {{IdeologyIcon}}Removes opinion: Uncovered (body part): -10 of any other pawns&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Romance|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Stagger Time Multiplier]] {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoor dweller&amp;quot;&lt;br /&gt;
! Indoor dweller&amp;lt;br&amp;gt;[[File:Gene_CaveDweller.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have no need for the outdoors and will never feel cooped up no matter how long they stay inside.'' &lt;br /&gt;
----&lt;br /&gt;
* Disables need: [[Outdoors]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}} {{Clear}} {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low gravity adapted&amp;quot;&lt;br /&gt;
! Low gravity adapted {{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_LowGravityAdapted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move and work more easily in low-gravity environments. However They're slower and less efficient when planetside.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}} (planetside)&lt;br /&gt;
* [[Global work speed]] {{--|10%}} (planetside)&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}} (in space)&lt;br /&gt;
* [[Global work speed]] {{+|10%}} (in space)&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Animals{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Construction{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Crafting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Melee{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| Mining{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Intellectual{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Shooting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Social{{ref label|Passion|A}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
{{Recode|section=1|reason=The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change}} &amp;lt;!-- true for psychite at least --&amp;gt;&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for Alcohol: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for Smokeleaf: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for Psychite: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Psychite based drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Go-juice eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Wake-up eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]].&lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&amp;lt;!--Patch notes seem to be accurate, tested using baselines implanted with psychite dependency gene, they're now able to OD on yayo despite suffering from a deficiency--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| | {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&amp;lt;br&amp;gt;[[File:Skills PassionDrop Loop.gif|64px]]&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply. Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect. Fix: Psychically bonded pawns in the same caravan still get &amp;quot;psychic bond distance&amp;quot; mood malus in some circumstances.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor. Reduced volume and frequency of yttakin sounds.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|2}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** Fix: Remove reference to damage over time in acid spray ability description. {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.|''[...] stick to targets and burn them over time.''}} to {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.|''[...] stick to targets and burn them.''}}&lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
** When a [[#Deathless|deathless]] pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.&lt;br /&gt;
** Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin_Average3 head uses the wrong graphic. Fix: Tattoos render below heavy brow. Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene. Fix: Exception trying to visit sick pawn with neversleep gene.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] -&lt;br /&gt;
** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
** Remove reference to damage over time in acid spray gene description. (&amp;quot;...it will stick to enemies and burn them over time.&amp;quot; to &amp;quot;...it will stick to enemies and burn them.&amp;quot;)&lt;br /&gt;
** Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
** Updated fire spew LOS highlighting.&lt;br /&gt;
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
** Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
** Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
** Fix: Fire spew can shoot through walls.&lt;br /&gt;
** Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
** Fix: Fire spew ability can't target walls.&lt;br /&gt;
** Fix: Perfect immunity doesn't block gut worms or muscle parasites.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added 2 new genes: [[#Indoor dweller|Indoor dweller]] and [[#Webbed phalanges|webbed phalanges]]. The former is added to dirtmoles, resulting in complexity increasing from 9 -&amp;gt; 10, Net metabolism decreasing from +1 -&amp;gt; 0, hunger rate increasing from 90% -&amp;gt; 100%.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Made the [[breathless]] gene suppress the normal [[vacuum resistant]] gene, removing its metabolic impact.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Rebalanced the starjack xenotype, added the [[Low gravity adapted]] gene. Removed [[Awful plants]], replaced [[Poor melee]] with [[Awful melee]] and replaced [[Cold tolerant]] with [[Cold super-tolerant]]. Net metabolism decreasing from +1 -&amp;gt; 0, hunger rate increasing from 90% -&amp;gt; 100%. [[Breathless]] and [[Vacuum resistant]] now grants  [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Imbue_death_refusal&amp;diff=180253</id>
		<title>Imbue death refusal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Imbue_death_refusal&amp;diff=180253"/>
		<updated>2026-05-13T09:23:36Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Death refusal sickness */&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 self-resurrect from [[death]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Death refusal can be applied after researching the [[Research#Death refusal|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 stored 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;
{{Stub|section=1|reason=Ritual mechanics itself, duration, roles etc - what is here is a some rough detail not a replacement for a summary}}&lt;br /&gt;
* Adds 1 charge of death refusal to the target, allowing them to self-resurrect after death at the cost of 1 charge.&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|left]]&lt;br /&gt;
[[File:Death refusal animation.mp4|Visual effects before and during activation|thumb|200x200px]]&lt;br /&gt;
Death refusal resurrects the user after a short activation period as their corpse kicks back to life. Any lethal condition is healed and missing body parts are restored, although [[Injury#Scarring|permanent injuries]], [[Ailments#Chronic|chronic ailments]] and non-lethal diseases will remain. Wounds present at the time of death may reveal themselves as new scars after resurrection as well.&lt;br /&gt;
&lt;br /&gt;
Much like the [[resurrector mech serum]], negative [[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 also prevents the dead pawn from being risen as a [[shambler]]. Other penalties regarding death still occur without taking death refusal charges into account. [[Mechanoids]]{{BiotechIcon}} become uncontrolled, [[titles]]{{RoyaltyIcon}} will not be reclaimable and so on.&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 psychic trance will wait until their raiding party starts moving in to attack before resurrecting. [[Ghoul]]s will use death refusal automatically on death, but cannot be given more charges.&lt;br /&gt;
&lt;br /&gt;
=== Death refusal sickness ===&lt;br /&gt;
Resurrecting through death refusal adds &amp;quot;Death refusal sickness&amp;quot; as a temporary penalty.&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible&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;
They will also gain {{Thought|desc=I was dead… I died. It was cold and terrifying.|label=Death refusal|value=-8}} penalty for the same duration. The mood penalty is nullified for the [[inhumanized]].&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 death refusal ritual should be of top priority for anomaly research.&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.&lt;br /&gt;
&lt;br /&gt;
Death refusal can allow pawns to engage in riskier behaviors than before. For example, [[gunlink]]s{{RoyaltyIcon}} improve combat performance, but wearing a gunlink instead of a helmet will increase the chance of instant death. With death refusal, instant death is not as big of a death, allowing a colonist to benefit from the average performance increase of a gunlink.&lt;br /&gt;
&lt;br /&gt;
Death refusal is not completely infallible, as destruction of the corpse - by [[fire]], explosion, or [[overhead mountain]] collapse - can occur before the pawn has a chance to safely revive.&lt;br /&gt;
&lt;br /&gt;
=== Gaining access ===&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 [[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;
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. In addition, resurrector mech serum can revive [[psychically dead]] pawns.&lt;br /&gt;
&lt;br /&gt;
==== [[Deathless]]{{BiotechIcon}} ====&lt;br /&gt;
Deathless and death refusal serve largely different functions and purposes. Deathless is a permanent implant that can fail if the brain is destroyed but is constantly reusable, while death refusal works in more situations but is limited use and has a 15 day cooldown.&lt;br /&gt;
&lt;br /&gt;
Deathless is much harder to establish. It either requires a [[Sanguophage]] implantation, which is slow and has its [[Sanguophage#Analysis|own costs]], or finding a rare [[genepack]] only available via trade or quests, which further requires [[archite capsule]]s which are also uncommon. Still, once a genepack is acquired, they can be quickly implanted, and deathless can be repeatedly used. Meanwhile, death refusal is essentially guaranteed to be available after enough [[void provocation]]s, and [[shard]]s are relatively easy to acquire by the time death refusal is unlocked, but is limited use, with a 15 day cooldown per charge. It also requires interacting with [[entities]], which may not be desirable to all players.&lt;br /&gt;
&lt;br /&gt;
Functionally, deathless and death refusal are significantly different. &lt;br /&gt;
* Deathless does not protect the pawn from the neck, head, or brain destruction. It also forces a pawn into a multi-day coma or [[deathrest]], leaving them vulnerable to being kidnapped.&lt;br /&gt;
* Death refusal is limited use, but protects the pawn in more cases, allows for immediate revival, and a pawn cannot be kidnapped when dead. Death refusal does not prevent most of the consequences stemming from the pawn's death and revival, such as apparel damage, breaking animal bonds and [[psychic bonding]], [[Title#Inheritance|title inheritance]], work assignments, and some [[Metalhorror#Infection|insidious threats]]. Death refusal does have the side benefit of regenerating organs.&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. Installing both on the same pawn is likely the best way to keep a pawn alive, but there are a few cases where having both is worse than having just death refusal, such as having only one colonist on the map or a total colony wipe.&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 [[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;
&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>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=180252</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=180252"/>
		<updated>2026-05-13T09:17:06Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason = Link to or otherwise subsume the quest entries for these. Inadequate detail}} &lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
There are also two other ways to get a form of game over:&lt;br /&gt;
* [[#Colony End|Have all colonists dead or kidnapped]]&lt;br /&gt;
* [[#Planetkiller|The planetkiller]]. Note: this only appears after being enabled in the game's [[scenario]].&lt;br /&gt;
&lt;br /&gt;
Colonists left behind after a ship launch or the royal ascent quest can continue the colony where it left off. If all colonists are gone or killed, then a [[Events#Wanderer joins|wanderer]] event or refugee chased [[quest]] can restart the colony. Awakening the void will allow the game to continue with all current colonists, including those who took part in awakening the void. The archonexus and planetkiller will destroy the planet, ending the game permanently. With these two endings, you can restart from a previous save, even with permadeath mode.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
= Ship to the Stars =&lt;br /&gt;
Launch a ship to space, guided by an AI [[persona core]]. Both the &amp;quot;Ship to the Stars&amp;quot; [[quest]] (i.e. journey offer) and building your own [[ship]] give the same ending.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a functional [[ship]]. Either travel to the [[ship to the stars|journey offer]], or build your own ship.&lt;br /&gt;
* Activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by many [[raid]]s. The Ship Startup event will have 10 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Ship Launch raids during the event 10 and the maximum 20. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. The Ship Launch raids have a minimum of 500 [[Raid points]].&lt;br /&gt;
* Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists. Only one loaded casket is required to launch the ship.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
* Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
* The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
* Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a ship ==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
* The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
* Building your own ship.&lt;br /&gt;
&lt;br /&gt;
=== Traveling to the journey offer ===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{Icon Small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
* '''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or pack valuables and plan to buy food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but only when the biomes support foraging.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
* '''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
It is also possible to [[camp]] instead of settling. Camps are generated without any ores, and enemies will eventually spot the camp, but camps can be a good way to hunt, grow, and cook food.&lt;br /&gt;
&lt;br /&gt;
* '''Relay to the location with [[transport pod]]s or [[passenger shuttle]]s{{OdysseyIcon}}.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{Icon Small|steel}} 110 [[steel]], {{Icon Small|component}} 2 [[component]]s, and {{Icon Small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
[[Passenger shuttle]]s{{OdysseyIcon}} carry more weight and can be reused so long as there is enough chemfuel. By carrying sufficient chemfuel, it is possible for a shuttle to reach the ship location without needing to temporarily settle on a tile or form a caravan.&lt;br /&gt;
&lt;br /&gt;
* '''The [[farskip]] [[psycast]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time. This strategy can be combined with [[transport pod]]s to make it faster, or a [[passenger shuttle]]{{OdysseyIcon}} to make it trivially easy.&lt;br /&gt;
&lt;br /&gt;
* '''The [[gravship]]{{OdysseyIcon}}:'''&lt;br /&gt;
The gravship allows you to transport an entire colony's worth of supplies and buildings to a new location. This is the option with the least hassle, since all your production facilities will be brought to the ship site.&lt;br /&gt;
&lt;br /&gt;
=== Building the ship ===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
* The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
* A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
* The minimum possible resources for a ship are {{Icon Small|steel||1740}} [[steel]], {{Icon Small|plasteel||740}} [[plasteel]], {{Icon Small|uranium||294}} [[uranium]], {{Icon Small|advanced component||42}} [[advanced component]], {{Icon Small|component||12}} [[component]], {{Icon Small|gold||74}} [[gold]], and {{Icon Small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s, [[passenger shuttle]]s{{OdysseyIcon}}, or [[gravship]]s{{OdysseyIcon}} from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
: '''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{Icon Small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{Icon Small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up another base is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony.&lt;br /&gt;
&lt;br /&gt;
== Ship launch ==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
=== Launch preparations ===&lt;br /&gt;
* '''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
* '''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
=== Ship defense ===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
=== Mood management ===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
* Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
* Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
* Use [[mind-numb serum]]s.{{AnomalyIcon}} This is the safest option, as it will completly prevent mental breaks from happening, however it requires the [[Anomaly DLC]] and a non-neglible engagement with its content.&lt;br /&gt;
&lt;br /&gt;
== Ending - Leaving the planet ==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
= Royal Ascent =&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on an [[imperial shuttle]].&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a colonist of [[Titles#Archon|Archon]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
* Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your Archon must also have a suitable bedroom.&lt;br /&gt;
* House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
* You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
* The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* High Stellarch dies.&lt;br /&gt;
* High Stellarch mood is too low for too long.&lt;br /&gt;
* The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your Archon does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
== Housing the stellarch ==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the archon rank. In specific:&lt;br /&gt;
&lt;br /&gt;
=== Throne &amp;amp; Bed ===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
* Area 80, Impressiveness 160&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Grand meditation throne]]&lt;br /&gt;
* 1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your archon. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
* Area 30, Impressiveness 80&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Royal bed]]&lt;br /&gt;
* 1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your archon and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
== Surviving the onslaught ==&lt;br /&gt;
The onslaught of raids will consist of 8 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Royal Ascent raids during the event 8 and the maximum 16. This is completely independent from, and in addition to, your storyteller, who will send their own raids on their normal schedule. Royal Ascent raids have a minimum of 500 Raid points.&lt;br /&gt;
* '''Raider AI is still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't targeted any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
* '''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
* '''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
* Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
** [[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Mind-numb serum]]{{AnomalyIcon}} makes it easy to prevent mental breaks meet the mood requirements, and only 6 are required to keep the stellarch happy for the entire duration.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
* All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
* [[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
** However, [[word of joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, word of joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
== Ending - Joining the royal court ==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, an [[imperial shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 2,000 kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
= The Archonexus =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. &lt;br /&gt;
** The factions owning the three map pieces will always be the [[Outlanders#Civil outlander union|civil outlander union]], the [[Outlanders#Rough outlander union|rough outlander union]], and the [[Tribes#Fierce tribe|fierce tribe]] faction, in that order.&lt;br /&gt;
** If the faction normally owning the map piece is unavailable to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
** The [[Outlanders#Rough pig union|rough pig union]]{{BiotechIcon}} and the [[Tribes#Fierce neanderthal tribe|fierce neanderthal tribe]]{{BiotechIcon}} will never have the map piece, even when their [[baseliner]] counterparts are not enabled.&lt;br /&gt;
&lt;br /&gt;
* Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
** Analysis of [[signal chip]]{{BiotechIcon}}, [[powerfocus chip]]{{BiotechIcon}}, and [[nano structuring chip]]s{{BiotechIcon}} is not undone by the [[research]] reset.&lt;br /&gt;
&lt;br /&gt;
* You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
* Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
* Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
== Gaining wealth/allies ==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The [[Production specialist]] role is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling items for silver will actually reduce wealth.&lt;br /&gt;
&lt;br /&gt;
=== Theoretical wealth transport ===&lt;br /&gt;
With the right combination of [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{Icon Small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{Icon Small|silver}} 40,607, along with a base of {{Icon Small|silver}} 1,750 for humans. Note that [[psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
You can easily ally any faction by using [[transport pod]]s,  [[passenger shuttle]]s,{{OdysseyIcon}} or other forms of fast travel to gift valuable goodies like [[flake]] and [[human resources]]. By the time the wealth threshold is met, the cost to ally a faction should be trivial.&lt;br /&gt;
&lt;br /&gt;
If no faction base is within transport pod trange and the [[Odyssey DLC]] isn't enabled, there are two ways to ally the faction. The first is to use a standard [[caravan]], ideally with a [[horse]] to speed up movement. The second is to destroy [[faction base]]s of factions that are enemies to the desired faction, which will improve goodwill by {{+|20}} per base destroyed.&lt;br /&gt;
&lt;br /&gt;
== Founding a new colony ==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
=== Things to bring ===&lt;br /&gt;
* '''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, severely limit the number selected. &lt;br /&gt;
&lt;br /&gt;
* '''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
* '''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
* '''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
=== Studying the archotech structures ===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
=== List of items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ending - The Archonexus Core ==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
= The Void =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
The void quest is only available if you have '''not''' selected the &amp;quot;Ambient horror&amp;quot; mode of Anomaly in your storyteller settings.&lt;br /&gt;
&lt;br /&gt;
== Briefing ==&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Unlock [[monolith]] level 3. This requires the player to attune to the monolith (level 1), encounter 7 [[Entities#Basic|basic entities]] (level 2), and then 12 [[Entities#Advanced|advanced entities]] (level 3). &lt;br /&gt;
* Interacting with the monolith once level 3 is unlocked gives the choice to awaken it, initiating the monolith endgame.&lt;br /&gt;
* Once awakened, the monolith will cause spawn [[void structure]]s. Two structures initially spawn. Each structure is guarded by [[metalhorror]]s, and after activating each one, a wave of entities will attack. Once those are activated, the monolith will create [[unnatural darkness]], with its usual damage mechanics, and three more structures will spawn after a few days. The fifth and final wave of entities is given a 6 hour delay.&lt;br /&gt;
* After the void monoliths have been activated, the entrance to the [[metal hell]] will open up. The metal hell is safe to enter. Activate the [[void node]] to initiate one of two endings.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
{{Main|Monolith|Entity}}&lt;br /&gt;
&lt;br /&gt;
Your map begins with a [[monolith]] structure which is initially dormant. If you have moved to another map or added the Anomaly DLC after starting the game, a &amp;quot;Strange Signal&amp;quot; quest will appear which optionally spawns a monolith on your map.&lt;br /&gt;
&lt;br /&gt;
A colonist approaching the monolith will cause an ominous letter notification. Having a colonist attune to the monolith begins the Anomaly quest in full. You will gain an [[entity]] codex, and the Anomaly [[research]] tree will unlock. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will be dormant for several days after landing, but then twist and become active ''automatically'' without approaching it.&lt;br /&gt;
&lt;br /&gt;
In order to advance, you must encounter and defeat [[entities]] in the codex. Entities will also reveal new research options, and can be captured and studied. The [[Work|Work tab]] calls this job &amp;quot;Dark Study&amp;quot;. After researching the [[Void provocation]] ritual, you can optionally summon an entity event on your schedule rather than waiting for the storyteller to do it. The ritual prioritizes sending entities you have not encountered.&lt;br /&gt;
&lt;br /&gt;
Encountering '''7 basic entities''' (out of 8) allows the monolith to be attuned, then after encountering '''12 advanced entities''' (out of 17), the monolith becomes attunable again. Attuning this last time will awaken the monolith and begin the Anomaly quest endgame.&lt;br /&gt;
&lt;br /&gt;
== Monolith endgame ==&lt;br /&gt;
After awakening the monolith, the '''monolith endgame''' starts. This is split into two stages, which can be advanced through by activating the [[void structure]]s that spawn.&lt;br /&gt;
&lt;br /&gt;
The number of entities spawned is determined by [[raid points]]. Other [[major threat]]s cannot occur during the Anomaly endgame event. There will not be standard raids, infestation, or other major threats - not even [[quest]]s or the [[ship launch]] can start major threats.&lt;br /&gt;
&lt;br /&gt;
===Stage 1===&lt;br /&gt;
After activating the monolith, the precursor to [[unnatural darkness]] will occur, setting the sun level to 0%, but colonists will not take damage from being in darkness.&lt;br /&gt;
&lt;br /&gt;
Two [[void structure]]s will land on the map and [[metalhorror]]s will appear with them.&lt;br /&gt;
&lt;br /&gt;
A [[fleshbeast attack]] event will occur.&lt;br /&gt;
&lt;br /&gt;
Wandering singular [[noctol]]s and [[gorehulk]]s will appear from the map's edge in very low numbers. If these wandering entities are killed another will wander in from the map's edge. The map will constantly have low numbers of singular wandering entities.&lt;br /&gt;
&lt;br /&gt;
Activating the two [[void structure]]s is required to progress to the next stage. After activating either void structure, an attack of assorted entities will appear from the map's edge. The attacks may consist of [[shambler]]s, [[gorehulk]]s, or [[devourer]]s.&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
After activating the second void structure, there will be a 2 day delay until the beginning of the second stage. A notification of Dimming Sky will be given via a yellow letter. &lt;br /&gt;
&lt;br /&gt;
Singular noctol and gorehulk wanderers will still continuously patrol about the map and new entities will be spawned if any are killed.&lt;br /&gt;
&lt;br /&gt;
After the two day wait, three [[void structure]]s will appear on the map and be accompanied by [[metalhorror]]s. The sky will dim into full [[unnatural darkness]]. Any colonist in a dark area will be damaged.&lt;br /&gt;
&lt;br /&gt;
Activating any of the three void structures will cause entity attacks from the map's edge. These entity attacks can consist of [[shambler]]s, [[gorehulk]]s, [[devourer]]s, [[sightstealer]]s, or [[noctol]]s. &lt;br /&gt;
&lt;br /&gt;
Once all 3 void structures are activated the monolith will begin to twist. After 4 hours, the &amp;quot;twisting&amp;quot; of the monolith will intensify, metalhorrors will appear around the monolith, and the monolith will become a portal to the [[metal hell]]. Activating the monolith one last time will send one colonist to the metal hell and allow the player to end the event by interacting with the [[void node]] inside.&lt;br /&gt;
&lt;br /&gt;
== Preparations and strategy ==&lt;br /&gt;
Before attuning for the third time, you should stockpile food, weapons, drugs, and medicine for a week-long colony siege, at minimum. The entire map will be dark for the duration of the event, so outdoor farming will not be easy. A [[gravship]]{{OdysseyIcon}} should ideally be parked in a different tile so that it does not get damaged or contribute towards [[raid points]] during the event.&lt;br /&gt;
&lt;br /&gt;
[[Metalblood serum]] is effective since [[fire]] is not a factor unless the player uses it. Crowd-control weapons like [[minigun]]s and [[psycast]]s{{RoyaltyIcon}} are good due to the large swarms of enemies; [[EMP]] is also effective against metalhorrors. [[Friendly mechanoids]]{{BiotechIcon}} can help due to their immunity to unnatural darknes&lt;br /&gt;
&lt;br /&gt;
You technically have unlimited time during this event (if you can survive indoors), so retreat back to your base after destroying each structure to fight off enemies, heal, and regroup as needed. Use tools like [[flood light]]s, [[Disruptor flare pack]]s, and the [[solar pinhole]] [[psycast]]{{RoyaltyIcon}} to traverse the darkness easier and weaken any light-sensitive entities.&lt;br /&gt;
&lt;br /&gt;
After you activate the last structure (for a total of 5), the monolith will become a portal to the [[metal hell]] that multiple colonists can enter, but only '''one''' can interact with the Void Node. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
== Entering the Metal Hell ==&lt;br /&gt;
{{Quote|(name) has activated the monolith and been ripped from our spacetime into another place. (name) finds himself/herself in a room of jagged metallic spikes. Every surface is slick with dark fluid and the air vibrates with power. This metal hell is a connecting channel to an inhuman hyperintelligence.}}&lt;br /&gt;
&lt;br /&gt;
After activating the void Monolith, the colonist will be teleported to the '''metal hell''', where the [[void node]] is located. ''Keep in mind that all other colonists are still subject to attacks on the outside map.''&lt;br /&gt;
&lt;br /&gt;
Move the colonist over to the center and interact the void node, you will be prompted with two options to conclude the quest.&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing sphere of crackling psychic energy rises before (name). Its surface swells and twists, warping the space around it. (name) feels it inside his/her mind, deeper than any normal human sense. It defeats logic and sets him/her adrift in the void. He/She stands on the shoreline of an infinite black ocean of power, and it beckons him/her in. (name) shakes himself/herself back to reality. Nearby archotech devices support the sphere along fragile connections. '''(name) could disrupt them''', closing this link between worlds and putting an end to the terrifying phenomena that have plagued your home. Or, '''He/She could step into the sphere and merge with the void'''. It's unknown what lies beyond, or what dark powers could be gained from such an inhuman act.}}&lt;br /&gt;
&lt;br /&gt;
When an option is chosen, these immediately happens:&lt;br /&gt;
* The unnatural darkness on your map lifts.&lt;br /&gt;
* All [[void structure]]s, void metal mass, void metal floors on your map are removed.&lt;br /&gt;
* All living [[entities]] on your map outside containment are instantly killed via the destruction of their brain part.&lt;br /&gt;
** This also instantly kills [[fleshmass nucleus]] and [[nociosphere]], dropping a large amount of materials.&lt;br /&gt;
** Void monolith, [[harbinger tree]], [[death pall]], [[pit gate]], [[fleshmass heart]], [[blood rain]], [[obelisk]]s, inactive [[unnatural corpse]], [[golden cube]] are not affected.&lt;br /&gt;
* The metal hell starts collapsing, leading to the chosen ending in few seconds.&lt;br /&gt;
&lt;br /&gt;
There is no way to leave the metal hell without choosing an ending option.&lt;br /&gt;
&lt;br /&gt;
== Ending - Disrupt the link ==&lt;br /&gt;
{{Quote|The psychic flows destabilize and the archotech machinery begins to scream. The swirling void flickers. (name) feels it spilling beyond its limits and collapsing into itself, all at once. The metallic cavern begins to twist, reshaping like the chamber of a massive heart. Before (name) has a chance to scream, he/she blinks out of existence. '''(name) has rejected the void.''' His/Her story continues...|Endgame text after disrupt the link.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm disrupt the link, you hear the decompression explosion sounds as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All factions that are not permanently hostile gain a one-time bonus of {{+|50}} goodwill.&lt;br /&gt;
* The colonist that disrupted the link gains a {{+|14}} '''Closed the Void''' moodlet for 60 days.&lt;br /&gt;
* All other colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days.&lt;br /&gt;
* The void monolith is named &amp;quot;collapsed monolith&amp;quot; and becomes dormant, random Anomaly events return to the same level as before it was awoken.&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points.&lt;br /&gt;
* Spawn 10 [[shard]]s around the collapsed monolith.&lt;br /&gt;
* Spawn 3 [[monolith fragment]]s around the collapsed monolith.&lt;br /&gt;
** They provide additional sources of advanced Anomaly research points, which is useful since most Anomaly events are disabled. {{Check Tag|Detail needed|Confirm that Psychic Rituals function or do not function after disabling anomaly events.}}&lt;br /&gt;
* All colonists in the metal hell returns to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost.&lt;br /&gt;
{{Quote|(name) has reappeared. He/She is weary from his/her efforts, but otherwise healthy. By closing the channel to the void, (name) has stopped any more unnatural phenomena from entering our world. Hostile entities in the area have all fallen to the ground, lifeless. Tales of his/her heroism are sure to spread far and wide.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Embrace the Void ==&lt;br /&gt;
{{Quote|(name) steps into the void and the black ocean floods into him/her, overwhelming every sense, suffusing every cell in his/her body and every thought in his/her mind. The void node has been refocused away from the world, towards one single person. The void structures scream, torn from their otherworldly foundation, then blink out of existence. '''(name) has embraced the void.''' His/Her story continues...|Endgame text after embrace the void.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm embrace the void, you hear the zapping sounds of the void node as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All colonists in the metal hell return to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost&lt;br /&gt;
{{Quote|(name) has reappeared. He/She looks withered by the inhuman thought-patterns of the void. All traces of humanity have left his/her eyes. (name)'s mind and body are now permanently linked to the dark void of inhuman rage. Powered by this new connection, (name) no longer feels tethered to mortal needs like comfort or sleep. He/She has gained the ability to induce terror in others using the power of the void. The monolith is awakened. It hums louder with (name)'s reappearance, a reminder that its connection to the void has been opened and made permanent.|Letter after the pawn returned.}}&lt;br /&gt;
* Several effects are applied to the colonist that embraced the void:&lt;br /&gt;
** Gains the '''[[Void touched]]''' hediff:&lt;br /&gt;
*** {{Good|100 HP/day}} regeneration. Rapidly regrows [[body parts]] and undoes [[scar]]ring like a [[ghoul]].&lt;br /&gt;
*** {{Good|×200%}} [[Study Efficiency]]&lt;br /&gt;
*** {{Good|×200%}} [[Psychic Sensitivity]]&lt;br /&gt;
*** Disables the need for [[sleep]]&lt;br /&gt;
*** Disables the need for [[comfort]]&lt;br /&gt;
*** Gains the '''[[Void terror]]''' ability:&lt;br /&gt;
**** Causes one target pawn to flee in terror until they are exhausted.&lt;br /&gt;
**** 5 charges, recovers one charge every 3 hours&lt;br /&gt;
*** Sets eye color to grey. Hair color is dyed to white (which can be undone by a [[styling station]]){{IdeologyIcon}}&lt;br /&gt;
*** The colonist will randomly mutter and have [[strange chat]]s, like [[creepjoiner]]s with the &amp;quot;[[Disturbing]]&amp;quot; drawback do. This upsets other colonists with a stackable {{--|4}} mood debuff. Other '''[[Inhumanized]]''' colonists are immune to these debuffs.&lt;br /&gt;
** Gains the '''[[Inhumanized]]''' hediff (if colonist didn't already have it):&lt;br /&gt;
*** Pain {{Good|-50%}}&lt;br /&gt;
*** Unable to form social relationships&lt;br /&gt;
*** {{Good|-16.0C}} Minimum comfortable temperature &lt;br /&gt;
*** {{Bad|-12}} [[Animals skill]]&lt;br /&gt;
*** {{Bad|-12}} [[Artistic skill]]&lt;br /&gt;
*** {{Bad|-12}} [[Social skill]]&lt;br /&gt;
*** Disables the need for [[Beauty#Beauty_need_level|beauty]]&lt;br /&gt;
*** Disables the need for [[outdoors]]&lt;br /&gt;
*** Nullifying a large amount of [[thoughts]]&lt;br /&gt;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
*** Can be rehumanized by [[Brainwipe]]&lt;br /&gt;
** Gains '''[[Imbue death refusal|Death Refusal]]''' with 4 charges. Death refusal provides self-resurrection at the cost of temporary [[death refusal sickness]].&lt;br /&gt;
*** Even if used on a colonist with leftover death refusal uses, the total is still set to the maximum 4 charges.&lt;br /&gt;
** Gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The void monolith remains active at Level 4; dangerous Anomaly events will continue to occur as your storyteller decides&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points&lt;br /&gt;
&lt;br /&gt;
== Post-Anomaly ==&lt;br /&gt;
&lt;br /&gt;
The game continues normally after completing the monolith quest, allowing you to optionally pursue another ending.&lt;br /&gt;
&lt;br /&gt;
= The Mechhive =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
*Inspect the [[grav engine]], which will immediately activate &amp;quot;[[Quests#The Gravship|The Gravship]]&amp;quot; quest. You'll get its sub-quests over time, so long as the grav engine is installed.&lt;br /&gt;
* After completing 7 sub-quests, the Mechhive sub-quest will appear. Once the [[Mechhive]] is located, a [[gravship]] with [[signal jammer]] is the only mandatory criterion - though you will need more to be prepared to survive there.&lt;br /&gt;
* Enter the Mechhive, then interact with the [[cerebrex core]]. To access the core, it is required to destroy three [[cerebrex stabilizer]]s. Interacting with the core will initiate one of two endings.&lt;br /&gt;
&lt;br /&gt;
== Entering the Mechhive ==&lt;br /&gt;
The mechhive is a huge map with a large amount of rooms that contain loot crates, dormant [[mechanoid]]s, mechanoid spawners, and turrets. All of the buildings are made of [[fortified wall]]s, making breaching extremely hard but not impossible. Once you arrive at the mechhive, the [[cerebrex core]] is immediately visible, but it is protected by [[cerebrex stabilizer]]s hidden and scattered among the map, which makes the cerebrex core invulnerable.&lt;br /&gt;
&lt;br /&gt;
When each cerebrex stabilizer is destroyed, it calls a mechanoid drop raid that attacks immediately. The 3rd and final mech drop raid is 50% larger than the previous two.&lt;br /&gt;
&lt;br /&gt;
Once all cerebrex stabilizers are destroyed, the &amp;quot;inspect cerebrex core&amp;quot; action becomes available. Doing so requires 15 seconds before prompting a dialogue with two options to conclude the quest (plus &amp;quot;postpone&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Ending - Destroy the core ==&lt;br /&gt;
{{Quote|(name) begins to tear apart the hair-thin cerebral mesh inside the cerebrex core. The mesh twists and groans, as if alive. Electricity arcs among the latticework frame - then in an instant, all goes dark and lifeless. The mechanoid whirring stops. Here, and all across the planet, mechanoids begin to permanently deactivate, no longer under the control of the mechhive. '''The mechanoid threat is over.''' But your story continues...|Endgame text after Destroy the core.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm destroy the core, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All factions that you could ally will receive a one-time bonus {{+|50}} goodwill.&lt;br /&gt;
* The colonist that destroyed the core gains a {{+|14}} '''Destroyed Mechhive''' moodlet for 60 days.&lt;br /&gt;
* All other colonists gain a {{+|8}} '''Destroyed Mechhive''' moodlet for 30 days.&lt;br /&gt;
* [[Mechanoid hive]] is deactivated, and all its mechanoids and buildings stop functioning.&lt;br /&gt;
** Those spawned later, such as by an [[orbital mech cluster targeter]]{{RoyaltyIcon}} or a [[Mechanitor]]s'{{BiotechIcon}} mechanoid going feral, are also deactivated upon spawn.&lt;br /&gt;
** Mechanoid raids and [[mechanoid cluster]]s{{RoyaltyIcon}} no longer occur as [[Events#Major threats|major threats]]; other effects may still triggering them.{{Check Tag|Which?}}&lt;br /&gt;
** [[Mechanitor]]s{{BiotechIcon}} can no longer summon [[mechanoid commander]]s.&lt;br /&gt;
** Friendly mechanoids{{BiotechIcon}} continue to function, and new mechanoids can still be gestated.&lt;br /&gt;
** Because mechanoid commanders can no longer be summoned, new [[signal chip]]s{{BiotechIcon}}, [[powerfocus chip]]s{{BiotechIcon}} and [[nano structuring chip]]s{{BiotechIcon}} cannot be acquired this way. Commanders can still spawn for colonies with high enough raid points - for example during quests - and will still drop their respective items (and are inactive making them easy targets).&lt;br /&gt;
* The cerebrex core becomes a [[destroyed cerebrex core]] and can be destroyed for 8 [[steel slag chunk]]s, 300 [[plasteel]]s, 5 [[advanced component]]s and 1 [[persona core]].&lt;br /&gt;
&lt;br /&gt;
{{Quote|By destroying the cerebrex core, (name) has deactivated mechanoids across the planet. The mechanoid threat is over.|Letter after the credits screen.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Scavenge technology ==&lt;br /&gt;
{{Quote|(name) begins working to free a processing node buried within the core. The latticework frame convulses as if in agony. As (name) pulls the node free, the mesh begins to mend, repairing the damage. The core rebuilds its defences and closes. Turning the node over, (name) recoils as it sparks to life, pulsing in time with the core. '''In his/her hand, (name) holds a weapon of untold power.''' The story continues...|Endgame text after scavenge technology.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm scavenge technology, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, a [[cerebrex node]] drops next to the cerebrex core. The cerebrex core remains invulnerable for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
If playing on [[scenario system#Default Scenarios|The Gravship]] [[scenario]], the mechanoids will permanently stop chasing you every 18-35 days, but enemy mechanoids can still appear in standard raids.&lt;br /&gt;
&lt;br /&gt;
{{Quote|The scavenged node from the cerebrex core lies nearby. It responds strongly to the core, clearly still linked to it. Equip the node to a colonist to make use of it.|Letter after the credits screen.}}&lt;br /&gt;
&lt;br /&gt;
= Colony End =&lt;br /&gt;
{{Quote|Everyone is dead or gone. This story is over. Perhaps someone else will find a use for the ruins of this place.|Popup text when there are no controllable colonists left.}}&lt;br /&gt;
Whenever all your colonists are dead, kidnapped, or have left the planet, your colony is now abandoned.  Does not appear with the archonexus ending or the planetkiller.&lt;br /&gt;
&lt;br /&gt;
When this happens, you have the option to create new wanderers to start the colony again after eight in-game hours have passed, using a menu similar to the game creation menu. After seven new groups have been created, the option will no longer be available. It is still possible to continue by waiting until a [[Events#Wanderer joints|wanderer event]] appears.&lt;br /&gt;
&lt;br /&gt;
= Planetkiller =&lt;br /&gt;
{{Quote|At near-lightspeed, the planetkiller weapon slammed into the ground with the force of a trillion hydrogen bombs. Like a water balloon shot with a rifle, this world liquified under the impact and sprayed its molten guts across the cosmos. Part of [planet name] is now a small asteroid belt. The rest is a molten, radioactive hellscape, constantly rippling with kilometers-high planetquakes. '''You did not survive.'''|Popup text after the planetkiller weapon drops into the planet.}}&lt;br /&gt;
{{See also|Events#Planetkiller{{!}}Planetkiller event}}&lt;br /&gt;
If the Planetkiller is enabled at the scenario, then you will have a certain number of days or years before the planetkiller strikes, shown at the bottom right. Once the timer hits, the entire map will fade to white with the weapon obliterating the rimworld planet, and a message will be shown on your screen to state you didn't survive the impact, only allowing you to return to main menu as it permanently ends your game, regardless whether or not your colonist has escaped.&lt;br /&gt;
&lt;br /&gt;
= Version history =&lt;br /&gt;
* 1.1 - Credits now list the memory of colonists who died.&lt;br /&gt;
* [[Royalty DLC]] Release - Royal ascent ending added.&lt;br /&gt;
* [[Ideology DLC]] Release - Archotech ending added.&lt;br /&gt;
* 1.5 - New wanderers option after a &amp;quot;game over&amp;quot;.&lt;br /&gt;
* [[Anomaly DLC]] Release - Void ending added.&lt;br /&gt;
* [[Odyssey DLC]] Release - Mechhive ending added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Death_refusal_sickness&amp;diff=180251</id>
		<title>Death refusal sickness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Death_refusal_sickness&amp;diff=180251"/>
		<updated>2026-05-13T09:11:14Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Imbue death refusal#Death refusal sickness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Imbue_death_refusal#Death_refusal_sickness]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=180248</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=180248"/>
		<updated>2026-05-13T06:53:19Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason = Link to or otherwise subsume the quest entries for these. Inadequate detail}} &lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
There are also two other ways to get a form of game over:&lt;br /&gt;
* [[#Colony End|Have all colonists dead or kidnapped]]&lt;br /&gt;
* [[#Planetkiller|The planetkiller]]. Note: this only appears after being enabled in the game's [[scenario]].&lt;br /&gt;
&lt;br /&gt;
Colonists left behind after a ship launch or the royal ascent quest can continue the colony where it left off. If all colonists are gone or killed, then a [[Events#Wanderer joins|wanderer]] event or refugee chased [[quest]] can restart the colony. Awakening the void will allow the game to continue with all current colonists, including those who took part in awakening the void. The archonexus and planetkiller will destroy the planet, ending the game permanently. With these two endings, you can restart from a previous save, even with permadeath mode.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
= Ship to the Stars =&lt;br /&gt;
Launch a ship to space, guided by an AI [[persona core]]. Both the &amp;quot;Ship to the Stars&amp;quot; [[quest]] (i.e. journey offer) and building your own [[ship]] give the same ending.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a functional [[ship]]. Either travel to the [[ship to the stars|journey offer]], or build your own ship.&lt;br /&gt;
* Activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by many [[raid]]s. The Ship Startup event will have 10 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Ship Launch raids during the event 10 and the maximum 20. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. The Ship Launch raids have a minimum of 500 [[Raid points]].&lt;br /&gt;
* Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists. Only one loaded casket is required to launch the ship.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
* Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
* The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
* Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a ship ==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
* The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
* Building your own ship.&lt;br /&gt;
&lt;br /&gt;
=== Traveling to the journey offer ===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{Icon Small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
* '''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or pack valuables and plan to buy food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but only when the biomes support foraging.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
* '''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
It is also possible to [[camp]] instead of settling. Camps are generated without any ores, and enemies will eventually spot the camp, but camps can be a good way to hunt, grow, and cook food.&lt;br /&gt;
&lt;br /&gt;
* '''Relay to the location with [[transport pod]]s or [[passenger shuttle]]s{{OdysseyIcon}}.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{Icon Small|steel}} 110 [[steel]], {{Icon Small|component}} 2 [[component]]s, and {{Icon Small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
[[Passenger shuttle]]s{{OdysseyIcon}} carry more weight and can be reused so long as there is enough chemfuel. By carrying sufficient chemfuel, it is possible for a shuttle to reach the ship location without needing to temporarily settle on a tile or form a caravan.&lt;br /&gt;
&lt;br /&gt;
* '''The [[farskip]] [[psycast]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time. This strategy can be combined with [[transport pod]]s to make it faster, or a [[passenger shuttle]]{{OdysseyIcon}} to make it trivially easy.&lt;br /&gt;
&lt;br /&gt;
* '''The [[gravship]]{{OdysseyIcon}}:'''&lt;br /&gt;
The gravship allows you to transport an entire colony's worth of supplies and buildings to a new location. This is the option with the least hassle, since all your production facilities will be brought to the ship site.&lt;br /&gt;
&lt;br /&gt;
=== Building the ship ===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
* The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
* A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
* The minimum possible resources for a ship are {{Icon Small|steel||1740}} [[steel]], {{Icon Small|plasteel||740}} [[plasteel]], {{Icon Small|uranium||294}} [[uranium]], {{Icon Small|advanced component||42}} [[advanced component]], {{Icon Small|component||12}} [[component]], {{Icon Small|gold||74}} [[gold]], and {{Icon Small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s, [[passenger shuttle]]s{{OdysseyIcon}}, or [[gravship]]s{{OdysseyIcon}} from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
: '''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{Icon Small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{Icon Small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up another base is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony.&lt;br /&gt;
&lt;br /&gt;
== Ship launch ==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
=== Launch preparations ===&lt;br /&gt;
* '''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
* '''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
=== Ship defense ===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
=== Mood management ===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
* Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
* Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
* Use [[mind-numb serum]]s.{{AnomalyIcon}} This is the safest option, as it will completly prevent mental breaks from happening, however it requires the [[Anomaly DLC]] and a non-neglible engagement with its content.&lt;br /&gt;
&lt;br /&gt;
== Ending - Leaving the planet ==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
= Royal Ascent =&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on an [[imperial shuttle]].&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a colonist of [[Titles#Archon|Archon]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
* Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your Archon must also have a suitable bedroom.&lt;br /&gt;
* House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
* You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
* The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* High Stellarch dies.&lt;br /&gt;
* High Stellarch mood is too low for too long.&lt;br /&gt;
* The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your Archon does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
== Housing the stellarch ==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the archon rank. In specific:&lt;br /&gt;
&lt;br /&gt;
=== Throne &amp;amp; Bed ===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
* Area 80, Impressiveness 160&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Grand meditation throne]]&lt;br /&gt;
* 1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your archon. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
* Area 30, Impressiveness 80&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Royal bed]]&lt;br /&gt;
* 1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your archon and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
== Surviving the onslaught ==&lt;br /&gt;
The onslaught of raids will consist of 8 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Royal Ascent raids during the event 8 and the maximum 16. This is completely independent from, and in addition to, your storyteller, who will send their own raids on their normal schedule. Royal Ascent raids have a minimum of 500 Raid points.&lt;br /&gt;
* '''Raider AI is still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't targeted any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
* '''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
* '''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
* Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
** [[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Mind-numb serum]]{{AnomalyIcon}} makes it easy to prevent mental breaks meet the mood requirements, and only 6 are required to keep the stellarch happy for the entire duration.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
* All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
* [[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
** However, [[word of joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, word of joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
== Ending - Joining the royal court ==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, an [[imperial shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 2,000 kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
= The Archonexus =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. &lt;br /&gt;
** The factions owning the three map pieces will always be the [[Outlanders#Civil outlander union|civil outlander union]], the [[Outlanders#Rough outlander union|rough outlander union]], and the [[Tribes#Fierce tribe|fierce tribe]] faction, in that order.&lt;br /&gt;
** If the faction normally owning the map piece is unavailable to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
** The [[Outlanders#Rough pig union|rough pig union]]{{BiotechIcon}} and the [[Tribes#Fierce neanderthal tribe|fierce neanderthal tribe]]{{BiotechIcon}} will never have the map piece, even when their [[baseliner]] counterparts are not enabled.&lt;br /&gt;
&lt;br /&gt;
* Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
** Analysis of [[signal chip]]{{BiotechIcon}}, [[powerfocus chip]]{{BiotechIcon}}, and [[nano structuring chip]]s{{BiotechIcon}} is not undone by the [[research]] reset.&lt;br /&gt;
&lt;br /&gt;
* You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
* Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
* Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
== Gaining wealth/allies ==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The [[Production specialist]] role is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling items for silver will actually reduce wealth.&lt;br /&gt;
&lt;br /&gt;
=== Theoretical wealth transport ===&lt;br /&gt;
With the right combination of [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{Icon Small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{Icon Small|silver}} 40,607, along with a base of {{Icon Small|silver}} 1,750 for humans. Note that [[psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
You can easily ally any faction by using [[transport pod]]s,  [[passenger shuttle]]s,{{OdysseyIcon}} or other forms of fast travel to gift valuable goodies like [[flake]] and [[human resources]]. By the time the wealth threshold is met, the cost to ally a faction should be trivial.&lt;br /&gt;
&lt;br /&gt;
If no faction base is within transport pod trange and the [[Odyssey DLC]] isn't enabled, there are two ways to ally the faction. The first is to use a standard [[caravan]], ideally with a [[horse]] to speed up movement. The second is to destroy [[faction base]]s of factions that are enemies to the desired faction, which will improve goodwill by {{+|20}} per base destroyed.&lt;br /&gt;
&lt;br /&gt;
== Founding a new colony ==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
=== Things to bring ===&lt;br /&gt;
* '''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, severely limit the number selected. &lt;br /&gt;
&lt;br /&gt;
* '''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
* '''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
* '''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
=== Studying the archotech structures ===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
=== List of items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ending - The Archonexus Core ==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
= The Void =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
The void quest is only available if you have '''not''' selected the &amp;quot;Ambient horror&amp;quot; mode of Anomaly in your storyteller settings.&lt;br /&gt;
&lt;br /&gt;
== Briefing ==&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Unlock [[monolith]] level 3. This requires the player to attune to the monolith (level 1), encounter 7 [[Entities#Basic|basic entities]] (level 2), and then 12 [[Entities#Advanced|advanced entities]] (level 3). &lt;br /&gt;
* Interacting with the monolith once level 3 is unlocked gives the choice to awaken it, initiating the monolith endgame.&lt;br /&gt;
* Once awakened, the monolith will cause spawn [[void structure]]s. Two structures initially spawn. Each structure is guarded by [[metalhorror]]s, and after activating each one, a wave of entities will attack. Once those are activated, the monolith will create [[unnatural darkness]], with its usual damage mechanics, and three more structures will spawn after a few days. The fifth and final wave of entities is given a 6 hour delay.&lt;br /&gt;
* After the void monoliths have been activated, the entrance to the [[metal hell]] will open up. The metal hell is safe to enter. Activate the [[void node]] to initiate one of two endings.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
{{Main|Monolith|Entity}}&lt;br /&gt;
&lt;br /&gt;
Your map begins with a [[monolith]] structure which is initially dormant. If you have moved to another map or added the Anomaly DLC after starting the game, a &amp;quot;Strange Signal&amp;quot; quest will appear which optionally spawns a monolith on your map.&lt;br /&gt;
&lt;br /&gt;
A colonist approaching the monolith will cause an ominous letter notification. Having a colonist attune to the monolith begins the Anomaly quest in full. You will gain an [[entity]] codex, and the Anomaly [[research]] tree will unlock. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will be dormant for several days after landing, but then twist and become active ''automatically'' without approaching it.&lt;br /&gt;
&lt;br /&gt;
In order to advance, you must encounter and defeat [[entities]] in the codex. Entities will also reveal new research options, and can be captured and studied. The [[Work|Work tab]] calls this job &amp;quot;Dark Study&amp;quot;. After researching the [[Void provocation]] ritual, you can optionally summon an entity event on your schedule rather than waiting for the storyteller to do it. The ritual prioritizes sending entities you have not encountered.&lt;br /&gt;
&lt;br /&gt;
Encountering '''7 basic entities''' (out of 8) allows the monolith to be attuned, then after encountering '''12 advanced entities''' (out of 17), the monolith becomes attunable again. Attuning this last time will awaken the monolith and begin the Anomaly quest endgame.&lt;br /&gt;
&lt;br /&gt;
== Monolith endgame ==&lt;br /&gt;
After awakening the monolith, the '''monolith endgame''' starts. This is split into two stages, which can be advanced through by activating the [[void structure]]s that spawn.&lt;br /&gt;
&lt;br /&gt;
The number of entities spawned is determined by [[raid points]]. Other [[major threat]]s cannot occur during the Anomaly endgame event. There will not be standard raids, infestation, or other major threats - not even [[quest]]s or the [[ship launch]] can start major threats.&lt;br /&gt;
&lt;br /&gt;
===Stage 1===&lt;br /&gt;
After activating the monolith, the precursor to [[unnatural darkness]] will occur, setting the sun level to 0%, but colonists will not take damage from being in darkness.&lt;br /&gt;
&lt;br /&gt;
Two [[void structure]]s will land on the map and [[metalhorror]]s will appear with them.&lt;br /&gt;
&lt;br /&gt;
A [[fleshbeast attack]] event will occur.&lt;br /&gt;
&lt;br /&gt;
Wandering singular [[noctol]]s and [[gorehulk]]s will appear from the map's edge in very low numbers. If these wandering entities are killed another will wander in from the map's edge. The map will constantly have low numbers of singular wandering entities.&lt;br /&gt;
&lt;br /&gt;
Activating the two [[void structure]]s is required to progress to the next stage. After activating either void structure, an attack of assorted entities will appear from the map's edge. The attacks may consist of [[shambler]]s, [[gorehulk]]s, or [[devourer]]s.&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
After activating the second void structure, there will be a 2 day delay until the beginning of the second stage. A notification of Dimming Sky will be given via a yellow letter. &lt;br /&gt;
&lt;br /&gt;
Singular noctol and gorehulk wanderers will still continuously patrol about the map and new entities will be spawned if any are killed.&lt;br /&gt;
&lt;br /&gt;
After the two day wait, three [[void structure]]s will appear on the map and be accompanied by [[metalhorror]]s. The sky will dim into full [[unnatural darkness]]. Any colonist in a dark area will be damaged.&lt;br /&gt;
&lt;br /&gt;
Activating any of the three void structures will cause entity attacks from the map's edge. These entity attacks can consist of [[shambler]]s, [[gorehulk]]s, [[devourer]]s, [[sightstealer]]s, or [[noctol]]s. &lt;br /&gt;
&lt;br /&gt;
Once all 3 void structures are activated the monolith will begin to twist. After 4 hours, the &amp;quot;twisting&amp;quot; of the monolith will intensify, metalhorrors will appear around the monolith, and the monolith will become a portal to the [[metal hell]]. Activating the monolith one last time will send one colonist to the metal hell and allow the player to end the event by interacting with the [[void node]] inside.&lt;br /&gt;
&lt;br /&gt;
== Preparations and strategy ==&lt;br /&gt;
Before attuning for the third time, you should stockpile food, weapons, drugs, and medicine for a week-long colony siege, at minimum. The entire map will be dark for the duration of the event, so outdoor farming will not be easy. A [[gravship]]{{OdysseyIcon}} should ideally be parked in a different tile so that it does not get damaged or contribute towards [[raid points]] during the event.&lt;br /&gt;
&lt;br /&gt;
[[Metalblood serum]] is effective since [[fire]] is not a factor unless the player uses it. Crowd-control weapons like [[minigun]]s and [[psycast]]s{{RoyaltyIcon}} are good due to the large swarms of enemies; [[EMP]] is also effective against metalhorrors. [[Friendly mechanoids]]{{BiotechIcon}} can help due to their immunity to unnatural darknes&lt;br /&gt;
&lt;br /&gt;
You technically have unlimited time during this event (if you can survive indoors), so retreat back to your base after destroying each structure to fight off enemies, heal, and regroup as needed. Use tools like [[flood light]]s, [[Disruptor flare pack]]s, and the [[solar pinhole]] [[psycast]]{{RoyaltyIcon}} to traverse the darkness easier and weaken any light-sensitive entities.&lt;br /&gt;
&lt;br /&gt;
After you activate the last structure (for a total of 5), the monolith will become a portal to the [[metal hell]] that multiple colonists can enter, but only '''one''' can interact with the Void Node. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
== Entering the Metal Hell ==&lt;br /&gt;
{{Quote|(name) has activated the monolith and been ripped from our spacetime into another place. (name) finds himself/herself in a room of jagged metallic spikes. Every surface is slick with dark fluid and the air vibrates with power. This metal hell is a connecting channel to an inhuman hyperintelligence.}}&lt;br /&gt;
&lt;br /&gt;
After activating the void Monolith, the colonist will be teleported to the '''metal hell''', where the [[void node]] is located. ''Keep in mind that all other colonists are still subject to attacks on the outside map.''&lt;br /&gt;
&lt;br /&gt;
Move the colonist over to the center and interact the void node, you will be prompted with two options to conclude the quest.&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing sphere of crackling psychic energy rises before (name). Its surface swells and twists, warping the space around it. (name) feels it inside his/her mind, deeper than any normal human sense. It defeats logic and sets him/her adrift in the void. He/She stands on the shoreline of an infinite black ocean of power, and it beckons him/her in. (name) shakes himself/herself back to reality. Nearby archotech devices support the sphere along fragile connections. '''(name) could disrupt them''', closing this link between worlds and putting an end to the terrifying phenomena that have plagued your home. Or, '''He/She could step into the sphere and merge with the void'''. It's unknown what lies beyond, or what dark powers could be gained from such an inhuman act.}}&lt;br /&gt;
&lt;br /&gt;
When an option is chosen, these immediately happens:&lt;br /&gt;
* The unnatural darkness on your map lifts.&lt;br /&gt;
* All [[void structure]]s, void metal mass, void metal floors on your map are removed.&lt;br /&gt;
* All living [[entities]] on your map outside containment are instantly killed via the destruction of their brain part.&lt;br /&gt;
** This also instantly kills [[fleshmass nucleus]] and [[nociosphere]], dropping a large amount of materials.&lt;br /&gt;
** Void monolith, [[harbinger tree]], [[death pall]], [[pit gate]], [[fleshmass heart]], [[blood rain]], [[obelisk]]s, inactive [[unnatural corpse]], [[golden cube]] are not affected.&lt;br /&gt;
* The metal hell starts collapsing, leading to the chosen ending in few seconds.&lt;br /&gt;
&lt;br /&gt;
There is no way to leave the metal hell without choosing an ending option.&lt;br /&gt;
&lt;br /&gt;
== Ending - Disrupt the link ==&lt;br /&gt;
{{Quote|The psychic flows destabilize and the archotech machinery begins to scream. The swirling void flickers. (name) feels it spilling beyond its limits and collapsing into itself, all at once. The metallic cavern begins to twist, reshaping like the chamber of a massive heart. Before (name) has a chance to scream, he/she blinks out of existence. '''(name) has rejected the void.''' His/Her story continues...|Endgame text after disrupt the link.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm disrupt the link, you hear the decompression explosion sounds as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All factions that are not permanently hostile gain a one-time bonus of {{+|50}} goodwill.&lt;br /&gt;
* The colonist that disrupted the link gains a {{+|14}} '''Closed the Void''' moodlet for 60 days.&lt;br /&gt;
* All other colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days.&lt;br /&gt;
* The void monolith is named &amp;quot;collapsed monolith&amp;quot; and becomes dormant, random Anomaly events return to the same level as before it was awoken.&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points.&lt;br /&gt;
* Spawn 10 [[shard]]s around the collapsed monolith.&lt;br /&gt;
* Spawn 3 [[monolith fragment]]s around the collapsed monolith.&lt;br /&gt;
** They provide additional sources of advanced Anomaly research points, which is useful since most Anomaly events are disabled. {{Check Tag|Detail needed|Confirm that Psychic Rituals function or do not function after disabling anomaly events.}}&lt;br /&gt;
* All colonists in the metal hell returns to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost.&lt;br /&gt;
{{Quote|(name) has reappeared. He/She is weary from his/her efforts, but otherwise healthy. By closing the channel to the void, (name) has stopped any more unnatural phenomena from entering our world. Hostile entities in the area have all fallen to the ground, lifeless. Tales of his/her heroism are sure to spread far and wide.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Embrace the Void ==&lt;br /&gt;
{{Quote|(name) steps into the void and the black ocean floods into him/her, overwhelming every sense, suffusing every cell in his/her body and every thought in his/her mind. The void node has been refocused away from the world, towards one single person. The void structures scream, torn from their otherworldly foundation, then blink out of existence. '''(name) has embraced the void.''' His/Her story continues...|Endgame text after embrace the void.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm embrace the void, you hear the zapping sounds of the void node as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* Several effects applied to the colonist that embraced the void:&lt;br /&gt;
** Gains the '''[[Void touched]]''' hediff:&lt;br /&gt;
*** {{Good|100 HP/day}} regeneration. Rapidly regrows limbs and organs like a [[ghoul]].&lt;br /&gt;
*** {{Good|×200%}} [[Study Efficiency]]&lt;br /&gt;
*** {{Good|×200%}} [[Psychic Sensitivity]]&lt;br /&gt;
*** Disables the need for [[sleep]]&lt;br /&gt;
*** Disables the need for [[comfort]]&lt;br /&gt;
*** Gains the '''[[Void terror]]''' ability:&lt;br /&gt;
**** Causes one target pawn to flee in terror until they are exhausted.&lt;br /&gt;
**** 5 charges, recovers one charge every 3 hours&lt;br /&gt;
*** Sets eye color to grey and dyes hair color to white&lt;br /&gt;
*** The colonist will randomly mutter and have [[strange chat]]s, like [[creepjoiner]]s with the &amp;quot;[[Disturbing]]&amp;quot; drawback do. This upsets other colonists with a stackable {{--|4}} mood debuff. Other '''[[Inhumanized]]''' colonists are immune to these debuffs.&lt;br /&gt;
** Gains the '''[[Inhumanized]]''' hediff (if colonist didn't already have it):&lt;br /&gt;
*** Pain {{Good|-50%}}&lt;br /&gt;
*** Unable to form social relationships&lt;br /&gt;
*** {{Good|-16.0C}} Minimum comfortable temperature &lt;br /&gt;
*** {{Bad|-12}} [[Animals skill]]&lt;br /&gt;
*** {{Bad|-12}} [[Artistic skill]]&lt;br /&gt;
*** {{Bad|-12}} [[Social skill]]&lt;br /&gt;
*** Disables the need for [[Beauty#Beauty_need_level|beauty]]&lt;br /&gt;
*** Disables the need for [[outdoors]]&lt;br /&gt;
*** Nullifying a large amount of [[thoughts]]&lt;br /&gt;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
*** Can be rehumanized by [[Brainwipe]]&lt;br /&gt;
** Gains '''Death Refusal''' with 4 charges&lt;br /&gt;
*** Even if the pawn already has charges from other sources, such as the [[imbue death refusal]] psychic ritual, the total is still set to 4 charges and any additional charges are simply lost.&lt;br /&gt;
*** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** Set hair color to white; can be undone by a [[styling station]]&lt;br /&gt;
** Gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The void monolith remains active at Level 4; dangerous Anomaly events will continue to occur as your storyteller decides&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points&lt;br /&gt;
* All colonists in the metal hell return to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost&lt;br /&gt;
{{Quote|(name) has reappeared. He/She looks withered by the inhuman thought-patterns of the void. All traces of humanity have left his/her eyes. (name)'s mind and body are now permanently linked to the dark void of inhuman rage. Powered by this new connection, (name) no longer feels tethered to mortal needs like comfort or sleep. He/She has gained the ability to induce terror in others using the power of the void. The monolith is awakened. It hums louder with (name)'s reappearance, a reminder that its connection to the void has been opened and made permanent.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Post-Anomaly ==&lt;br /&gt;
&lt;br /&gt;
The game continues normally after completing the monolith quest, allowing you to optionally pursue another ending.&lt;br /&gt;
&lt;br /&gt;
= The Mechhive =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
*Inspect the [[grav engine]], which will immediately activate &amp;quot;[[Quests#The Gravship|The Gravship]]&amp;quot; quest. You'll get its sub-quests over time, so long as the grav engine is installed.&lt;br /&gt;
* After completing 7 sub-quests, the Mechhive sub-quest will appear. Once the [[Mechhive]] is located, a [[gravship]] with [[signal jammer]] is the only mandatory criterion - though you will need more to be prepared to survive there.&lt;br /&gt;
* Enter the Mechhive, then interact with the [[cerebrex core]]. To access the core, it is required to destroy three [[cerebrex stabilizer]]s. Interacting with the core will initiate one of two endings.&lt;br /&gt;
&lt;br /&gt;
== Entering the Mechhive ==&lt;br /&gt;
The mechhive is a huge map with a large amount of rooms that contain loot crates, dormant [[mechanoid]]s, mechanoid spawners, and turrets. All of the buildings are made of [[fortified wall]]s, making breaching extremely hard but not impossible. Once you arrive at the mechhive, the [[cerebrex core]] is immediately visible, but it is protected by [[cerebrex stabilizer]]s hidden and scattered among the map, which makes the cerebrex core invulnerable.&lt;br /&gt;
&lt;br /&gt;
When each cerebrex stabilizer is destroyed, it calls a mechanoid drop raid that attacks immediately. The 3rd and final mech drop raid is 50% larger than the previous two.&lt;br /&gt;
&lt;br /&gt;
Once all cerebrex stabilizers are destroyed, the &amp;quot;inspect cerebrex core&amp;quot; action becomes available. Doing so requires 15 seconds before prompting a dialogue with two options to conclude the quest (plus &amp;quot;postpone&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Ending - Destroy the core ==&lt;br /&gt;
{{Quote|(name) begins to tear apart the hair-thin cerebral mesh inside the cerebrex core. The mesh twists and groans, as if alive. Electricity arcs among the latticework frame - then in an instant, all goes dark and lifeless. The mechanoid whirring stops. Here, and all across the planet, mechanoids begin to permanently deactivate, no longer under the control of the mechhive. '''The mechanoid threat is over.''' But your story continues...|Endgame text after Destroy the core.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm destroy the core, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All factions that you could ally will receive a one-time bonus {{+|50}} goodwill.&lt;br /&gt;
* The colonist that destroyed the core gains a {{+|14}} '''Destroyed Mechhive''' moodlet for 60 days.&lt;br /&gt;
* All other colonists gain a {{+|8}} '''Destroyed Mechhive''' moodlet for 30 days.&lt;br /&gt;
* [[Mechanoid hive]] is deactivated, and all its mechanoids and buildings stop functioning.&lt;br /&gt;
** Those spawned later, such as by an [[orbital mech cluster targeter]]{{RoyaltyIcon}} or a [[Mechanitor]]s'{{BiotechIcon}} mechanoid going feral, are also deactivated upon spawn.&lt;br /&gt;
** Mechanoid raids and [[mechanoid cluster]]s{{RoyaltyIcon}} no longer occur as [[Events#Major threats|major threats]]; other effects may still triggering them.{{Check Tag|Which?}}&lt;br /&gt;
** [[Mechanitor]]s{{BiotechIcon}} can no longer summon [[mechanoid commander]]s.&lt;br /&gt;
** Friendly mechanoids{{BiotechIcon}} continue to function, and new mechanoids can still be gestated.&lt;br /&gt;
** Because mechanoid commanders can no longer be summoned, new [[signal chip]]s{{BiotechIcon}}, [[powerfocus chip]]s{{BiotechIcon}} and [[nano structuring chip]]s{{BiotechIcon}} cannot be acquired this way. Commanders can still spawn for colonies with high enough raid points - for example during quests - and will still drop their respective items (and are inactive making them easy targets).&lt;br /&gt;
* The cerebrex core becomes a [[destroyed cerebrex core]] and can be destroyed for 8 [[steel slag chunk]]s, 300 [[plasteel]]s, 5 [[advanced component]]s and 1 [[persona core]].&lt;br /&gt;
&lt;br /&gt;
{{Quote|By destroying the cerebrex core, (name) has deactivated mechanoids across the planet. The mechanoid threat is over.|Letter after the credits screen.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Scavenge technology ==&lt;br /&gt;
{{Quote|(name) begins working to free a processing node buried within the core. The latticework frame convulses as if in agony. As (name) pulls the node free, the mesh begins to mend, repairing the damage. The core rebuilds its defences and closes. Turning the node over, (name) recoils as it sparks to life, pulsing in time with the core. '''In his/her hand, (name) holds a weapon of untold power.''' The story continues...|Endgame text after scavenge technology.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm scavenge technology, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, a [[cerebrex node]] drops next to the cerebrex core. The cerebrex core remains invulnerable for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
If playing on [[scenario system#Default Scenarios|The Gravship]] [[scenario]], the mechanoids will permanently stop chasing you every 18-35 days, but enemy mechanoids can still appear in standard raids.&lt;br /&gt;
&lt;br /&gt;
{{Quote|The scavenged node from the cerebrex core lies nearby. It responds strongly to the core, clearly still linked to it. Equip the node to a colonist to make use of it.|Letter after the credits screen.}}&lt;br /&gt;
&lt;br /&gt;
= Colony End =&lt;br /&gt;
{{Quote|Everyone is dead or gone. This story is over. Perhaps someone else will find a use for the ruins of this place.|Popup text when there are no controllable colonists left.}}&lt;br /&gt;
Whenever all your colonists are dead, kidnapped, or have left the planet, your colony is now abandoned.  Does not appear with the archonexus ending or the planetkiller.&lt;br /&gt;
&lt;br /&gt;
When this happens, you have the option to create new wanderers to start the colony again after eight in-game hours have passed, using a menu similar to the game creation menu. After seven new groups have been created, the option will no longer be available. It is still possible to continue by waiting until a [[Events#Wanderer joints|wanderer event]] appears.&lt;br /&gt;
&lt;br /&gt;
= Planetkiller =&lt;br /&gt;
{{Quote|At near-lightspeed, the planetkiller weapon slammed into the ground with the force of a trillion hydrogen bombs. Like a water balloon shot with a rifle, this world liquified under the impact and sprayed its molten guts across the cosmos. Part of [planet name] is now a small asteroid belt. The rest is a molten, radioactive hellscape, constantly rippling with kilometers-high planetquakes. '''You did not survive.'''|Popup text after the planetkiller weapon drops into the planet.}}&lt;br /&gt;
{{See also|Events#Planetkiller{{!}}Planetkiller event}}&lt;br /&gt;
If the Planetkiller is enabled at the scenario, then you will have a certain number of days or years before the planetkiller strikes, shown at the bottom right. Once the timer hits, the entire map will fade to white with the weapon obliterating the rimworld planet, and a message will be shown on your screen to state you didn't survive the impact, only allowing you to return to main menu as it permanently ends your game, regardless whether or not your colonist has escaped.&lt;br /&gt;
&lt;br /&gt;
= Version history =&lt;br /&gt;
* 1.1 - Credits now list the memory of colonists who died.&lt;br /&gt;
* [[Royalty DLC]] Release - Royal ascent ending added.&lt;br /&gt;
* [[Ideology DLC]] Release - Archotech ending added.&lt;br /&gt;
* 1.5 - New wanderers option after a &amp;quot;game over&amp;quot;.&lt;br /&gt;
* [[Anomaly DLC]] Release - Void ending added.&lt;br /&gt;
* [[Odyssey DLC]] Release - Mechhive ending added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artistic_skill&amp;diff=180247</id>
		<title>Artistic skill</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artistic_skill&amp;diff=180247"/>
		<updated>2026-05-13T06:50:41Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Skills#Artistic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Skills#Artistic]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180205</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180205"/>
		<updated>2026-05-12T12:02:03Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Social (skill)}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
= Opinion =&lt;br /&gt;
There are multiple different types of relations possible between pawns. They are based on both the opinions between these pawns and their familial ties. Opinions are affected by social interaction and the actions of the player.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Stub|section=1|reason=Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| +40&lt;br /&gt;
|- &lt;br /&gt;
! Pretty&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|- &lt;br /&gt;
! Ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Social Interactions ==&lt;br /&gt;
Random social interactions occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chitchat&lt;br /&gt;
| 0.66&lt;br /&gt;
| 10&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had deep talk&lt;br /&gt;
| 15&lt;br /&gt;
| 10*&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Slighted&lt;br /&gt;
| -5&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Strange talk** {{AnomalyIcon}} &lt;br /&gt;
| -4&lt;br /&gt;
| 1*&lt;br /&gt;
| Unknown&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
=== Chitchat ===&lt;br /&gt;
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.&lt;br /&gt;
=== Deep talk ===&lt;br /&gt;
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.&lt;br /&gt;
=== Insulted ===&lt;br /&gt;
This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet.&lt;br /&gt;
=== Slighted ===&lt;br /&gt;
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.&lt;br /&gt;
=== Strange chat {{AnomalyIcon}} ===&lt;br /&gt;
This social interaction can occur when interacting with a [[Disturbing]] or [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion against the strange chatter. The affected pawn also suffers {{Thought|desc=An unsettling conversation made me very creeped out. Nobody should think or speak of such things.|value=-4|label=Unsettling conversation|stack=10|duration=1}}. These debuffs do not affect '''[[Inhumanized]]''' colonists.&lt;br /&gt;
&lt;br /&gt;
=== Social fights ===&lt;br /&gt;
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as [[bloodlust]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after at least {{Ticks|420}} have passed, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| -22&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| 38&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&lt;br /&gt;
&lt;br /&gt;
== Family by Blood ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest Opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Intimate Relations ==&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
=== Rival ===&lt;br /&gt;
A rival of another pawn has an opinion of that pawn between -100 and -20.&lt;br /&gt;
=== Acquaintance ===&lt;br /&gt;
An acquaintance has a relation between -20 and 20.&lt;br /&gt;
=== Friend ===&lt;br /&gt;
A friend has a relation with another pawn between 20 and 100.&lt;br /&gt;
&lt;br /&gt;
== Romance ==&lt;br /&gt;
{{Rewrite|section=1|reason=Quick and dirty move from [[Reproduction]] - needs cleanup and page integration}}&lt;br /&gt;
Human pawns can come together and become lovers, affecting their opinion of each other, their mood, their wishes for accomodation and allow the chance for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
=== Romance Controls ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&lt;br /&gt;
For any pawns over 16, the Social tab will have a &amp;quot;Romance...&amp;quot; button that allows the player to try instigating a romantic relationship between that pawn and another of the gender they're attracted to. This can be tried every 12 days, and can be done even when the pawns are already in relationships. You can only attempt to romance a target pawn that has a high-enough opinion of the current pawn and isn't closely related to them. Beyond this, their relationship and relative ages affect the Romance abilities chance of success.&lt;br /&gt;
&lt;br /&gt;
====Limitations ====&lt;br /&gt;
When you've selected the current pawn and attempt to Romance a target pawn, it won't be allowed if: &lt;br /&gt;
* the target pawn has a negative opinion of the current pawn (stating &amp;quot;low opinion&amp;quot;)&lt;br /&gt;
* the likelihood of success is too low (stating &amp;quot;zero chance&amp;quot;))&lt;br /&gt;
* they are closely related (incestuous) &lt;br /&gt;
&lt;br /&gt;
Pawns that are under 16 or have an incompatible sexual attraction will not even be shown on the list.&lt;br /&gt;
&lt;br /&gt;
====Likelihood of success====&lt;br /&gt;
With the current pawn selected, and the social tab open, you can see the chance of a Romance action's success by mousing over the target pawn's row in the social tab. It will tell you the probability of success and how it is calculated. The factors are: &lt;br /&gt;
* The target's opinion of the current pawn&lt;br /&gt;
* The pawns' relative ages (which additionally factors in each pawn's youth)&lt;br /&gt;
* Certain genes and traits for the pawns&lt;br /&gt;
* The target pawn's opinions of the people they already are in relationships with (the chance of success is already 0% even if the pawn's opinion of their partner is only +20)&lt;br /&gt;
&lt;br /&gt;
The current pawn's beauty traits are major factors in the chance of success, beyond their influence on social opinions. An Ugly pawn (Beauty -1.0) has a x30% multiplier on success. A Pretty pawn (Beauty +1.0) has a x230% multiplier on success. Beauty here can be influenced by normal Beauty traits or Beauty-affecting genes. The beauty of the target pawn does not provide a multiplier or affect these chances: there is no boost from a pretty pawn romancing a pretty pawn and no extra penalty for an ugly pawn romancing a pretty pawn.&lt;br /&gt;
&lt;br /&gt;
Other genes can come into play as well. Someone with the Furskin gene has a x20% multiplier on romancing someone without it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Note on relative ages'''&lt;br /&gt;
The relative age factor doesn't just take into account the difference in age between colonists. It also factors in how old each colonist is. This effect is very large for young colonists. A 16 year-old's relative age factor with any colonist, of any age, will steadily increase from 0% to a maximum of about 25% as they age from 16 to 17 biological years. This factor is still affected by the other colonist's age as well: a late 16-year-old has a x4.4% multiplier on a relationship with a 46-year-old but a x4.1% multiplier with a 51-year-old. However, this is drastically outweighed by the youth effect, because that same 16-year-old only has a ~1% multiplier on their romance chance with a younger 16-year-old. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age maximum by pawn age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 22&lt;br /&gt;
|y=0, 50, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a colonist has reached the point where relative age isn't affected by their own youth, relative age is more affected by the difference in colonist ages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age multiplier by age of male partner for a 22-year-old female&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 28, 46, 55, 73&lt;br /&gt;
|y=0, 30, 100, 45, 20, 20&lt;br /&gt;
|xAxisTitle = Age difference (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base opinions ===&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| 35&lt;br /&gt;
| -50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married.&lt;br /&gt;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&lt;br /&gt;
==== Fiancés/Fiancées ====&lt;br /&gt;
After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
==== Spouses ====&lt;br /&gt;
Spouses are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
==== Ex-Lovers ====&lt;br /&gt;
Ex-Lovers are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion of the other person.&lt;br /&gt;
==== Ex-Spouses ====&lt;br /&gt;
Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
&lt;br /&gt;
==== Romantic Social Interactions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
=== Lovin' ===&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&lt;br /&gt;
&lt;br /&gt;
=== Affairs ===&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Misc actions ==&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&lt;br /&gt;
Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20*&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my loved one**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my bonded animal**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gene_extractor&amp;diff=180203</id>
		<title>Gene extractor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gene_extractor&amp;diff=180203"/>
		<updated>2026-05-12T11:50:54Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Gene extractor&lt;br /&gt;
| image = Gene extractor south.png&lt;br /&gt;
| description = An automated surgery machine that can extract a person's genes and create a genepack from them. The extracted genes will be randomly selected from the person's xenogenes and germline genes. You can force someone into the machine, but they won't like it.&amp;lt;br/&amp;gt;Extracting a person's genes while their genes are currently regrowing will kill them. Otherwise, gene extraction causes no lasting harm.&amp;lt;br/&amp;gt;Genes that require archite capsules are too complex to be extracted.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.0&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 350&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = -200&lt;br /&gt;
| glowradius =&lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Xenogenetics&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 200 &lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount =  8&lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Gene extractor''' is used to extract [[genepack]]s from humans.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The extractor consumes 50W of power when idle, and 200W when active. When active, a gene extractor will collect [[genes]] from humans to be stored into a [[genepack]]. Colonists can be ordered to enter the gene extractor either by right-clicking it with a colonist selected, or by using the on-screen gizmo. Prisoners can be loaded into the gene extractor using the on-screen gizmo. Once a prisoner has been selected, a colonist will haul them to the extractor. This job is considered &amp;quot;Hauling&amp;quot; instead of &amp;quot;Wardening&amp;quot;. [[Quest]] lodgers cannot have their genes extracted.&lt;br /&gt;
&lt;br /&gt;
In order for a pawn to enter the extractor, they must have one or more genes aside from their melanin (natural skin color) and hair color genes, meaning that baseline humans are exempt. The extractor can still extract an occupant's hair color or non-natural skin gene, if present.&lt;br /&gt;
&lt;br /&gt;
It takes 12 hours for gene extraction to complete. The occupant is not suspended during extraction, and will still have their needs decay. This means that a pawn may be starving or exhausted by the time they leave. Once extraction is complete, the occupant will be ejected, and a new genepack with 1 to 4 collected xenogenes will be dropped nearby. If it is not powered for 24 hours cumulative during the extraction, then extraction will be canceled.&lt;br /&gt;
&lt;br /&gt;
Once extracted, the occupant will suffer from multiple conditions:&lt;br /&gt;
* ''Gene Shock'' for 2 days ({{++|5%}} [[pain]], {{--|5%}} [[Consciousness]], {{--|15%}} [[blood filtration]])&lt;br /&gt;
*''Genes Regrowing'' for 12 to 20 days. It does not have any direct effects, but will cause xenogerm removal and instant [[death]] if the pawn has their genes extracted before it wears off. The xenogerm removal means a xenotype with the [[Deathless]] gene will still be killed upon finishing extraction. &lt;br /&gt;
Prisoners and slaves who have their genes extracted will have a {{--|8}} ''Genes Extracted'' [[mood]]let, for being an unwilling extraction. Colonist moods are not affected by anyone's genes being harvested, including their own.&lt;br /&gt;
&lt;br /&gt;
=== Gene selection ===&lt;br /&gt;
Attempted number of genes to extract is weighted as such:&lt;br /&gt;
* 1 gene    -&amp;gt; 0.7 weight&lt;br /&gt;
* 2 genes -&amp;gt; 0.2 weight&lt;br /&gt;
* 3 genes -&amp;gt; 0.08 weight&lt;br /&gt;
* 4 genes -&amp;gt; 0.02 weight&lt;br /&gt;
&lt;br /&gt;
After a number of genes to extract is selected, the following rules must be adhered to for selecting genes:&lt;br /&gt;
* Sum of all genes' metabolism score is required to be within -5 to 5 range.&lt;br /&gt;
* Archite genes '''cannot''' be extracted.&lt;br /&gt;
* Melanin skin color genes '''cannot''' be extracted.&lt;br /&gt;
* No duplicates.&lt;br /&gt;
&lt;br /&gt;
If a gene has &amp;gt; 0 complexity, it has a selection weight of 3, otherwise its weight is 1.&lt;br /&gt;
&lt;br /&gt;
=== Xenotype Extraction Table ===&lt;br /&gt;
The following table serves as a reference for which [[xenotype]]s have which specific genes. Bear in mind that many genes are not used by any xenotype, and must be acquired through [[trade]] or [[quest]]s. Archite genes cannot be extracted, despite appearing in the table.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Xenotype genes table}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{For|general guide to the gene system|Genetics}}&lt;br /&gt;
It does not take many resources to start gene editing. A gene extractor, [[gene bank|bank]], and [[gene assembler|assembler]] only costs {{Icon Small|steel||{{#expr: {{Q|gene bank|Resource 1 Amount}} + {{Q|gene extractor|Resource 1 Amount}} + {{Q|gene assembler|Resource 1 Amount}} }} }} [[steel]] and {{Icon Small|component||{{#expr: {{Q|gene bank|Resource 2 Amount}} + {{Q|gene extractor|Resource 2 Amount}} + {{Q|gene assembler|Resource 2 Amount}} }} }} [[component]]s. You don't need to build the assembler right away, lowering the cost to {{Icon Small|steel||{{#expr: {{Q|gene bank|Resource 1 Amount}} + {{Q|gene extractor|Resource 1 Amount}} }} }} [[steel]] and {{icon Small|component||{{#expr: {{Q|gene bank|Resource 2 Amount}} + {{Q|gene extractor|Resource 2 Amount}} }} }} [[component]]s. This is often affordable for colonies that have the time to research Xenogenetics. You may want to build more gene banks as your gene collection grows, but you can toss out or sell unwanted genepacks in the meantime.&lt;br /&gt;
&lt;br /&gt;
Rather, the main cost of the extractor is ''time''. Each extraction takes 12 hours and has a cooldown of 12-20 days per person. And you'll get an entirely random set of genes; there's no protection against duplicate gene packs, for instance. Players that desire to use xenogenetics should plan ahead. Both colonists and [[prisoner]]s can have their genes extracted. If you want a specific xenotype's gene, then try and capture as many prisoners of that xenotype as possible, even if you don't want to recruit them. Don't shy away from extracting colonist genes, either - the extraction process is a very minor penalty, unless a colonist is currently suffering through a [[disease]]. But note that if a pawn's blood filtration is already 15% or lower, extracting gene from them will cause their filtration to drop to 0% and cause them to die.&lt;br /&gt;
&lt;br /&gt;
In return, even simple [[xenogerm]]s can provide major benefit. For example, [[neanderthals]] have [[Robust]] gene, reducing ''all'' damage by ×75%. With a Great &amp;lt;skill&amp;gt; gene, it becomes very easy to reach (and maintain) a level 20 skill. Virtually every [[xenotype]] has at least one gene worth extracting and using. Don't be afraid with installing &amp;quot;incomplete&amp;quot; xenogerms; each xenogerm completely overwrites the last, and only costs 4 [[herbal medicine]] to implant.&lt;br /&gt;
&lt;br /&gt;
Since the effect of gene extracting is applied at the end of the 12-hour process, it's safe to extract genes from pawns that still have 11 hours before their genes finish regrowing.&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]] -&lt;br /&gt;
** &amp;quot;Genes regrowing&amp;quot; hediff from gene extraction lasts 12-20 days. (Down from 25)&lt;br /&gt;
** Gene extractor takes 12 hours to extract genes. (Down from 24)&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Gene extractor can no longer extract melanin (skin or hair) genes.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] -&lt;br /&gt;
** Pawns can no longer use the gene extractor if they only have a melanin gene.&lt;br /&gt;
** Fix: Empty genepacks can be extracted&lt;br /&gt;
* [[Version/1.4.3548|1.4.3548]] - Fix: Pawns in gene extractors are suspended.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - &lt;br /&gt;
** Gene shock effects reduced{{Check Tag|From what?|What were the effects of gene shock previously}}, and lasts for 2 days (down from 4). &lt;br /&gt;
** Gene extractors will cancel extraction and eject the victim if they are without power for a cumulative 24 hours.&lt;br /&gt;
** Fix: If a pawn is designated to enter a gene extractor but dies before they get there, the order is not canceled.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] -&lt;br /&gt;
** Fix: Error trying to breastfeed a baby inside a gene extractor.&lt;br /&gt;
** Fix: Gene extraction can be exploited via save/load.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180202</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180202"/>
		<updated>2026-05-12T11:41:16Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Social (skill)}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
= Opinion =&lt;br /&gt;
There are multiple different types of relations possible between pawns. They are based on both the opinions between these pawns and their familial ties. Opinions are affected by social interaction and the actions of the player.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Stub|section=1|reason=Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| +40&lt;br /&gt;
|- &lt;br /&gt;
! Pretty&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|- &lt;br /&gt;
! Ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Social Interactions ==&lt;br /&gt;
Random social interactions occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chitchat&lt;br /&gt;
| 0.66&lt;br /&gt;
| 10&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had deep talk&lt;br /&gt;
| 15&lt;br /&gt;
| 10*&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Slighted&lt;br /&gt;
| -5&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Strange talk** {{AnomalyIcon}} &lt;br /&gt;
| -4&lt;br /&gt;
| 1*&lt;br /&gt;
| Unknown&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
=== Chitchat ===&lt;br /&gt;
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.&lt;br /&gt;
=== Deep talk ===&lt;br /&gt;
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.&lt;br /&gt;
=== Insulted ===&lt;br /&gt;
This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet.&lt;br /&gt;
=== Slighted ===&lt;br /&gt;
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.&lt;br /&gt;
=== Strange chat {{AnomalyIcon}} ===&lt;br /&gt;
This social interaction can occur when interacting with a [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion of the Void touched pawn. The affected pawn also suffers a -4 moodlet. Debuffs do not affect '''[[Inhumanized]]''' colonists.&lt;br /&gt;
&lt;br /&gt;
=== Social fights ===&lt;br /&gt;
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as [[bloodlust]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after at least {{Ticks|420}} have passed, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| -22&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| 38&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&lt;br /&gt;
&lt;br /&gt;
== Family by Blood ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest Opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Intimate Relations ==&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
=== Rival ===&lt;br /&gt;
A rival of another pawn has an opinion of that pawn between -100 and -20.&lt;br /&gt;
=== Acquaintance ===&lt;br /&gt;
An acquaintance has a relation between -20 and 20.&lt;br /&gt;
=== Friend ===&lt;br /&gt;
A friend has a relation with another pawn between 20 and 100.&lt;br /&gt;
&lt;br /&gt;
== Romance ==&lt;br /&gt;
{{Rewrite|section=1|reason=Quick and dirty move from [[Reproduction]] - needs cleanup and page integration}}&lt;br /&gt;
Human pawns can come together and become lovers, affecting their opinion of each other, their mood, their wishes for accomodation and allow the chance for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
=== Romance Controls ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&lt;br /&gt;
For any pawns over 16, the Social tab will have a &amp;quot;Romance...&amp;quot; button that allows the player to try instigating a romantic relationship between that pawn and another of the gender they're attracted to. This can be tried every 12 days, and can be done even when the pawns are already in relationships. You can only attempt to romance a target pawn that has a high-enough opinion of the current pawn and isn't closely related to them. Beyond this, their relationship and relative ages affect the Romance abilities chance of success.&lt;br /&gt;
&lt;br /&gt;
====Limitations ====&lt;br /&gt;
When you've selected the current pawn and attempt to Romance a target pawn, it won't be allowed if: &lt;br /&gt;
* the target pawn has a negative opinion of the current pawn (stating &amp;quot;low opinion&amp;quot;)&lt;br /&gt;
* the likelihood of success is too low (stating &amp;quot;zero chance&amp;quot;))&lt;br /&gt;
* they are closely related (incestuous) &lt;br /&gt;
&lt;br /&gt;
Pawns that are under 16 or have an incompatible sexual attraction will not even be shown on the list.&lt;br /&gt;
&lt;br /&gt;
====Likelihood of success====&lt;br /&gt;
With the current pawn selected, and the social tab open, you can see the chance of a Romance action's success by mousing over the target pawn's row in the social tab. It will tell you the probability of success and how it is calculated. The factors are: &lt;br /&gt;
* The target's opinion of the current pawn&lt;br /&gt;
* The pawns' relative ages (which additionally factors in each pawn's youth)&lt;br /&gt;
* Certain genes and traits for the pawns&lt;br /&gt;
* The target pawn's opinions of the people they already are in relationships with (the chance of success is already 0% even if the pawn's opinion of their partner is only +20)&lt;br /&gt;
&lt;br /&gt;
The current pawn's beauty traits are major factors in the chance of success, beyond their influence on social opinions. An Ugly pawn (Beauty -1.0) has a x30% multiplier on success. A Pretty pawn (Beauty +1.0) has a x230% multiplier on success. Beauty here can be influenced by normal Beauty traits or Beauty-affecting genes. The beauty of the target pawn does not provide a multiplier or affect these chances: there is no boost from a pretty pawn romancing a pretty pawn and no extra penalty for an ugly pawn romancing a pretty pawn.&lt;br /&gt;
&lt;br /&gt;
Other genes can come into play as well. Someone with the Furskin gene has a x20% multiplier on romancing someone without it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Note on relative ages'''&lt;br /&gt;
The relative age factor doesn't just take into account the difference in age between colonists. It also factors in how old each colonist is. This effect is very large for young colonists. A 16 year-old's relative age factor with any colonist, of any age, will steadily increase from 0% to a maximum of about 25% as they age from 16 to 17 biological years. This factor is still affected by the other colonist's age as well: a late 16-year-old has a x4.4% multiplier on a relationship with a 46-year-old but a x4.1% multiplier with a 51-year-old. However, this is drastically outweighed by the youth effect, because that same 16-year-old only has a ~1% multiplier on their romance chance with a younger 16-year-old. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age maximum by pawn age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 22&lt;br /&gt;
|y=0, 50, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a colonist has reached the point where relative age isn't affected by their own youth, relative age is more affected by the difference in colonist ages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age multiplier by age of male partner for a 22-year-old female&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 28, 46, 55, 73&lt;br /&gt;
|y=0, 30, 100, 45, 20, 20&lt;br /&gt;
|xAxisTitle = Age difference (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base opinions ===&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| 35&lt;br /&gt;
| -50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married.&lt;br /&gt;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&lt;br /&gt;
==== Fiancés/Fiancées ====&lt;br /&gt;
After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
==== Spouses ====&lt;br /&gt;
Spouses are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
==== Ex-Lovers ====&lt;br /&gt;
Ex-Lovers are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion of the other person.&lt;br /&gt;
==== Ex-Spouses ====&lt;br /&gt;
Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
&lt;br /&gt;
==== Romantic Social Interactions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
=== Lovin' ===&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&lt;br /&gt;
&lt;br /&gt;
=== Affairs ===&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Misc actions ==&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&lt;br /&gt;
Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20*&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my loved one**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my bonded animal**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=180201</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=180201"/>
		<updated>2026-05-12T11:40:36Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Testing said the opposite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Social (skill)}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
= Opinion =&lt;br /&gt;
There are multiple different types of relations possible between pawns. They are based on both the opinions between these pawns and their familial ties. Opinions are affected by social interaction and the actions of the player.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Stub|section=1|reason=Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| +40&lt;br /&gt;
|- &lt;br /&gt;
! Pretty&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|- &lt;br /&gt;
! Ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Social Interactions ==&lt;br /&gt;
Random social interactions occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chitchat&lt;br /&gt;
| 0.66&lt;br /&gt;
| 10&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had deep talk&lt;br /&gt;
| 15&lt;br /&gt;
| 10*&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Slighted&lt;br /&gt;
| -5&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Strange talk** {{AnomalyIcon}} &lt;br /&gt;
| -4&lt;br /&gt;
| 1*&lt;br /&gt;
| Unknown&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
=== Chitchat ===&lt;br /&gt;
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.&lt;br /&gt;
=== Deep talk ===&lt;br /&gt;
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.&lt;br /&gt;
=== Insulted ===&lt;br /&gt;
This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet.&lt;br /&gt;
=== Slighted ===&lt;br /&gt;
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.&lt;br /&gt;
=== Strange chat {{AnomalyIcon}} ===&lt;br /&gt;
This social interaction can occur when interacting with a [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion of the Void touched pawn. The affected pawn also suffers a -4 moodlet. Debuffs do not affect '''Inhumanized''' colonists.&lt;br /&gt;
&lt;br /&gt;
=== Social fights ===&lt;br /&gt;
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as [[bloodlust]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after at least {{Ticks|420}} have passed, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| -22&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| 38&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&lt;br /&gt;
&lt;br /&gt;
== Family by Blood ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest Opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Intimate Relations ==&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
=== Rival ===&lt;br /&gt;
A rival of another pawn has an opinion of that pawn between -100 and -20.&lt;br /&gt;
=== Acquaintance ===&lt;br /&gt;
An acquaintance has a relation between -20 and 20.&lt;br /&gt;
=== Friend ===&lt;br /&gt;
A friend has a relation with another pawn between 20 and 100.&lt;br /&gt;
&lt;br /&gt;
== Romance ==&lt;br /&gt;
{{Rewrite|section=1|reason=Quick and dirty move from [[Reproduction]] - needs cleanup and page integration}}&lt;br /&gt;
Human pawns can come together and become lovers, affecting their opinion of each other, their mood, their wishes for accomodation and allow the chance for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
=== Romance Controls ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&lt;br /&gt;
For any pawns over 16, the Social tab will have a &amp;quot;Romance...&amp;quot; button that allows the player to try instigating a romantic relationship between that pawn and another of the gender they're attracted to. This can be tried every 12 days, and can be done even when the pawns are already in relationships. You can only attempt to romance a target pawn that has a high-enough opinion of the current pawn and isn't closely related to them. Beyond this, their relationship and relative ages affect the Romance abilities chance of success.&lt;br /&gt;
&lt;br /&gt;
====Limitations ====&lt;br /&gt;
When you've selected the current pawn and attempt to Romance a target pawn, it won't be allowed if: &lt;br /&gt;
* the target pawn has a negative opinion of the current pawn (stating &amp;quot;low opinion&amp;quot;)&lt;br /&gt;
* the likelihood of success is too low (stating &amp;quot;zero chance&amp;quot;))&lt;br /&gt;
* they are closely related (incestuous) &lt;br /&gt;
&lt;br /&gt;
Pawns that are under 16 or have an incompatible sexual attraction will not even be shown on the list.&lt;br /&gt;
&lt;br /&gt;
====Likelihood of success====&lt;br /&gt;
With the current pawn selected, and the social tab open, you can see the chance of a Romance action's success by mousing over the target pawn's row in the social tab. It will tell you the probability of success and how it is calculated. The factors are: &lt;br /&gt;
* The target's opinion of the current pawn&lt;br /&gt;
* The pawns' relative ages (which additionally factors in each pawn's youth)&lt;br /&gt;
* Certain genes and traits for the pawns&lt;br /&gt;
* The target pawn's opinions of the people they already are in relationships with (the chance of success is already 0% even if the pawn's opinion of their partner is only +20)&lt;br /&gt;
&lt;br /&gt;
The current pawn's beauty traits are major factors in the chance of success, beyond their influence on social opinions. An Ugly pawn (Beauty -1.0) has a x30% multiplier on success. A Pretty pawn (Beauty +1.0) has a x230% multiplier on success. Beauty here can be influenced by normal Beauty traits or Beauty-affecting genes. The beauty of the target pawn does not provide a multiplier or affect these chances: there is no boost from a pretty pawn romancing a pretty pawn and no extra penalty for an ugly pawn romancing a pretty pawn.&lt;br /&gt;
&lt;br /&gt;
Other genes can come into play as well. Someone with the Furskin gene has a x20% multiplier on romancing someone without it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Note on relative ages'''&lt;br /&gt;
The relative age factor doesn't just take into account the difference in age between colonists. It also factors in how old each colonist is. This effect is very large for young colonists. A 16 year-old's relative age factor with any colonist, of any age, will steadily increase from 0% to a maximum of about 25% as they age from 16 to 17 biological years. This factor is still affected by the other colonist's age as well: a late 16-year-old has a x4.4% multiplier on a relationship with a 46-year-old but a x4.1% multiplier with a 51-year-old. However, this is drastically outweighed by the youth effect, because that same 16-year-old only has a ~1% multiplier on their romance chance with a younger 16-year-old. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age maximum by pawn age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 22&lt;br /&gt;
|y=0, 50, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a colonist has reached the point where relative age isn't affected by their own youth, relative age is more affected by the difference in colonist ages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age multiplier by age of male partner for a 22-year-old female&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 28, 46, 55, 73&lt;br /&gt;
|y=0, 30, 100, 45, 20, 20&lt;br /&gt;
|xAxisTitle = Age difference (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base opinions ===&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| 35&lt;br /&gt;
| -50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married.&lt;br /&gt;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&lt;br /&gt;
==== Fiancés/Fiancées ====&lt;br /&gt;
After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
==== Spouses ====&lt;br /&gt;
Spouses are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
==== Ex-Lovers ====&lt;br /&gt;
Ex-Lovers are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion of the other person.&lt;br /&gt;
==== Ex-Spouses ====&lt;br /&gt;
Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
&lt;br /&gt;
==== Romantic Social Interactions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
=== Lovin' ===&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8), also note [[love enhancer]]. Use {{t|Thought}}. need stacking info}}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&lt;br /&gt;
&lt;br /&gt;
=== Affairs ===&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Misc actions ==&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&lt;br /&gt;
Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20*&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my loved one**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my bonded animal**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180200</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180200"/>
		<updated>2026-05-12T11:25:18Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: False information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailments. Add ailment in-game descriptions to each, and format them such that they're obviously quotes}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer mech serum#Summary|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Death refusal]]{{AnomalyIcon}}: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Chronophagy]]{{AnomalyIcon}}: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
* [[Unnatural healing]]{{AnomalyIcon}}: a Creepjoiner with unnatural healing replicates the effect of a healer mech serum and so can be similarly used to cure Alzheimers at the minor risk of replacing an arm with a flesh tentacle for the cured pawn&lt;br /&gt;
* [[Scarless]]{{BiotechIcon}}: Similarly to Luciferium, the Scarless gene can heal permanent injuries and ailments including Alzheimer's. It is rare to see outside of [[sanguophage]]s but has no downsides other than for colonists with [[traits|body purist]].&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s,{{RoyaltyIcon}} can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with a [[healer mech serum]], [[luciferium]], [[unnatural healing]]{{AnomalyIcon}} or the [[chronophagy]] psychic ritual.{{AnomalyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at level 4&lt;br /&gt;
**15% at level 12&lt;br /&gt;
**25% at level 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} implantation of the [[scarless]] gene,{{BiotechIcon}} or with the use of [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 100 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 60 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 30 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s.&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval, '''SG60''' for short, is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess.&lt;br /&gt;
## Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;'''SG60''' = max(0.000375, 0.0000645 × effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve !! X !! Y&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7| {{Graph:Chart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 100|| 60&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:middle&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Excess&amp;lt;br/&amp;gt;Temperature (°C)&amp;lt;ref&amp;gt;Ambient Temperature - Maximum Comfortable Temperature (°C)&amp;lt;/ref&amp;gt;&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || {{0}}93023 || 1.6 days &lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || {{0}}62016 || 24.8 hours&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003225 || {{0}}18605 || 7.4 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005160 || {{0}}11628 || 4.7 hours&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 0.015480 || {{0|00}}3876 || 1.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.063855 || {{0|000}}939 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027 × heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature. Severity decreases at a constant rate of 1.5% when at 55.6% or above, slowing down until reaching its slowest (0.15%) at 5.6% and below. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike [[#Heatstroke|hyperthermia]], hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:center&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Temperature&amp;lt;br/&amp;gt;Delta&amp;lt;ref&amp;gt;&amp;lt;small&amp;gt;Minimum Comfortable Temperature - Ambient Temperature&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;(°C)&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game hours&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25  || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50  || 0.002580 || 23256 || {{0}}9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || {{0}}4.1&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 0.012255 || {{0}}4896 || {{0}}2.0 &amp;lt;!-- 1.96--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || {{0}}3208 || {{0}}1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027 × hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}} &lt;br /&gt;
* [[Manipulation]] {{Bad|-50%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to the vacuum percentage of the pawn's current tile, and to the difference between 1 and a pawn's [[vacuum resistance]] stat. Vacuum will be 100% outside pressurized rooms; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the difference between 1 and the pawn's vacuum resistance.&lt;br /&gt;
Expressed as a formula, the increase of severity every {{ticks|60}} is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at&amp;lt;br/&amp;gt;severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || ≥15% ||&lt;br /&gt;
* {{Bad|-{{0}}5%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}5%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (mild)''' || ≥30% ||&lt;br /&gt;
* {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}8%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (moderate)''' || ≥50% ||&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || ≥85% ||&lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || 100% ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| class = &amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin: auto;&amp;quot; width=100%&lt;br /&gt;
  |-&lt;br /&gt;
  !Graph&lt;br /&gt;
  |-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
  |width=940&lt;br /&gt;
  |height=600&lt;br /&gt;
  |type=line&lt;br /&gt;
  |legend=Legend&lt;br /&gt;
  |y1Title=No vacuum resistance [50s]&lt;br /&gt;
  |y2Title=Vacsuit chest only (32%) [73s]&lt;br /&gt;
  |y3Title= Vacuum resistant (45%) [90.9s]&lt;br /&gt;
  |y4Title=Vacsuit helmet only (69%) [161s]&lt;br /&gt;
  |y5Title= Vacskin Gland (85%) [5 min 33s]&lt;br /&gt;
  |y6Title=Full Recon armour (95%) [16min 40s]&lt;br /&gt;
  |y7Title=Full Marine armour (97%) [27min 46s]&lt;br /&gt;
  |y8Title=Full Cataphract armour (98%) [41.7min]&lt;br /&gt;
  |y9Title= Vacsuit helmet and any power armor (99%) [83.3min]&lt;br /&gt;
&lt;br /&gt;
  |x = 0,50,73.5,90.0,161.3,333.3,1000,1666.7,2500,5000&lt;br /&gt;
  |y1=0,100&lt;br /&gt;
  |y2=0,68.03,100&lt;br /&gt;
  |y3=0,55.56,81.67,100&lt;br /&gt;
  |y4=0,30.99,45.56,55.79,100&lt;br /&gt;
  |y5=0,15,22.05,27,48.4,100&lt;br /&gt;
  |y6=0,5,7.35,9,16.13,33.33,100&lt;br /&gt;
  |y7=0,3,4.41,5.40,9.68,20,60,100&lt;br /&gt;
  |y8=0,2,2.94,3.6,6.45,13.33,40,66.67,100&lt;br /&gt;
  |y9=0,1,1.47,1.8,3.23,6.67,20,33.33,50,100&lt;br /&gt;
  |xAxisTitle = Time (s)&lt;br /&gt;
  |yAxisTitle = Vacuum exposure (%)&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
Sterilizing a pregnant animal will not terminate the pregnancy.&lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative [[liver]] disease caused by excessive [[alcohol]] consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the [[Organ harvesting|transplantation]] of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or [[glitterworld medicine]] to do so.&lt;br /&gt;
* Other than transplantation, only [[healer mech serum]] and [[unnatural healing]]{{AnomalyIcon}} can cure cirrhosis.&lt;br /&gt;
&lt;br /&gt;
Alcohol [[tolerance]] above '''45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average cirrhosis interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 60 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 45 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]] or via [[unnatural healing]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potentially still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Main|Bliss lobotomy}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 30 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is primarily determined by the cook's [[food poison chance]] stat, with the [[Cleanliness|cleanliness of the room]] where it was prepared also being a potential factor. &lt;br /&gt;
&lt;br /&gt;
[[Corpse]]s have a flat chance of 5% to give food poisoning. Other raw food has a flat chance in between 1% and 4% depending on the type of food — most raw food having a 2% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&lt;br /&gt;
If food poisoning is applied when cooking a recipe that produces multiple items (such as 4×{{Icon Small|simple meal}} or 16×{{Icon Small|pemmican}}), every item cooked in that batch becomes poisoned.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{Graph:Chart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only be minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning. Installing a [[sterilizing stomach|sterilizing]],{{RoyaltyIcon}} [[nuclear stomach]],{{RoyaltyIcon}} or [[fleshmass stomach]],{{AnomalyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} render pawns immune to contracting food poisoning. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&lt;br /&gt;
&lt;br /&gt;
The notification for a colonist being poisoned will explain the cause of the poisoning. This can be very helpful if an unattended kitchen was allowed to cross into the very dirty -2 cleanliness danger zone, as a nearby cleaner can simply be ordered to clean the kitchen and avoid more unnecessary poisoning.&lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before. [[Unnatural healing]]{{AnomalyIcon}} is the vastly more economical option, though it carries opportunity cost of the 6 day cooldown.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, which interrupts and resets the process of eating, combined with the reduction in eating speed, patients with food poisoning may be at risk of developing [[malnutrition]]. With the already impaired consciousness and moving capacity from the poisoning, stacking malnutrition on top of that could lead to a [[downed]] state, so it may be worth supervising poisoned pawns in case they need rescue. A diet of small unit foods such as [[pemmican]] will not mitigate this issue, as there is no concept of incremental eating - a pawn takes the same time to consume one pemmican as it takes to consume 18 pemmican, and if interrupted part way through, all the pemmican pieces remain uneaten.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
Primarily occurs with exposure to [[toxic fallout]], [[pollution]],{{BiotechIcon}} [[tox gas]],{{BiotechIcon}} and tox rain.{{OdysseyIcon}} Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]],{{RoyaltyIcon}} or [[venom fangs]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout and tox rain, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to toxic fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.{{Check Tag|Rate from tox rain?}}&lt;br /&gt;
&lt;br /&gt;
There are two stats that reduce toxic build up stats:&lt;br /&gt;
* All sources of toxic buildup are affected by the [[Toxic Resistance]] [[stat]]. [[Human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Some ways of increasing this stat are the [[detoxifier kidney]]{{BiotechIcon}} and [[tox resistance]] [[gene]].{{BiotechIcon}}&lt;br /&gt;
* [[Toxic Environment Resistance]] protects against all sources of buildup except for direct attacks like cobra bites. Some ways of increasing this stat are the [[face mask]], [[gas mask]],{{BiotechIcon}} and [[detoxifier lung]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Both stats reduce the amount of buildup received by the % of the stat, so 50% Toxic Resistance = 50% less build up. Toxic Resistance and Toxic Environment Resistance will multiplicatively stack with each other, so if a human has 50% in both stats, the effective rate of buildup from environmental sources is 25%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Pilot assistant]] {{OdysseyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC|Royalty]] and [[Odyssey DLC|Odyssey]] DLCs, it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[neural heat limit]]s when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Subcore softscanner}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]],{{RoyaltyIcon}} or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. Vomiting lasts a random duration from {{Ticks|300}} to {{Ticks|900}}, and every 150 interval ticks it reduces the pawn's food bar by 0.04 and generates 1 stack of [[vomit]] filth on the tile they're facing. Note that this interval tick occurs independently from the beginning of the vomiting duration, and as such the number of times it occurs may not be the simple division of the chose duration divided by 150. As such, between one fewer and one more interval may occur than the the division would indicate. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected early by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonist's brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. However, consistently destroying the brain can be difficult. There are 5 main ways to achieve it:&lt;br /&gt;
* With the [[Biotech DLC]], ordering a colonist into a loaded [[Subcore ripscanner]] will always cause total brain destruction.&lt;br /&gt;
* With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will destroy its head reliably and safely.&lt;br /&gt;
* Fatal [[Luciferium]] withdrawal kills via brain death.&lt;br /&gt;
* Allow colonists or animals to eat sections of the corpse, risking consuming the entire body before the head is removed.&lt;br /&gt;
&lt;br /&gt;
Furthermore, no matter how successful the head removal, the costs and downsides of the either the serum or refusal remain. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|ghoul infusion]] will not cure crumbling mind and it will hinder ghoul's combat abilities. [[Chronophagy]] healing is also useless against crumbling mind.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x75%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable of work types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Duplicate sickness ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Duplicate sickness is one of the potential outcomes from the duplication of a pawn by a [[corrupted obelisk]]. It affects both the original pawn and the duplicate{{Check Tag|Wb other duplicates?|Test both a previous duplicate (i.e. use obelisk gizmo, wait cooldown use again) and mass cloning (i.e. when 30 pawns spawn when it reaches max activity}} and is initially hidden. Severity increases by 10% per day that both pawns are alive. A pawn in [[cryptosleep]] will not gain severity, but being in cryptosleep will ''not'' prevent the other copy of the pawn from gaining severity. This gradually reduces the consciousness of both pawns and makes them more likely to have [[mental breaks]], before eventually rendering both comatose. &lt;br /&gt;
&lt;br /&gt;
It cannot be treated,{{Check Tag|Verify}} but can be cured by one of three methods: [[healer mech serum]], the [[unnatural healing]] ability, or the death of one of the two pawns. &lt;br /&gt;
&lt;br /&gt;
If one of the two connected pawns is killed, the other's duplication sickness severity immediately starts regressing at the rate of 50% per day, while the killed pawn's duplication sickness is instantly cured. The killed pawn can then be immediately resurrected with a [[resurrector mech serum]] or [[death refusal]] without stopping the regression of the other pawn's sickness. Similarly, if one of the linked pawns is turned into a [[ghoul]], killed, and revived with a [[ghoul resurrection serum]], the same mechanics apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || Initial ||&lt;br /&gt;
* No symptoms, condition not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || ≥20% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|5%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (moderate)''' || ≥50% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|10%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (extreme)''' || ≥80% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|15%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|14%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (debilitating)''' || ≥95% severity ||&lt;br /&gt;
* [[Consciousness]] Max: {{Bad|10%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. It can be cured by [[healer mech serum]] or [[unnatural healing]],{{AnomalyIcon}} alternatively resurrection can be attempted again via another [[resurrector mech serum]] or [[death refusal]].{{AnomalyIcon}} It is otherwise uncurable. A [[cryosleep casket]] can sustain the pawn in order to wait for a cure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be 2 or more colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity.  Each interval the heart attack severity will randomly change by a value between {{---|40%}} to {{++|60%}}. This means that it is possible for a heart attack to recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by {{---|30%}}. Successfully reducing severity below 0% will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=180159</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=180159"/>
		<updated>2026-05-08T06:34:35Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;[[inhumanized]]&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
&amp;lt;!--| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}} This doesn't exist--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exotic ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|no category}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|no category|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.&lt;br /&gt;
&lt;br /&gt;
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravcore_power_cell&amp;diff=180158</id>
		<title>Gravcore power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravcore_power_cell&amp;diff=180158"/>
		<updated>2026-05-08T06:31:21Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Gravcore power cell&lt;br /&gt;
| image = GravcorePowerCell.png&lt;br /&gt;
| description = A power generator that passively draws a small amount of energy from gravitational waves passing through the gravship.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| power = 1200&lt;br /&gt;
| flammability = 0.30&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 x 1&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| placeable = true&lt;br /&gt;
| terrain affordance = Substructure&lt;br /&gt;
| minifiable = true&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Advanced gravtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 67&lt;br /&gt;
| resource 1 = Gravcore&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Gravlite panel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 60&lt;br /&gt;
| deconstructyieldfraction = 1&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 = 1.6.4633&lt;br /&gt;
}} &lt;br /&gt;
'''Gravcore power cells''' are buildable [[ultratech]] [[power]] generators added by the [[Odyssey DLC]], and used by [[gravship]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Gravcore powercells can only be placed on tiles containing [[gravship substructure]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gravcore power cells generate {{P|Power Consumption}}W of [[power]] constantly, with no resource cost or negative effects. They will not [[breakdown]] with time. They do not need to be connected to a [[grav engine]] or be within its radius to function.&lt;br /&gt;
&lt;br /&gt;
Like [[vanometric power cell]]s and [[unstable power cell]]s,{{RoyaltyIcon}} gravcore power cells can be uninstalled to be moved elsewhere.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Gravcore power cells are meant for gravship playthroughs. They totally outmatch the performance of the other best power generator in the game, the vanometric power cell, but require [[gravcore]]s that are mainly obtained from the [[Quests#The_Gravship|gravship sub-quest]]s. These items are also used for [[grav field extender]]s and [[signal jammer]]s. &lt;br /&gt;
&lt;br /&gt;
Until the limit of 6 extenders is reached, constructing gravcore power cells represents an opportunity cost; generating power, at the expense of potentially expanding the size of the gravship. However, using gravcore power cells can save space that would have otherwise been used for bulkier forms of power generation or storage. After reaching the gravship limit of 6 extenders and, if necessary, 1 signal jammer, any future gravcores acquired can (and should) be used to generate power.&lt;br /&gt;
&lt;br /&gt;
A functional gravship is not required to take advantage of gravcore power cells: so long as there is gravship substructure, the power cell will function. Therefore, grounded colonies can use it if a gravcore is found. It does ''not'' need to remain attached to a [[grav engine]], so one strategy is to disconnect the grav engine, place it wherever, build substructure where you want a powercell, then re-install the engine back to where it will function.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|Power|wide}}&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Power]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=180157</id>
		<title>Thoughts/Situation General</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=180157"/>
		<updated>2026-05-08T06:28:47Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source: Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_General.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.6.4528}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Being nullified is not included in the thought's XML, but rather the precept. The precept has &amp;quot;&amp;lt;prefersDarkness&amp;gt;&amp;quot; node set to true, which rather than nullifying just completely disables the thought. --&amp;gt;&lt;br /&gt;
! [[Thoughts#Darkness| Darkness]]&lt;br /&gt;
| I've been in the dark for a while. I don't like it.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Undergrounder, Night owl&amp;lt;br /&amp;gt; ''Nullifying [[genes]]: Dark vision&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Darklight preferred|| -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ratty apparel| Ratty apparel]]&lt;br /&gt;
| The holes in my outfit are annoyingly large. Can't I get something decent to wear? || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tattered apparel| Tattered apparel]]&lt;br /&gt;
| This thing looks like it's about to fall apart. Can't I wear something that doesn't belong in a trash heap? || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Wearing wrong genders apparel| Wearing &amp;lt;other gender's&amp;gt; apparel]]&lt;br /&gt;
| I'm wearing apparel that was clearly made for &amp;lt;other gender&amp;gt;s! This is embarrassing.|| -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tainted apparel| Tainted &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I am wearing a piece of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tainted apparel| Tainted &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I am wearing two pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tainted apparel| Tainted &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I am wearing three pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -11 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tainted apparel| Tainted &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I am wearing four or more pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -14 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Wearing parts of someone's body is... disturbing.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I'm dressed like an insane person.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I think there may be a face on my clothes. Oh no... my clothes *are* a face.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I look like a freak from a horror show, and I feel like I'm living in a horror show.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I enjoy wearing the suffering of others. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| This will scare them. All will know my power. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| The faces on my clothes aren't smiling, but they make *me* happy. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather apparel| Human leather &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| The flesh! The flesh signals my triumph! &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[Thoughts#Sick| Sick]]&lt;br /&gt;
| I don't feel very well. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Chilly]]&lt;br /&gt;
| I'm uncomfortably cold. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Cold]]&lt;br /&gt;
| I'm so cold, I'm shivering. || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Numbing cold]]&lt;br /&gt;
| I can't stop shivering. My teeth are chattering. All I can think of is getting warm.|| -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Absolutely freezing]]&lt;br /&gt;
| My teeth are chattering so hard I can barely speak. My toes are numb. I need to get warm. || -16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Sweaty]]&lt;br /&gt;
| It's too hot here. I'm sweating. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Hot]]&lt;br /&gt;
| It's way too hot here. If I could just have a breath of cool air... || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Sweltering hot]]&lt;br /&gt;
| I feel like I'm in an oven! I'm not sure how long I can handle this. || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Blistering hot]]&lt;br /&gt;
| This place is searing hot. I think I could die from this heat! || -16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| I love reading]]&lt;br /&gt;
| Reading really engages my intellectual passions. || 4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| I really love reading]]&lt;br /&gt;
| Reading excites my burning intellectual passions! I just love learning this way. || 6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| Interesting textbook]]&lt;br /&gt;
| This book covers a topic I'm passionate about. It's interesting. || 6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| Amazing textbook]]&lt;br /&gt;
| This book covers a topic I'm very passionate about. It's captivating. || 10 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Death_(Royalty)&amp;diff=180156</id>
		<title>Thoughts/Memory Death (Royalty)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Death_(Royalty)&amp;diff=180156"/>
		<updated>2026-05-08T06:24:30Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.4.3580}}&amp;lt;!-- Source: \Royalty\Defs\ThoughtDefs\Thoughts_Memory_Death.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Traveler died| Traveler died]]&lt;br /&gt;
| One of our companions died. || Pawn from the same group of travelers dies || -12 || 10 || 5 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Death&amp;diff=180155</id>
		<title>Thoughts/Memory Death</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Death&amp;diff=180155"/>
		<updated>2026-05-08T06:24:15Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Death.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Justified execution| Justified execution]]&lt;br /&gt;
| A guilty prisoner or guest was executed. It was justified, but still sad.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || Guilty prisoner or guest executed || -2 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Someone was euthanized| Someone was euthanized]]&lt;br /&gt;
| A prisoner or guest was euthanized. It was humane, but still sad.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || Prisoner or guest euthanized || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Someone was executed| Someone was executed]]&lt;br /&gt;
| A prisoner or guest was killed in cold blood. It seemed a bit evil.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || Non-guilty prisoner or guest is executed || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Someone organ-harvested| Someone organ-harvested]]&lt;br /&gt;
| The colony took body parts from a prisoner or guest. It's horrible, breaking people down for parts when they have no choice.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || Organ harvested from any pawn other than a colonist || -6 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Justified execution of colonist| Justified execution of colonist]]&lt;br /&gt;
| A guilty colonist was executed. It was justified, but still sad.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || Guilty imprisoned colonist executed || -2 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist euthanized| Colonist euthanized]]&lt;br /&gt;
| A colonist was euthanized. It was humane, but still sad.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || Colonist euthanized || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist executed| Colonist executed]]&lt;br /&gt;
| A colonist was killed in cold blood. It seemed a bit evil.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || Imprisoned colonist executed  || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist organ-harvested| Colonist organ-harvested]]&lt;br /&gt;
| Someone took body parts from a colonist. It's horrible, breaking people down for parts when they have no choice.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]] || Organ harvested from a colonist || -6 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Innocent prisoner died| Innocent prisoner died]]&lt;br /&gt;
| One of our prisoners died despite being harmless. We should be able to take care of our prisoners. If we wanted them dead, we could have at least conducted an orderly execution rather than permit that barbarism.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || Non-guilty prisoner dies outside of execution or euthanasia || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist died| Colonist died]]&lt;br /&gt;
| One of our people died. We should be able to take care of our people.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || Colonist dies outside of execution or euthanasia || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed ally's death| Witnessed ally's death]]&lt;br /&gt;
| I saw one of my people die. They were alive one moment, and dead the next.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || Ally of pawn dies within 12 tiles distance and line of sight || -5 || 1,5 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed outsider's death| Witnessed outsider's death]]&lt;br /&gt;
| I saw someone die. They were alive one moment, and dead the next.&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || Non-enemy outsider dies within 12 tiles distance and line of sight || -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed family member's death| Witnessed family member's death]]&lt;br /&gt;
| I saw a member of my family die. My own flesh and blood...&amp;lt;br /&amp;gt; ''Nullifying traits: [[Psychopath]], [[Bloodlust]] || Family member of pawn dies within 12 tiles distance and line of sight || -7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Defeated hostile leader &amp;lt;name&amp;gt;| Defeated hostile leader &amp;lt;name&amp;gt;]]&lt;br /&gt;
| They were leading efforts to destroy us, and I took them down! || Pawn kills a hostile leader during a raid || +12 || 3 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Defeated &amp;lt;name&amp;gt;| Defeated &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I took down a big threat! I'm a hero! || ??? || +12 || 3 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bonded animal &amp;lt;name&amp;gt; died| Bonded animal &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Such a tender, unique animal. This universe is evil!&amp;lt;br&amp;gt; ''Nullifying traits: [[Psychopath]] || Bonded animal dies || -8 || 20 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My friend &amp;lt;name&amp;gt; died| My friend &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Such a wonderful person. The universe gets darker every day.&amp;lt;br&amp;gt; ''Nullifying traits: [[Psychopath]]. &amp;lt;br&amp;gt; Note: Actual mood change depends on relations between the pawn and the dead pawn.'' || Another pawn with positive relations to the original pawn dies || -10 || 20 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My rival &amp;lt;name&amp;gt; died| My rival &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Serves them right. Things are looking up. &amp;lt;br&amp;gt; ''Note: Actual mood change depends on relations between the pawn and the dead pawn.'' || Another pawn with negative relations to the original pawn dies || +10 || 10 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My son &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My son is dead. My own flesh and blood... || Son of pawn dies || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My daughter &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My daughter is dead. My own flesh and blood... || Daughter of pawn dies || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My husband &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My husband is dead. I am alone. || Husband of pawn dies || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My wife &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My wife is dead. I am alone. || Wife of pawn dies || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My fiance &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My fiance died. Such a man... my future is gone. || Fiance of pawn dies || -18 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My fiancée &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My fiancée died. Such a woman... my future is gone. || Fiancée of pawn dies || -18 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My lover &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My lover died. I am so alone. || Lover of pawn dies || -16 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My brother &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My brother died. My own flesh and blood... || Brother of pawn dies || -14 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My sister &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My sister died. My own flesh and blood... || Sister of pawn dies || -14 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My grandchild &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My grandchild died. My own flesh and blood... || Grandchild of pawn dies || -12 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My father &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My father died. He's gone forever. || Father of pawn dies || -8 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My mother &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My mother died. She's gone forever. || Mother of pawn dies || -8 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My niece &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My niece died. Such a wonderful child. || Niece of pawn dies || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My nephew &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My nephew died. Such a wonderful child. || Nephew of pawn dies || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My half-sibling &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My half-sibling died. My own flesh and blood... || Half-sibling of pawn dies || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My aunt &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My aunt died. || Aunt of pawn dies || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My uncle &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My uncle died. || Uncle of pawn dies || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My grandparent &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My grandparent died. || Grandparent of pawn dies || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My cousin &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My cousin died. My own flesh and blood... || Cousin of pawn dies || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My kin &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My kin died. || Any other kin of pawn dies || -4 || 30 || 10 || 0.25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=180154</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=180154"/>
		<updated>2026-05-08T06:19:55Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Situation general */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub| reason = needs to add the &amp;quot;listening to instrument&amp;quot; details from Musical_instrument. Missing many nullifying traits and precepts, for example many thoughts with &amp;quot;inhumanized&amp;quot; trait should be noted as ignored}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of the '''thoughts''' that human pawns can experience, including how it affects their [[mood]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
&amp;lt;!--| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}} This doesn't exist--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exotic ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|no category}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Romance|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
{{Royalty|no category|section=1}}&lt;br /&gt;
{{:Thoughts/Situation General (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Stub|section=1|reason=Missing [[Thoughts/Thoughts Ideoligion]].}}&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a human processes a human corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.&lt;br /&gt;
&lt;br /&gt;
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_General_(Royalty)&amp;diff=180153</id>
		<title>Thoughts/Situation General (Royalty)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_General_(Royalty)&amp;diff=180153"/>
		<updated>2026-05-08T06:16:52Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4633}}&amp;lt;!-- Source: Developer mode-&amp;gt; Output:Thoughts--&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt; {| {{STDT| sortable c_12 text-center}} ! Thought !! Caption !! Mo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.6.4633}}&amp;lt;!-- Source: Developer mode-&amp;gt; Output:Thoughts--&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Music| Listening to harp]]&lt;br /&gt;
| The harp is so soothing. || 2 || 0 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Music| Listening to harpsichord]]&lt;br /&gt;
| The complexity of the harpsichord fulfills my mind. || 4 || 0 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Music| Listening to piano]]&lt;br /&gt;
| The piano's range makes me feel melancholy, excited and whimsical at the same time. What a sound.|| 6 || 0 || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=180152</id>
		<title>Thoughts/Situation General</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=180152"/>
		<updated>2026-05-08T06:04:34Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source: Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_General.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.6.4528}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Being nullified is not included in the thought's XML, but rather the precept. The precept has &amp;quot;&amp;lt;prefersDarkness&amp;gt;&amp;quot; node set to true, which rather than nullifying just completely disables the thought. --&amp;gt;&lt;br /&gt;
! [[Mood#Darkness| Darkness]]&lt;br /&gt;
| I've been in the dark for a while. I don't like it.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Undergrounder, Night owl&amp;lt;br /&amp;gt; ''Nullifying [[genes]]: Dark vision&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Darklight preferred|| -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ratty apparel| Ratty apparel]]&lt;br /&gt;
| The holes in my outfit are annoyingly large. Can't I get something decent to wear? || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tattered apparel| Tattered apparel]]&lt;br /&gt;
| This thing looks like it's about to fall apart. Can't I wear something that doesn't belong in a trash heap? || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Wearing wrong genders apparel| Wearing &amp;lt;other gender's&amp;gt; apparel]]&lt;br /&gt;
| I'm wearing apparel that was clearly made for &amp;lt;other gender&amp;gt;s! This is embarrassing.|| -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt;| Tainted &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I am wearing a piece of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt; (+1)| Tainted &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I am wearing two pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt; (+2)| Tainted &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I am wearing three pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -11 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt; etc| Tainted &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I am wearing four or more pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -14 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt;| Human leather &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Wearing parts of someone's body is... disturbing.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; (+1)| Human leather &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I'm dressed like an insane person.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; (+2)| Human leather &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I think there may be a face on my clothes. Oh no... my clothes *are* a face.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; etc| Human leather &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I look like a freak from a horror show, and I feel like I'm living in a horror show.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather &amp;lt;name&amp;gt;| Human leather &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I enjoy wearing the suffering of others. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather &amp;lt;name&amp;gt; (+1)| Human leather &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| This will scare them. All will know my power. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather &amp;lt;name&amp;gt; (+2)| Human leather &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| The faces on my clothes aren't smiling, but they make *me* happy. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather &amp;lt;name&amp;gt; etc| Human leather &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| The flesh! The flesh signals my triumph! &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[Thoughts#Sick| Sick]]&lt;br /&gt;
| I don't feel very well. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Chilly]]&lt;br /&gt;
| I'm uncomfortably cold. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Cold]]&lt;br /&gt;
| I'm so cold, I'm shivering. || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Numbing cold]]&lt;br /&gt;
| I can't stop shivering. My teeth are chattering. All I can think of is getting warm.|| -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Absolutely freezing]]&lt;br /&gt;
| My teeth are chattering so hard I can barely speak. My toes are numb. I need to get warm. || -16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Sweaty]]&lt;br /&gt;
| It's too hot here. I'm sweating. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Hot]]&lt;br /&gt;
| It's way too hot here. If I could just have a breath of cool air... || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Sweltering hot]]&lt;br /&gt;
| I feel like I'm in an oven! I'm not sure how long I can handle this. || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Blistering hot]]&lt;br /&gt;
| This place is searing hot. I think I could die from this heat! || -16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| I love reading]]&lt;br /&gt;
| Reading really engages my intellectual passions. || 4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| I really love reading]]&lt;br /&gt;
| Reading excites my burning intellectual passions! I just love learning this way. || 6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| Interesting textbook]]&lt;br /&gt;
| This book covers a topic I'm passionate about. It's interesting. || 6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Reading| Amazing textbook]]&lt;br /&gt;
| This book covers a topic I'm very passionate about. It's captivating. || 10 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=180028</id>
		<title>Chronophagy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=180028"/>
		<updated>2026-05-03T03:30:03Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Someone asked about this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&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;
{{Stub|section=1|reason=Needs participant kinds and numbers}}&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Chronophagy reduces the age of the invoker 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, with every 4% ritual quality corresponding to an additional year transferred.{{Check Tag|Detail needed|Is it years=1+(Quality/4) or is it years=(Quality/4)? Verify, and correct here and in graph}}  See the graph below for easy reference. The ritual cannot reduce the invoker's age below 13; if the invoker is would be reduced below that age, it is capped at 13, but the target is aged the &amp;quot;full&amp;quot; amount as if the cap did not exist.&lt;br /&gt;
&lt;br /&gt;
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. See This occurs regardless of how the ailment was acquired. Note that the minimum age is '''not''' the first birthday that an ailment can occur. For example, [[Alzheimer's]] has a minimum age of 33.6 years. The first possible chance to receive Alzheimer's is the 34th birthday, but the invoker must be de-aged to 33 or below to remove Alzheimers.&lt;br /&gt;
&lt;br /&gt;
The target gains 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. 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;
&lt;br /&gt;
Regardless of the ritual quality or the number of years de-aged, the invoker will have one random [[scar]] removed, and will have a 50% chance to have a second scar removed.&lt;br /&gt;
&lt;br /&gt;
Chronophagy cannot heal [[crumbling mind]].&lt;br /&gt;
&lt;br /&gt;
=== List of curable ailments ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Age to cure !! Age to first gain&lt;br /&gt;
|-&lt;br /&gt;
| [[Artery blockage]] || 19 || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Carcinoma]] || 22 || 23&lt;br /&gt;
|-&lt;br /&gt;
| [[Alzheimer's]] || 33 || 34&lt;br /&gt;
|-&lt;br /&gt;
| [[Bad back]] || 39 || 41&lt;br /&gt;
|-&lt;br /&gt;
| [[Cataract]]s&amp;lt;br&amp;gt;[[Hearing loss]] || 47 || 49&lt;br /&gt;
|-&lt;br /&gt;
| [[Frail]] || 49 || 51&lt;br /&gt;
|-&lt;br /&gt;
| [[Dementia]] || 67 || 69&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Years aged and damage dealt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Years Transferred by Quality &lt;br /&gt;
! Base Brain Damage by Pre-Ritual Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=150|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred|x=0,100|y=1,26|xGrid = |yGrid = }} &lt;br /&gt;
| {{Graph:Chart|width=400|height=150|type=line|xAxisTitle=Pre-Ritual Age|yAxisTitle=Base brain damage|x=0,70,90,100,140|y=1,1,5,8,10|yAxisMin=0|xGrid = |yGrid =}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ritual ===&lt;br /&gt;
Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[psychopath]] trait, being [[inhumanized]], or by having the [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Scars and ailments ===&lt;br /&gt;
Chronophagy is one of the few ways to cure scars, [[Alzheimer's]], [[frail]], and [[dementia]]. These can also be cured by [[luciferium]], [[healer mech serum]], the [[bioregeneration cycle]],{{IdeologyIcon}} the [[Scarless]] [[gene]],{{BiotechIcon}} and [[unnatural healing]]. Compared to these options:&lt;br /&gt;
* Chronophagy comes with no lasting downsides, unlike [[luciferium]] or [[sanguophage]]{{BiotechIcon}} implantation.&lt;br /&gt;
* Chronophagy is cheap and common, unlike [[healer mech serum]], [[Scarless]] [[genepack]]s,{{BiotechIcon}} and pawns with [[unnatural healing]].&lt;br /&gt;
* Chronophagy takes less time than a [[bioregeneration cycle]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
Overall, chronophagy is arguably the most effective way to cure scars, as it is cheap and readily available once researched. For ailments, chronophagy relies the ritual quality being higher enough for the pawn to fall below the age threshold, or multiple rituals being used, as well as having a [[psychic sensitivity]] above 0%.&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
Reducing a colonist's age has benefits of its own. 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;
Conversely, there are downsides to allowing pawns to become younger than 18. Pawns from 13-17 have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, including reduced HP, 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]]{{BiotechIcon}} of their own.&lt;br /&gt;
&lt;br /&gt;
In most cases, it is not ''necessary'' to use chronophagy until a scar/ailment forms, are old to the point that [[Immunity Gain Speed]] is affected, or if the pawn follows a [[Transhumanist]] [[ideoligion]].{{IdeologyIcon}} Still, keeping most of the colony young has a small benefit, so chronophagy purely for age reasons should be done once the costs of acquiring [[prisoner]]s and [[bioferrite]] are minimal. 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.&lt;br /&gt;
&lt;br /&gt;
=== Age sustaining ===&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;
&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 abduction]]s 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;
{{Clear}}&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>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180027</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180027"/>
		<updated>2026-05-03T03:28:46Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Someone asked about this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailments. Add ailment in-game descriptions to each, and format them such that they're obviously quotes}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer mech serum#Summary|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Death refusal]]{{AnomalyIcon}}: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Chronophagy]]{{AnomalyIcon}}: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
* [[Unnatural healing]]{{AnomalyIcon}}: a Creepjoiner with unnatural healing replicates the effect of a healer mech serum and so can be similarly used to cure Alzheimers at the minor risk of replacing an arm with a flesh tentacle for the cured pawn&lt;br /&gt;
* [[Scarless]]{{BiotechIcon}}: Similarly to Luciferium, the Scarless gene can heal permanent injuries and ailments including Alzheimer's. It is rare to see outside of [[sanguophage]]s but has no downsides other than for colonists with [[traits|body purist]].&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s,{{RoyaltyIcon}} can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with a [[healer mech serum]], [[luciferium]], [[unnatural healing]]{{AnomalyIcon}} or the [[chronophagy]] psychic ritual.{{AnomalyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at level 4&lt;br /&gt;
**15% at level 12&lt;br /&gt;
**25% at level 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} implantation of the [[scarless]] gene,{{BiotechIcon}} or with the use of [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 100 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 60 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 30 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s.&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval, '''SG60''' for short, is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess.&lt;br /&gt;
## Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;'''SG60''' = max(0.000375, 0.0000645 × effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve !! X !! Y&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7| {{Graph:Chart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 100|| 60&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:middle&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Excess&amp;lt;br/&amp;gt;Temperature (°C)&amp;lt;ref&amp;gt;Ambient Temperature - Maximum Comfortable Temperature (°C)&amp;lt;/ref&amp;gt;&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || {{0}}93023 || 1.6 days &lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || {{0}}62016 || 24.8 hours&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003225 || {{0}}18605 || 7.4 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005160 || {{0}}11628 || 4.7 hours&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 0.015480 || {{0|00}}3876 || 1.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.063855 || {{0|000}}939 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027 × heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature. Severity decreases at a constant rate of 1.5% when at 55.6% or above, slowing down until reaching its slowest (0.15%) at 5.6% and below. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike [[#Heatstroke|hyperthermia]], hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:center&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Temperature&amp;lt;br/&amp;gt;Delta&amp;lt;ref&amp;gt;&amp;lt;small&amp;gt;Minimum Comfortable Temperature - Ambient Temperature&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;(°C)&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game hours&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25  || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50  || 0.002580 || 23256 || {{0}}9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || {{0}}4.1&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 0.012255 || {{0}}4896 || {{0}}2.0 &amp;lt;!-- 1.96--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || {{0}}3208 || {{0}}1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027 × hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}} &lt;br /&gt;
* [[Manipulation]] {{Bad|-50%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to the vacuum percentage of the pawn's current tile, and to the difference between 1 and a pawn's [[vacuum resistance]] stat. Vacuum will be 100% outside pressurized rooms; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the difference between 1 and the pawn's vacuum resistance.&lt;br /&gt;
Expressed as a formula, the increase of severity every {{ticks|60}} is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at&amp;lt;br/&amp;gt;severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || ≥15% ||&lt;br /&gt;
* {{Bad|-{{0}}5%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}5%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (mild)''' || ≥30% ||&lt;br /&gt;
* {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}8%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (moderate)''' || ≥50% ||&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || ≥85% ||&lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || 100% ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| class = &amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin: auto;&amp;quot; width=100%&lt;br /&gt;
  |-&lt;br /&gt;
  !Graph&lt;br /&gt;
  |-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
  |width=940&lt;br /&gt;
  |height=600&lt;br /&gt;
  |type=line&lt;br /&gt;
  |legend=Legend&lt;br /&gt;
  |y1Title=No vacuum resistance [50s]&lt;br /&gt;
  |y2Title=Vacsuit chest only (32%) [73s]&lt;br /&gt;
  |y3Title= Vacuum resistant (45%) [90.9s]&lt;br /&gt;
  |y4Title=Vacsuit helmet only (69%) [161s]&lt;br /&gt;
  |y5Title= Vacskin Gland (85%) [5 min 33s]&lt;br /&gt;
  |y6Title=Full Recon armour (95%) [16min 40s]&lt;br /&gt;
  |y7Title=Full Marine armour (97%) [27min 46s]&lt;br /&gt;
  |y8Title=Full Cataphract armour (98%) [41.7min]&lt;br /&gt;
  |y9Title= Vacsuit helmet and any power armor (99%) [83.3min]&lt;br /&gt;
&lt;br /&gt;
  |x = 0,50,73.5,90.0,161.3,333.3,1000,1666.7,2500,5000&lt;br /&gt;
  |y1=0,100&lt;br /&gt;
  |y2=0,68.03,100&lt;br /&gt;
  |y3=0,55.56,81.67,100&lt;br /&gt;
  |y4=0,30.99,45.56,55.79,100&lt;br /&gt;
  |y5=0,15,22.05,27,48.4,100&lt;br /&gt;
  |y6=0,5,7.35,9,16.13,33.33,100&lt;br /&gt;
  |y7=0,3,4.41,5.40,9.68,20,60,100&lt;br /&gt;
  |y8=0,2,2.94,3.6,6.45,13.33,40,66.67,100&lt;br /&gt;
  |y9=0,1,1.47,1.8,3.23,6.67,20,33.33,50,100&lt;br /&gt;
  |xAxisTitle = Time (s)&lt;br /&gt;
  |yAxisTitle = Vacuum exposure (%)&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
Sterilizing a pregnant animal will not terminate the pregnancy.&lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative [[liver]] disease caused by excessive [[alcohol]] consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the [[Organ harvesting|transplantation]] of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or [[glitterworld medicine]] to do so.&lt;br /&gt;
* Other than transplantation, only [[healer mech serum]] and [[unnatural healing]]{{AnomalyIcon}} can cure cirrhosis.&lt;br /&gt;
&lt;br /&gt;
Alcohol [[tolerance]] above '''45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average cirrhosis interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 60 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 45 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]] or via [[unnatural healing]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potentially still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Main|Bliss lobotomy}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 30 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is primarily determined by the cook's [[food poison chance]] stat, with the [[Cleanliness|cleanliness of the room]] where it was prepared also being a potential factor. &lt;br /&gt;
&lt;br /&gt;
[[Corpse]]s have a flat chance of 5% to give food poisoning. Other raw food has a flat chance in between 1% and 4% depending on the type of food — most raw food having a 2% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{Graph:Chart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only be minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning. Installing a [[sterilizing stomach|sterilizing]],{{RoyaltyIcon}} [[nuclear stomach]],{{RoyaltyIcon}} or [[fleshmass stomach]],{{AnomalyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} render pawns immune to contracting food poisoning. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&lt;br /&gt;
&lt;br /&gt;
The notification for a colonist being poisoned will explain the cause of the poisoning. This can be very helpful if an unattended kitchen was allowed to cross into the very dirty -2 cleanliness danger zone, as a nearby cleaner can simply be ordered to clean the kitchen and avoid more unnecessary poisoning.&lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before. [[Unnatural healing]]{{AnomalyIcon}} is the vastly more economical option, though it carries opportunity cost of the 6 day cooldown.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, which interrupts and resets the process of eating, combined with the reduction in eating speed, patients with food poisoning may be at risk of developing [[malnutrition]]. With the already impaired consciousness and moving capacity from the poisoning, stacking malnutrition on top of that could lead to a [[downed]] state, so it may be worth supervising poisoned pawns in case they need rescue. A diet of small unit foods such as [[pemmican]] will not mitigate this issue, as there is no concept of incremental eating - a pawn takes the same time to consume one pemmican as it takes to consume 18 pemmican, and if interrupted part way through, all the pemmican pieces remain uneaten.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
Primarily occurs with exposure to [[toxic fallout]], [[pollution]],{{BiotechIcon}} [[tox gas]],{{BiotechIcon}} and tox rain.{{OdysseyIcon}} Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]],{{RoyaltyIcon}} or [[venom fangs]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout and tox rain, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to toxic fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.{{Check Tag|Rate from tox rain?}}&lt;br /&gt;
&lt;br /&gt;
There are two stats that reduce toxic build up stats:&lt;br /&gt;
* All sources of toxic buildup are affected by the [[Toxic Resistance]] [[stat]]. [[Human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Some ways of increasing this stat are the [[detoxifier kidney]]{{BiotechIcon}} and [[tox resistance]] [[gene]].{{BiotechIcon}}&lt;br /&gt;
* [[Toxic Environment Resistance]] protects against all sources of buildup except for direct attacks like cobra bites. Some ways of increasing this stat are the [[face mask]], [[gas mask]],{{BiotechIcon}} and [[detoxifier lung]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Both stats reduce the amount of buildup received by the % of the stat, so 50% Toxic Resistance = 50% less build up. Toxic Resistance and Toxic Environment Resistance will multiplicatively stack with each other, so if a human has 50% in both stats, the effective rate of buildup from environmental sources is 25%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Pilot assistant]] {{OdysseyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC|Royalty]] and [[Odyssey DLC|Odyssey]] DLCs, it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[neural heat limit]]s when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Subcore softscanner}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]],{{RoyaltyIcon}} or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. Vomiting lasts a random duration from {{Ticks|300}} to {{Ticks|900}}, and every 150 interval ticks it reduces the pawn's food bar by 0.04 and generates 1 stack of [[vomit]] filth on the tile they're facing. Note that this interval tick occurs independently from the beginning of the vomiting duration, and as such the number of times it occurs may not be the simple division of the chose duration divided by 150. As such, between one fewer and one more interval may occur than the the division would indicate. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected before ailments show by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonists brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. However, consistently destroying the brain can be difficult. There are 5 main ways to achieve it:&lt;br /&gt;
* With the [[Biotech DLC]], using a [[Subcore ripscanner]] on the colonist in question will kill it by destroying its brain.&lt;br /&gt;
* Also with the Biotech DLC, extracting the pawn's genes with a [[Gene extractor]] while the '''Genes Regrowing''' Hediff remains active will kill it by brain destruction.&lt;br /&gt;
* With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will destroy its head reliably and safely.&lt;br /&gt;
* Fatal [[Luciferium]] withdraw kills by destroying the brain.&lt;br /&gt;
* Allow colonists or animals to eat sections of the corpse, risking consuming the entire body before the head is removed.&lt;br /&gt;
&lt;br /&gt;
Furthermore, no matter how successful the head removal, the costs and downsides of the either the serum or refusal remain. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|ghoul infusion]] will not cure crumbling mind and it will hinder ghoul's combat abilities. [[Chronophagy]] healing is also useless against crumbling mind.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x75%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable of work types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Duplicate sickness ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Duplicate sickness is one of the potential outcomes from the duplication of a pawn by a [[corrupted obelisk]]. It affects both the original pawn and the duplicate{{Check Tag|Wb other duplicates?|Test both a previous duplicate (i.e. use obelisk gizmo, wait cooldown use again) and mass cloning (i.e. when 30 pawns spawn when it reaches max activity}} and is initially hidden. Severity increases by 10% per day that both pawns are alive. A pawn in [[cryptosleep]] will not gain severity, but being in cryptosleep will ''not'' prevent the other copy of the pawn from gaining severity. This gradually reduces the consciousness of both pawns and makes them more likely to have [[mental breaks]], before eventually rendering both comatose. &lt;br /&gt;
&lt;br /&gt;
It cannot be treated,{{Check Tag|Verify}} but can be cured by one of three methods: [[healer mech serum]], the [[unnatural healing]] ability, or the death of one of the two pawns. &lt;br /&gt;
&lt;br /&gt;
If one of the two connected pawns is killed, the other's duplication sickness severity immediately starts regressing at the rate of 50% per day, while the killed pawn's duplication sickness is instantly cured. The killed pawn can then be immediately resurrected with a [[resurrector mech serum]] or [[death refusal]] without stopping the regression of the other pawn's sickness. Similarly, if one of the linked pawns is turned into a [[ghoul]], killed, and revived with a [[ghoul resurrection serum]], the same mechanics apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || Initial ||&lt;br /&gt;
* No symptoms, condition not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || ≥20% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|5%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (moderate)''' || ≥50% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|10%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (extreme)''' || ≥80% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|15%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|14%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (debilitating)''' || ≥95% severity ||&lt;br /&gt;
* [[Consciousness]] Max: {{Bad|10%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. It can be cured by [[healer mech serum]] or [[unnatural healing]],{{AnomalyIcon}} alternatively resurrection can be attempted again via another [[resurrector mech serum]] or [[death refusal]].{{AnomalyIcon}} It is otherwise uncurable. A [[cryosleep casket]] can sustain the pawn in order to wait for a cure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be 2 or more colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity.  Each interval the heart attack severity will randomly change by a value between {{---|40%}} to {{++|60%}}. This means that it is possible for a heart attack to recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by {{---|30%}}. Successfully reducing severity below 0% will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctol&amp;diff=179660</id>
		<title>Noctol</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctol&amp;diff=179660"/>
		<updated>2026-04-25T04:34:20Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Noctol&lt;br /&gt;
| image = Noctol.png&lt;br /&gt;
| description = 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;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hide inspect = true&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 60&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 3&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 50&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 28&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 80&lt;br /&gt;
| movespeed = 8&lt;br /&gt;
| healthscale = 1.5&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| body = Noctol&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 25&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 1&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| disable ignite verb = true&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 12.3&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = FrontLeftClaw&lt;br /&gt;
| attack1cool = 1.25&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 12.3&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = FrontRightClaw&lt;br /&gt;
| attack2cool = 1.25&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3dmg = 15&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4dmg = 9&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Noctol&lt;br /&gt;
| label = noctol&lt;br /&gt;
}}&lt;br /&gt;
The '''noctol''' is an advanced [[entity]] added by the [[Anomaly DLC]] that appears during the [[unnatural darkness]] event.&lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Noctols attack during the [[unnatural darkness]] event until all [[noctolith]]s are destroyed or the darkness disappears on its own. Also, damaging a noctolith triggers an attack wave of noctols once per noctolith.&lt;br /&gt;
&lt;br /&gt;
They will also appear during the [[Endings#The Void|monolith endgame]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= 1)&lt;br /&gt;
Majority of required detail is in [[Hediffs/Anomaly/Global/Misc/Light exposure]] 2) explain glowing eyes, and use [[:File:Unnatural darkness noctol attack eyes.png]] to demonstrate }}&lt;br /&gt;
&lt;br /&gt;
When exposed to light, Noctols receive a debuff that scales to the light's brightness{{Check Tag|Check|Linear scaling below 50%?}}, reaching full strength at 50% or brighter, where it gives {{++|15%}} [[pain]], {{++|200%}} [[melee cooldown]], and {{Bad|×50%}} [[move speed]].&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
A noctol yields 3 [[bioferrite]] per day and 200W of power when hooked up to an [[electroharvester]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
In darkness, noctols fight almost as well as [[scyther]]s and move much faster, but bright (50%) light inflicts a debuff that makes them barely more dangerous than unarmed humans. Their extraordinary move speed drops to below an ordinary pawn, their attacks still hit hard but are extremely slow, and their above-average health scale is balanced out by the +15% pain from light. With good light management they are one of the less threatening entities you can face.&lt;br /&gt;
&lt;br /&gt;
Noctols spawn en-masse in dark areas around a noctolith when it is attacked. Make sure you place lighting down prior to attacking them. [[Flood light]]s are ideal for areas in and around your own base, but any lighting will suffice. If facing them outside, such as around the [[noctolith]]s themselves, [[disruptor flare]]s and [[solar pinhole]]s{{RoyaltyIcon}} are portable and easy to deploy. In less advanced colonies, bringing [[wood]] to build [[torch lamp]]s can also work.&lt;br /&gt;
&lt;br /&gt;
Noctols are a good source of [[Research#Anomaly|advanced anomaly research points]] since they're easier to contain and much less dangerous than [[chimera]]s or [[devourer]]s so long as they're kept in well-lit areas. Additionally they act as a sidegrade for the purpose of resource harvesting, yielding almost twice as much bioferrite but also requiring twice as much containment strength.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Noctol}}&lt;br /&gt;
&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;
Noctol.png|Facing east&lt;br /&gt;
Noctol north.png|Facing north&lt;br /&gt;
Noctol south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Noctol east.png|Dessicated facing east&lt;br /&gt;
Dessicated Noctol north.png|Dessicated facing north&lt;br /&gt;
Dessicated Noctol south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Noctol's name likely comes from the Latin word &amp;quot;[[wikipedia:Noctis|Noctis]]&amp;quot;, meaning night.&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>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_trap&amp;diff=179657</id>
		<title>Hunter trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_trap&amp;diff=179657"/>
		<updated>2026-04-25T04:25:08Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= Analysis information on: locations, strategies for preparing for hidden and active drones, defense utility with and vs turrets and mines }}&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Hunter trap&lt;br /&gt;
| image = HunterTrap.png&lt;br /&gt;
| description = A dormant hunter drone that activates when it detects a threat. The hunter drone closes with the target and detonates. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 50&lt;br /&gt;
| beauty = -15&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Hunter drones&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 3600&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| mass base = 10&lt;br /&gt;
}}&lt;br /&gt;
The '''hunter trap''' is a [[trap]] that triggers when it detects an enemy in its line of sight at a maximum distance of 20 tiles. It self-destructs on activation, releasing an explosive [[hunter drone]] targeting the pawn who triggered it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Hostile hunter traps belonging to the Hostile [[Ancients]] faction can also be encountered in [[landmarks]], such as an [[ancient garrison]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Detection radius in the [[:Category: Images - Graphics|standard style]]}}&lt;br /&gt;
{{Stub|section=1|reason=Mechanical detail lacking - for some specific notes see check tags also do sappers avoid?}}&lt;br /&gt;
The hunter trap is activated when a pawn hostile to its faction enters its line of sight within a 20 tile radius. This happens automatically and cannot be avoided by dodging or by nimble pawns. However the trap is incapable of detecting invisible pawns. Friendlies cannot trigger the trap, even by stepping on it. Player-owned hunter traps do not react to prisoners or downed pawns.&lt;br /&gt;
&lt;br /&gt;
Hunter traps can be constructed by the player colony to detect and target any enemies of the colony. In this case the &amp;quot;auto rearm&amp;quot; option, when enabled, produces a blueprint to replace the trap when triggered. Hostile hunter traps can be triggered by anyone hostile to the [[Ancients]] in turn, including the player's colonists.&lt;br /&gt;
&lt;br /&gt;
Activation releases a [[hunter drone]], destroying the hunter trap. The hunter drone beelines for the triggerer, or the nearest hostile if it can't find a path to the triggerer,{{Check Tag|Does it change targets?}} and activates detonation when it comes within a 1.5 tile distance of any enemy. It explodes after throwing sparks for {{Ticks|120}}, or instantly when it is killed. &lt;br /&gt;
&lt;br /&gt;
If an inactive Hunter Trap building is spotted, it can be safely stunned from cover with [[EMP]] weapons and destroyed before it activates. Traps destroyed in the duration of an EMP stun will drop 10 steel and 10 chemfuel. The trap itself does not explode, but always deploys the drone if destroyed or activated otherwise. Activating the drone always consumes the trap. The drone explodes on death, even when stunned.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Unlike the traditional [[spike trap]]s, hunter traps are better treated as [[landmine]]s, benefitting from being placed in the open, some distance away from the main defensive line. As they are effectively an homing projectile, raiders often don't have the time to take the trap down before it reaches them. &lt;br /&gt;
&lt;br /&gt;
A hunter drone's [[bomb]] damage can easily destroy most non-[[stone]] [[wall]]s, which can create openings in defensive structures.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HunterTrap.png|Trap prior to activation&lt;br /&gt;
File:HunterDrone_east.png|Drone facing east post activation, note extended legs&lt;br /&gt;
File:HunterDrone_north.png|Drone facing north east post activation, note extended legs&lt;br /&gt;
File:HunterDrone_south.png|Drone facing south east post activation, note extended legs&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;
{{Nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Trap]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_trap&amp;diff=179656</id>
		<title>Hunter trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_trap&amp;diff=179656"/>
		<updated>2026-04-25T04:22:17Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= Analysis information on: locations, strategies for preparing for hidden and active drones, defense utility with and vs turrets and mines }}&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Hunter trap&lt;br /&gt;
| image = HunterTrap.png&lt;br /&gt;
| description = A dormant hunter drone that activates when it detects a threat. The hunter drone closes with the target and detonates. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 50&lt;br /&gt;
| beauty = -15&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Hunter drones&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 3600&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| mass base = 10&lt;br /&gt;
}}&lt;br /&gt;
The '''hunter trap''' is a [[trap]] that triggers when it detects an enemy in its line of sight at a maximum distance of 20 tiles. It self-destructs on activation, releasing an explosive [[hunter drone]] targeting the pawn who triggered it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Hostile hunter traps belonging to the Hostile [[Ancients]] faction can also be encountered in [[landmarks]], such as an [[ancient garrison]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Detection radius in the [[:Category: Images - Graphics|standard style]]}}&lt;br /&gt;
{{Stub|section=1|reason=Mechanical detail lacking - for some specific notes see check tags also do sappers avoid?}}&lt;br /&gt;
The hunter trap is activated when a pawn hostile to its faction enters its line of sight within a 20 tile radius. This happens automatically and cannot be avoided by dodging or by nimble pawns. However the trap is incapable of detecting invisible pawns. Friendlies cannot trigger the trap, even by stepping on it. Player-owned hunter traps do not react to prisoners or downed pawns.&lt;br /&gt;
&lt;br /&gt;
Hunter traps can be constructed by the player colony to detect and target any enemies of the colony. In this case the &amp;quot;auto rearm&amp;quot; option, when enabled, produces a blueprint to replace the trap when triggered. Hostile hunter traps can be triggered by anyone hostile to the [[Ancients]] in turn, including the player's colonists.&lt;br /&gt;
&lt;br /&gt;
Activation releases a [[hunter drone]], destroying the hunter trap. The hunter drone beelines for the triggerer, or the nearest hostile if it can't find a path to the triggerer,{{Check Tag|Does it change targets?}} and activates detonation when it comes within a 1.5 tile distance of any enemy. It explodes after throwing sparks for {{Ticks|120}}, or instantly when it is killed. &lt;br /&gt;
&lt;br /&gt;
If an inactive Hunter Trap building is spotted, it can be safely stunned from cover with [[EMP]] weapons and destroyed before it activates. Traps destroyed in the duration of an EMP stun will drop 10 steel and 10 chemfuel. The trap itself does not explode, but always deploys the drone if destroyed or activated otherwise. Activating the drone always consumes the trap. The drone explodes on death, even when stunned.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Unlike the traditional [[spike trap]]s, hunter traps are better treated as [[landmine]]s, benefitting from being placed in the open, some distance away from the main defensive line. As they are effectively an homing projectile, raiders often don't have the time to take the trap down before it reaches them. Hunter traps can easily destroy most non-stone walls.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HunterTrap.png|Trap prior to activation&lt;br /&gt;
File:HunterDrone_east.png|Drone facing east post activation, note extended legs&lt;br /&gt;
File:HunterDrone_north.png|Drone facing north east post activation, note extended legs&lt;br /&gt;
File:HunterDrone_south.png|Drone facing south east post activation, note extended legs&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;
{{Nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Trap]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Landmine&amp;diff=179655</id>
		<title>Landmine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Landmine&amp;diff=179655"/>
		<updated>2026-04-25T04:20:38Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to IED trap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[IED trap]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_pack&amp;diff=179654</id>
		<title>Hunter pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_pack&amp;diff=179654"/>
		<updated>2026-04-25T04:17:17Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Weird caps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Hunter pack&lt;br /&gt;
| image = HunterDronePack north.png&lt;br /&gt;
| description = A wearable pack that deploys a hunter drone. The drone will close with the target and detonate when it is within range.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| marketvalue = 305&lt;br /&gt;
| flammability = 0.6&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Hunter drone&lt;br /&gt;
| work to make = 10020&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Components&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = No&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Utility&lt;br /&gt;
| range = 21&lt;br /&gt;
| warmup = 60&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| defName = Hunter_pack_capsule&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tags = &lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| page verified for version = 1.6.4633&lt;br /&gt;
}}&lt;br /&gt;
'''Hunter packs''' are one-time use [[utility]] item in the [[Odyssey DLC]]. A colonist can use hunter packs to launch an allied [[Hunter drone]] in a 21-tile range. &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=Gizmos}}&lt;br /&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 pack. It can be manually activated by the player{{Check Tag|NPC use?|If on an NPC, can they trigger it independently?}} to target a tile within {{P|Range}} tiles and within [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, a hunter drone will be thrown towards the target tile. The warmup time before launch is affected by the [[Aiming Time]] stat of the wearer and that the drone acts as a projectile until it lands and therefore has travel time. Once it lands, it becomes a normal hunter drone allied to the wearer's faction, and uses the same AI. For further information about the behavior and capabilities of the drone once active, see the [[hunter drone]] page. The hunter drone is powered by a 5 hour battery that lasts {{Ticks|12500}}, after which it will shut down and leave a dead hunter drone that can be scrapped at a machining table.&lt;br /&gt;
&lt;br /&gt;
The pack has a single use and cannot be recharged or reloaded - once the drone is launched, the pack disappears completely and no resources can be salvaged from it. &lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis}}&lt;br /&gt;
Hunter packs are effectively more expensive, powerful homing grenades that also get used up on impact. A hunter pack can be thrown at an enemy to deal significant damage, as well as destroy some cover. Unlike grenades however, the hunter drone can be intercepted before reaching the target. Excellent against indoors and armored targets, as well as large groups of targets.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gauranlen_tree&amp;diff=179586</id>
		<title>Gauranlen tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gauranlen_tree&amp;diff=179586"/>
		<updated>2026-04-20T20:55:02Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{infobox main|plant|&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
| name = Gauranlen tree&lt;br /&gt;
| image = Gauranlen tree.png&lt;br /&gt;
| description = A large, distinctive-looking tree with a unique life-cycle. Each Gauranlen tree contains a small non-conscious dryad queen. The queen births creatures called dryads which guard and tend the tree. In exchange, the tree nurtures its protectors by feeding them directly. From the outside, it appears the dryads are created by the tree directly and act as part of it.&amp;lt;br&amp;gt;It is possible for a person to form a connection with a Gauranlen tree and partially control the dryads it produces.&amp;lt;br&amp;gt;Some say Gauranlen trees are the homes of nature spirits that follow humanity across worlds.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 300&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty = 6&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| harvest work = 800&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 35&lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| immune to blight = true&lt;br /&gt;
| livesin_temperateforest = 0&lt;br /&gt;
| livesin_temperateswamp = 0&lt;br /&gt;
| livesin_tropicalrainforest = 0&lt;br /&gt;
| livesin_tropicalswamp = 0&lt;br /&gt;
| livesin_aridshrubland = 0&lt;br /&gt;
| livesin_desert = 0&lt;br /&gt;
| livesin_extremedesert = 0&lt;br /&gt;
| livesin_borealforest = 0&lt;br /&gt;
| livesin_coldbog = 0&lt;br /&gt;
| livesin_tundra = 0&lt;br /&gt;
}}&lt;br /&gt;
[[File:Gauranlen tree exclusion radius.png|thumb|right|Gauranlen tree exclusion radius]]&lt;br /&gt;
[[File:GauranlenRadius.png|thumb|right|Gauranlen tree seed exclusion radius]]&lt;br /&gt;
The '''Gauranlen  tree''' is a tree added by the [[Ideology DLC]]. It produces and supports [[dryads]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Gauranlen trees are grown from a [[Gauranlen seed]], which must be harvested from a [[gauranlen pod]]. Gauranlen pods are spawned as an [[event]] that occurs roughly every 60 days (30 days with the [[Ideoligion#Memes|Tree Connection]] meme), or as a successful [[ritual]] reward. Harvesting a pod yields 1-2 Gauranlen seed. &lt;br /&gt;
&lt;br /&gt;
Seeds can be planted on any tile with a fertility stat, but it cannot be planted closer than 4 tiles to another Gauranlen tree, or within 1 tile from any other tree or cactus. It also cannot be placed within 1 tile of a [[growing zone]]. If planted within 7 tiles of an artificial structure, the tree will experience a greater connection strength decay over time.&lt;br /&gt;
&lt;br /&gt;
Like the [[anima tree]],{{RoyaltyIcon}} [[polux tree]],{{BiotechIcon}} [[harbinger tree]],{{AnomalyIcon}} and the [[archean tree]]{{OdysseyIcon}} but unlike other trees, Gauranlen trees cannot be moved.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gauranlen trees can be linked to and pruned to allow access to its [[dryad]]s. The tree reaches its largest size after 10 days of growth since planting, although this only affects [[wood]] yield and determines if it will sprout [[gauranlen moss]].&lt;br /&gt;
&lt;br /&gt;
Guaranlen trees can be eaten by [[alphabeaver]]s but not by [[thrumbo]]s, despite both being [[dendrovore]]s. It is immune to [[Toxic fallout]].&lt;br /&gt;
&lt;br /&gt;
=== Default behavior ===&lt;br /&gt;
The tree will continuously sprout [[gauranlen moss]] once per day after reaching 60% growth, which provides no benefit other than its [[beauty]] of {{+|10}}.&lt;br /&gt;
&lt;br /&gt;
An unconnected Gauranlen tree can produce up to 2 [[immature dryad]]s, which can be converted into specialized dryads. Immature dryads will wander around the tree, putting out fires on gauranlen moss.&lt;br /&gt;
&lt;br /&gt;
=== Linking and Connection ===&lt;br /&gt;
To access dryads, a colonist must first perform a linking ceremony to the Gauranlen tree. This ceremony requires at minimum 1 connector capable of Plant Cutting and with a [[Psychic Sensitivity]] above 0%. Each spectator increase the ritual quality by 10%, which in turn improves the initial connection (ranging from 25% to 45%). &lt;br /&gt;
&lt;br /&gt;
Connection is required to generate and maintain dryads. The amount of connection, which can be viewed by selecting the tree, determines how many dryads are sustained at once:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|c_16 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Connection !! 5% !! 25% !! 50% !! 75%&lt;br /&gt;
|-&lt;br /&gt;
!Dryads &lt;br /&gt;
|1 || 2 || 3 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If connection rises above the threshold, the tree will spawn [[immature dryad]]s ([[#Dryads|see below]] for detail). If connection falls below the breakpoint, any extra dryads will merge with the tree and will need to be respawned. The desired amount of connection can be set by selecting the tree. It is recommended to set desired connection above the breakpoint, as any time spent below the breakpoint will merge dryads. &lt;br /&gt;
&lt;br /&gt;
Even if the connection reaches 0%, the pawn and Gauranlen tree will remain linked. The link can only be broken if the linked pawn dies or is kidnapped. The link will remain broken if the pawn is revived or return to the colony. After unlinking, there is a 30 day cooldown before the tree can be relinked.&lt;br /&gt;
&lt;br /&gt;
==== Pruning ====&lt;br /&gt;
{{For|how much time a pawn would need to prune|Pruning Speed}}&lt;br /&gt;
&lt;br /&gt;
Connection can be built up by pruning the tree, which is considered Plant Cut work and is impacted by [[Pruning Speed]]. Pruning the tree will train Plants skill at the normal rate, although since the pawn doesn't have to waste time moving, the XP gain/hour will be higher than normal planting. Notably, Pruning Speed is only impacted by Plants skill, [[Global Work Speed]], and the [[Tree connection]] [[meme]]. Missing arms, eyes, etc. have no impact, although gauranlen trees cannot be pruned at 0% [[Manipulation]].&lt;br /&gt;
&lt;br /&gt;
A baseline pawn at Plants 8 will have 100% pruning speed, and will prune at 1%/hr. A pawn of this skill would need to prune for 6 hours per day to maintain 4 dryads.&lt;br /&gt;
&lt;br /&gt;
Pawns will take a {{Ticks/gametime|10000}} break time between two prunings of an individual Gauranlen tree, with each tree tracked separately, where pawns will not prune the tree even if assigned to work and no other work is possible. This applies even if a pruning was interrupted, e.g., by [[draft]]ing. However, it is possible to manually command the pawn to prune the tree to ignore the cooldown.&lt;br /&gt;
&lt;br /&gt;
When a pawn is connected to multiple Gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.&lt;br /&gt;
&lt;br /&gt;
==== Connection decay ====&lt;br /&gt;
As long as the Connection strength is above 0.1%, for a given connection strength '''X''', the base decay is given by the following table.&lt;br /&gt;
:{| {{STDT|c_16 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Current Connection || &amp;lt;0.1% || 0.1% to 33% || 33% to 66% || 66%+&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Daily connection loss&lt;br /&gt;
| 0% || 2% + ('''X''' - 0.1%) * 20/329 || 4% + ('''X''' - 33%) * 2/33  || 6%&lt;br /&gt;
|}&lt;br /&gt;
Ignoring the special case of 0% connection, the daily decay is 2% plus 2/33 times the current connection strength, capping at '''6%'''. As the number of bonded dryads is dependent on the Connection strength of the tree, more dryads lead to increased pruning time required.&lt;br /&gt;
&lt;br /&gt;
''Any'' artificial building in the Gauranlen tree's 7-tile range will increase connection decay by up to {{--|6.24%}} / day. This decay depends solely on the distance to the closest artificial building, not the number of artificial buildings.&lt;br /&gt;
:{| {{STDT|c_16 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Distance to&amp;lt;br/&amp;gt;tree (cells) || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8+&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Daily loss (%) &lt;br /&gt;
| 6.24 || 5.48 || 4.72 || 3.96 || 3.20 || 2.44 || 1.68 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dryads ===&lt;br /&gt;
{{Main|Dryads}}&lt;br /&gt;
&lt;br /&gt;
If a gauranlen tree has enough connection, it will spawn [[immature dryad]]s. There is a cooldown of 6 days between each immature dryad spawn, although this cooldown will tick down even if the tree is unconnected or the connection is not high enough to spawn more dryads. An unlinked tree will spawn up to 2 dryads.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has linked to a tree, a [[dryads|dryad caste]] can be selected. After selection, immature dryads will immediately cocoon, and will take 5 days to develop into that caste. One tree can only have 1 caste of dryads, though you can have multiple dryads of that caste. Note that the connected pawn must have the &amp;quot;Basic&amp;quot; work type assigned to change the dryad caste after you have selected one.&lt;br /&gt;
&lt;br /&gt;
The dryad caste can be changed freely without needing colonist interaction, but doing so causes each existing dryad to enter the 5 day cocoon period.&lt;br /&gt;
&lt;br /&gt;
===Ideoligion interactions===&lt;br /&gt;
A pawn with the Gauranlen Connection precept will get a {{+|25%}} [[Pruning Speed]] boost, and a non-stacking {{+|3}} [[mood]]let for being connected to a tree. When ''not'' connected to a tree, they will get a mood penalty (scaling with colony [[expectations]]).&lt;br /&gt;
&lt;br /&gt;
The gauranlen tree counts as a &amp;quot;super&amp;quot; tree to pawns with the [[Ideoligion#Trees|Trees: Desired precept]], and will give the &amp;quot;amazing tree&amp;quot; thought to such pawns.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
The destruction of a connected Gauranlen tree will kill all of its dryads and give a -15 mood to the connected pawn for 10 days. It will also prevent the previously connected pawn from connecting to a different tree until 10 days have passed. It will get selected for cutting using the chop tree drag command, so be careful.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
In order to get and sustain 4 dryads, a pawn will have to prune each tree from 3.6 hours (Gauranlen Connection, Plants 20) to 6 hours (Plants 8) every day ''just'' to sustain the dryads, before Global Work Speed. Sustaining 1 tree with 4 dryads is more efficient than 2 trees with 2 dryads, due to 2 trees losing connection faster.&lt;br /&gt;
&lt;br /&gt;
How much benefit you'll get depends on the dryad in question:&lt;br /&gt;
* [[Woodmaker]]: Woodmakers are space-efficient, but not work efficient compared to growing any other tree. Also can survive in extreme cold/heat. &lt;br /&gt;
** If you can't harvest trees, then somewhat competitive with [[fibercorn]]. With Tree Connection, Plants 14 dryads are equal to Plants 14 fibercorn. At higher plants skill, or with a [[Plants specialist]], fibercorn becomes better for wood per work.&lt;br /&gt;
* [[Berrymaker]] &amp;amp; [[Medicinemaker]]: Unless you are unable to grow plants at all, then the dryads are worse than their plant equivalent.&lt;br /&gt;
* [[Barkskin]] &amp;amp; [[Clawer]]: Combat dryads, controlled just like an animal trained to Attack. Unlike animals, dryads can regenerate from all permanent wounds and even [[luciferium]] addiction by resting for 3 days. Both dryads are not great in solo combat, but can work together with colonists. It's a huge time cost, but can be useful.&lt;br /&gt;
* [[Carrier]]: 1 pawn can sustain 4 half-speed haulers for a full waking day, for less than a full day's of work. If you don't need things hauled constantly, then you still have to prune the tree (or face a 5-day minimum penalty).&lt;br /&gt;
* [[Gaumaker]]: Another way to create gauranlen trees. Useful for the Tree Connection moodlet, and only available with Tree Connection.&lt;br /&gt;
&lt;br /&gt;
Because light impacts Global Work Speed, you'll want to place a [[standing lamp]] 8-9 tiles away. Alternately, you can place a [[torch lamp]] anywhere near the tree.&lt;br /&gt;
&lt;br /&gt;
Regular, healthy colonists will likely have disappointing results with Gauranlen trees. However, Pruning Speed is ''not'' affected by reduced [[Consciousness]], [[Manipulation]], [[Sight]], etc. This means that disabled and psychically optimized (blinded, permanent [[pain]]) pawns can prune at the same rate as a healthy colonist. Blind and half-conscious [[psycast]]ers{{RoyaltyIcon}} are terrible as regular workers, but they can be nearly as productive as normal colonists by pruning Gauranlen trees.&lt;br /&gt;
&lt;br /&gt;
'''Using gauranlen trees in grow zones'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Gauranlen tree requires a 3 by 3 space around it to not be cut down. They can't be placed within 4 tiles of another gauranlen tree, so maximizing area to trees, you can have 4 trees in a 6*6 area(note that an additional 7 tiles from each side cannot have buildings without impeding connection). The ratio of tiles occupied by a tree to tiles occupied by a grow zone is 9:16, making for a 5*5 repeating pattern around each tree. At each protruding corner, where you shouldn't have walls, more grow tiles can be put in (as long as it's arable soil). Thus it is efficient to use the tree in this way if space available is an important factor.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GauranlenTreeA.png|Gauranlen Tree sprite Variant A&lt;br /&gt;
Gauranlen tree.png|Gauranlen Tree sprite Variant B&lt;br /&gt;
Stump chopped gauranlen.png|[[Chopped gauranlen stump]]&lt;br /&gt;
Stump smashed gauranlen.png|[[Smashed gauranlen stump]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Connecting to a Gauranlen tree gives 25-45% connection strength to the connector depending on ritual quality. Psychically deaf pawns cannot connect with Gauranlen trees.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Gauranlen trees heal slowly over time. When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Pruning is now based on [[Pruning Speed|pruning speed]] stat.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Dryad spawn days reduced from 8 to 6. Reduced dryad transform delay from 6 days to 5 days.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Global work speed not applying to pruning speed.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]] [[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Manipulation&amp;diff=179585</id>
		<title>Manipulation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Manipulation&amp;diff=179585"/>
		<updated>2026-04-20T20:49:59Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How well a character can physically interact with objects. Directly affected by [[consciousness]] and arms/hands/fingers effectiveness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Stub|section=1|reason=There are definitely more of these that aren't listed}}&lt;br /&gt;
Manipulation has a number of unique interactions with other mechanics, beyond the traditional effects on [[stats]]. &lt;br /&gt;
&lt;br /&gt;
Pawns with 0% Manipulation:&lt;br /&gt;
* Cannot hold [[weapons]]. If a pawn is reduced to 0% manipulation while holding a weapon, the weapon will be dropped on the ground.&lt;br /&gt;
* Cannot [[strip]] the [[apparel]] from corpses and downed pawns.&lt;br /&gt;
* Cannot use a [[nutrient paste dispenser]].&lt;br /&gt;
* Cannot do [[research]] work.&lt;br /&gt;
* Cannot play the [[harp]],{{RoyaltyIcon}} [[harpsichord]],{{RoyaltyIcon}} or [[piano]].{{RoyaltyIcon}}&lt;br /&gt;
* Cannot prune their [[gauranlen tree]]. {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Affected stats ==&lt;br /&gt;
Manipulation affects most colonist stats at 100% weight.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Manipulation Importance::+]]&lt;br /&gt;
| ?Health Type = Type&lt;br /&gt;
| ?Manipulation Importance# = Weight&lt;br /&gt;
| ?Manipulation Limit# = Max&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit  = 100&lt;br /&gt;
| mainlabel = Name&lt;br /&gt;
| headers = plain&lt;br /&gt;
| sort = Health Type, &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base factors ===&lt;br /&gt;
Manipulation is mainly affected by the following factors:&lt;br /&gt;
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max.&lt;br /&gt;
* Arm part efficiency. 100% importance, no allowed defect. No Max.&lt;br /&gt;
** Whole arm: 50% importance for each arm, no allowed defect. No Max.&lt;br /&gt;
*** [[Prosthetic arm]]: 50% part efficiency resulting in {{--|25%}} arm part efficiency.&lt;br /&gt;
*** [[Bionic arm]]: 125% part efficiency resulting in {{+|12.5%}} arm part efficiency.&lt;br /&gt;
*** [[Archotech arm]]: 150% part efficiency resulting in {{+|25%}} arm part efficiency.&lt;br /&gt;
** Shoulder part efficiency: 50% importance for each Shoulder, no allowed defect. No Max.&lt;br /&gt;
** Clavicle part efficiency: 50% importance for each Clavicle, no allowed defect. No Max.&lt;br /&gt;
** Humerus part efficiency: 50% importance for each Humerus, no allowed defect. No Max.&lt;br /&gt;
** Radius part efficiency: 50% importance for each Radius, no allowed defect. No Max.&lt;br /&gt;
** Hand part efficiency: 50% importance for each hand, no allowed defect. No Max.&lt;br /&gt;
*** [[Wooden hand]]: 60% part efficiency resulting in {{--|20%}} arm part efficiency.&lt;br /&gt;
** Finger part efficiency: 8% importance for each finger. No allowed defect. No Max.&lt;br /&gt;
{{Manipulation Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
The following offsets are added or subtracted after the ''Base factors''.&lt;br /&gt;
* Alcohol ([[Beer]]) high warm: {{--|2%}}&lt;br /&gt;
* [[Go-juice]] withdrawal: {{--|10%}}&lt;br /&gt;
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) withdrawal: {{--|20%}}&lt;br /&gt;
* [[Wake-up]] withdrawal: {{--|25%}}&lt;br /&gt;
* [[Anesthetic]]&lt;br /&gt;
** Wearing off: {{--|10%}}&lt;br /&gt;
** Woozy: {{--|20%}}&lt;br /&gt;
* [[Hypothermia]]&lt;br /&gt;
** Shivering: {{--|8%}}&lt;br /&gt;
** Minor: {{--|20%}}&lt;br /&gt;
** Serious: {{--|50%}}&lt;br /&gt;
* [[Hypothermic slowdown]]&lt;br /&gt;
** Moderate: {{--|20%}}&lt;br /&gt;
** Serious: {{--|50%}}&lt;br /&gt;
* [[Bad back]]: {{--|10%}}&lt;br /&gt;
* [[Frail]]: {{--|30%}}&lt;br /&gt;
* [[Muscle parasites]]: {{--|30%}}&lt;br /&gt;
* [[Fibrous mechanites]]: {{+|50%}}&lt;br /&gt;
* [[Sensory mechanites]]: {{+|30%}}&lt;br /&gt;
* [[Flu]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|10%}}&lt;br /&gt;
** Extreme: {{--|20%}}&lt;br /&gt;
* [[Plague]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|20%}}&lt;br /&gt;
** Extreme: {{--|30%}}&lt;br /&gt;
* [[Malaria]]&lt;br /&gt;
** Major: {{--|8%}}&lt;br /&gt;
** Extreme: {{--|10%}}&lt;br /&gt;
* [[Sleeping sickness]]&lt;br /&gt;
** Minor (initial): {{--|2%}}&lt;br /&gt;
** Minor (advanced): {{--|4%}}&lt;br /&gt;
** Major: {{--|6%}}&lt;br /&gt;
** Extreme: {{--|20%}}&lt;br /&gt;
* [[Trauma savant]]: {{+|50%}}&lt;br /&gt;
* [[Smooth tail]] gene:{{BiotechIcon}} {{+|5%}}&lt;br /&gt;
&lt;br /&gt;
=== Multipliers ===&lt;br /&gt;
The following factors are applied after the ''Offsets''.&lt;br /&gt;
* Alcohol ([[Beer]]) withdrawal: {{Bad|x50%}}&lt;br /&gt;
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) hangover buzzing: {{Bad|x80%}}&lt;br /&gt;
* [[Cryptosleep sickness]]: {{Bad|x90%}}&lt;br /&gt;
* [[Food poisoning]]&lt;br /&gt;
** Initial: {{Bad|x90%}}&lt;br /&gt;
** Major: {{Bad|x80%}}&lt;br /&gt;
** Recovering: {{Bad|x90%}}&lt;br /&gt;
* [[Resurrection sickness]]: {{Bad|x10%}}&lt;br /&gt;
* [[Trotter hands]] gene:{{BiotechIcon}} {{Bad|x85%}}&lt;br /&gt;
* [[Elongated fingers]] gene:{{BiotechIcon}} {{Good|x110%}}&lt;br /&gt;
* [[Elephant#In Odyssey DLC|War trumpet]]{{OdysseyIcon}}: {{Bad|x85%}}&lt;br /&gt;
* [[Thrumbo#Summary|Thrumbo roar]]{{OdysseyIcon}}: {{Bad|x80%}}&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
 '''Manipulation''' = (Base factors + Offsets) × Multipliers&lt;br /&gt;
&lt;br /&gt;
Arm efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all fingers must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.&lt;br /&gt;
 '''Arm efficiency''' = (Left arm × 0.5 + Right arm × 0.5) × (Left shoulder × 0.5 + Right shoulder × 0.5) × (Left clavicle × 0.5 + Right clavicle × 0.5) × (Left humerus × 0.5 + Right humerus × 0.5) × (Left radius × 0.5 + Right radius × 0.5) × (Left hand × 0.5 + Right hand × 0.5) × (Fingers × 0.08 + 0.2)&lt;br /&gt;
&lt;br /&gt;
For example the maximum possible value would be achievable with the following values:&lt;br /&gt;
* [[Consciousness]]: '''170%''' from being high on [[go-juice]], [[luciferium]] and [[wake-up]], having used a [[neural supercharger]],{{IdeologyIcon}} with any level of [[pollution stimulus]] {{BiotechIcon}} and a [[Psychic bonding|psychic bond]] {{BiotechIcon}} with a pawn on the same map.&lt;br /&gt;
* Arm efficiency:&lt;br /&gt;
** Left arm: '''150%''' ([[archotech arm]])&lt;br /&gt;
** Right arm: '''150%''' ([[archotech arm]])&lt;br /&gt;
* Offsets (total {{+|135%}}):&lt;br /&gt;
** [[Fibrous mechanites]]: {{+|50%}}&lt;br /&gt;
** [[Sensory mechanites]]: {{+|30%}}&lt;br /&gt;
** [[Trauma savant]]: {{+|50%}}&lt;br /&gt;
** [[Smooth tail]]{{BiotechIcon}}: {{+|5%}}&lt;br /&gt;
** &lt;br /&gt;
* Post factors: '''x110%'''&lt;br /&gt;
** [[Elongated fingers]]{{BiotechIcon}}: '''x110%'''&lt;br /&gt;
&lt;br /&gt;
First of all we can calculate the arm efficiency:&lt;br /&gt;
 '''Arm efficiency''' = Left arm × 0.5 + Right arm × 0.5 = 1.5 × 0.5 + 1.5 × 0.5 = '''150%'''&lt;br /&gt;
&lt;br /&gt;
We can therefore calculate the Manipulation:&lt;br /&gt;
 '''Manipulation''' = ((170% × 150%) + 135%) × 110%  = '''{{Good|429%}}'''{{#set:Effective Maximum|4.29}}&lt;br /&gt;
&lt;br /&gt;
The minimum possible ''manipulation'' is of course {{Bad|[[Effective Minimum::0]]%}}.&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Capacity]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Manipulation&amp;diff=179584</id>
		<title>Manipulation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Manipulation&amp;diff=179584"/>
		<updated>2026-04-20T20:45:59Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Somehow someone suggested this on the SPUF even though it doesn't work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How well a character can physically interact with objects. Directly affected by [[consciousness]] and arms/hands/fingers effectiveness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Stub|section=1|reason=There are definitely more of these that aren't listed}}&lt;br /&gt;
Manipulation has a number of unique interactions with other mechanics, beyond the traditional effects on [[stats]]. &lt;br /&gt;
&lt;br /&gt;
Pawns with 0% Manipulation:&lt;br /&gt;
* Cannot hold [[weapons]]. If a pawn is reduced to 0% manipulation while holding a weapon, the weapon will be dropped on the ground.&lt;br /&gt;
* Cannot [[strip]] the [[apparel]] from corpses and downed pawns.&lt;br /&gt;
* Cannot use a [[nutrient paste dispenser]].&lt;br /&gt;
* Cannot do [[research]] work.&lt;br /&gt;
* Cannot play the [[harp]],{{RoyaltyIcon}} [[harpsichord]],{{RoyaltyIcon}} or [[piano]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Affected stats ==&lt;br /&gt;
Manipulation affects most colonist stats at 100% weight.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Manipulation Importance::+]]&lt;br /&gt;
| ?Health Type = Type&lt;br /&gt;
| ?Manipulation Importance# = Weight&lt;br /&gt;
| ?Manipulation Limit# = Max&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit  = 100&lt;br /&gt;
| mainlabel = Name&lt;br /&gt;
| headers = plain&lt;br /&gt;
| sort = Health Type, &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base factors ===&lt;br /&gt;
Manipulation is mainly affected by the following factors:&lt;br /&gt;
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max.&lt;br /&gt;
* Arm part efficiency. 100% importance, no allowed defect. No Max.&lt;br /&gt;
** Whole arm: 50% importance for each arm, no allowed defect. No Max.&lt;br /&gt;
*** [[Prosthetic arm]]: 50% part efficiency resulting in {{--|25%}} arm part efficiency.&lt;br /&gt;
*** [[Bionic arm]]: 125% part efficiency resulting in {{+|12.5%}} arm part efficiency.&lt;br /&gt;
*** [[Archotech arm]]: 150% part efficiency resulting in {{+|25%}} arm part efficiency.&lt;br /&gt;
** Shoulder part efficiency: 50% importance for each Shoulder, no allowed defect. No Max.&lt;br /&gt;
** Clavicle part efficiency: 50% importance for each Clavicle, no allowed defect. No Max.&lt;br /&gt;
** Humerus part efficiency: 50% importance for each Humerus, no allowed defect. No Max.&lt;br /&gt;
** Radius part efficiency: 50% importance for each Radius, no allowed defect. No Max.&lt;br /&gt;
** Hand part efficiency: 50% importance for each hand, no allowed defect. No Max.&lt;br /&gt;
*** [[Wooden hand]]: 60% part efficiency resulting in {{--|20%}} arm part efficiency.&lt;br /&gt;
** Finger part efficiency: 8% importance for each finger. No allowed defect. No Max.&lt;br /&gt;
{{Manipulation Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
The following offsets are added or subtracted after the ''Base factors''.&lt;br /&gt;
* Alcohol ([[Beer]]) high warm: {{--|2%}}&lt;br /&gt;
* [[Go-juice]] withdrawal: {{--|10%}}&lt;br /&gt;
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) withdrawal: {{--|20%}}&lt;br /&gt;
* [[Wake-up]] withdrawal: {{--|25%}}&lt;br /&gt;
* [[Anesthetic]]&lt;br /&gt;
** Wearing off: {{--|10%}}&lt;br /&gt;
** Woozy: {{--|20%}}&lt;br /&gt;
* [[Hypothermia]]&lt;br /&gt;
** Shivering: {{--|8%}}&lt;br /&gt;
** Minor: {{--|20%}}&lt;br /&gt;
** Serious: {{--|50%}}&lt;br /&gt;
* [[Hypothermic slowdown]]&lt;br /&gt;
** Moderate: {{--|20%}}&lt;br /&gt;
** Serious: {{--|50%}}&lt;br /&gt;
* [[Bad back]]: {{--|10%}}&lt;br /&gt;
* [[Frail]]: {{--|30%}}&lt;br /&gt;
* [[Muscle parasites]]: {{--|30%}}&lt;br /&gt;
* [[Fibrous mechanites]]: {{+|50%}}&lt;br /&gt;
* [[Sensory mechanites]]: {{+|30%}}&lt;br /&gt;
* [[Flu]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|10%}}&lt;br /&gt;
** Extreme: {{--|20%}}&lt;br /&gt;
* [[Plague]]&lt;br /&gt;
** Minor: {{--|5%}}&lt;br /&gt;
** Major: {{--|20%}}&lt;br /&gt;
** Extreme: {{--|30%}}&lt;br /&gt;
* [[Malaria]]&lt;br /&gt;
** Major: {{--|8%}}&lt;br /&gt;
** Extreme: {{--|10%}}&lt;br /&gt;
* [[Sleeping sickness]]&lt;br /&gt;
** Minor (initial): {{--|2%}}&lt;br /&gt;
** Minor (advanced): {{--|4%}}&lt;br /&gt;
** Major: {{--|6%}}&lt;br /&gt;
** Extreme: {{--|20%}}&lt;br /&gt;
* [[Trauma savant]]: {{+|50%}}&lt;br /&gt;
* [[Smooth tail]] gene:{{BiotechIcon}} {{+|5%}}&lt;br /&gt;
&lt;br /&gt;
=== Multipliers ===&lt;br /&gt;
The following factors are applied after the ''Offsets''.&lt;br /&gt;
* Alcohol ([[Beer]]) withdrawal: {{Bad|x50%}}&lt;br /&gt;
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) hangover buzzing: {{Bad|x80%}}&lt;br /&gt;
* [[Cryptosleep sickness]]: {{Bad|x90%}}&lt;br /&gt;
* [[Food poisoning]]&lt;br /&gt;
** Initial: {{Bad|x90%}}&lt;br /&gt;
** Major: {{Bad|x80%}}&lt;br /&gt;
** Recovering: {{Bad|x90%}}&lt;br /&gt;
* [[Resurrection sickness]]: {{Bad|x10%}}&lt;br /&gt;
* [[Trotter hands]] gene:{{BiotechIcon}} {{Bad|x85%}}&lt;br /&gt;
* [[Elongated fingers]] gene:{{BiotechIcon}} {{Good|x110%}}&lt;br /&gt;
* [[Elephant#In Odyssey DLC|War trumpet]]{{OdysseyIcon}}: {{Bad|x85%}}&lt;br /&gt;
* [[Thrumbo#Summary|Thrumbo roar]]{{OdysseyIcon}}: {{Bad|x80%}}&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
 '''Manipulation''' = (Base factors + Offsets) × Multipliers&lt;br /&gt;
&lt;br /&gt;
Arm efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all fingers must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.&lt;br /&gt;
 '''Arm efficiency''' = (Left arm × 0.5 + Right arm × 0.5) × (Left shoulder × 0.5 + Right shoulder × 0.5) × (Left clavicle × 0.5 + Right clavicle × 0.5) × (Left humerus × 0.5 + Right humerus × 0.5) × (Left radius × 0.5 + Right radius × 0.5) × (Left hand × 0.5 + Right hand × 0.5) × (Fingers × 0.08 + 0.2)&lt;br /&gt;
&lt;br /&gt;
For example the maximum possible value would be achievable with the following values:&lt;br /&gt;
* [[Consciousness]]: '''170%''' from being high on [[go-juice]], [[luciferium]] and [[wake-up]], having used a [[neural supercharger]],{{IdeologyIcon}} with any level of [[pollution stimulus]] {{BiotechIcon}} and a [[Psychic bonding|psychic bond]] {{BiotechIcon}} with a pawn on the same map.&lt;br /&gt;
* Arm efficiency:&lt;br /&gt;
** Left arm: '''150%''' ([[archotech arm]])&lt;br /&gt;
** Right arm: '''150%''' ([[archotech arm]])&lt;br /&gt;
* Offsets (total {{+|135%}}):&lt;br /&gt;
** [[Fibrous mechanites]]: {{+|50%}}&lt;br /&gt;
** [[Sensory mechanites]]: {{+|30%}}&lt;br /&gt;
** [[Trauma savant]]: {{+|50%}}&lt;br /&gt;
** [[Smooth tail]]{{BiotechIcon}}: {{+|5%}}&lt;br /&gt;
** &lt;br /&gt;
* Post factors: '''x110%'''&lt;br /&gt;
** [[Elongated fingers]]{{BiotechIcon}}: '''x110%'''&lt;br /&gt;
&lt;br /&gt;
First of all we can calculate the arm efficiency:&lt;br /&gt;
 '''Arm efficiency''' = Left arm × 0.5 + Right arm × 0.5 = 1.5 × 0.5 + 1.5 × 0.5 = '''150%'''&lt;br /&gt;
&lt;br /&gt;
We can therefore calculate the Manipulation:&lt;br /&gt;
 '''Manipulation''' = ((170% × 150%) + 135%) × 110%  = '''{{Good|429%}}'''{{#set:Effective Maximum|4.29}}&lt;br /&gt;
&lt;br /&gt;
The minimum possible ''manipulation'' is of course {{Bad|[[Effective Minimum::0]]%}}.&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Capacity]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infection&amp;diff=179465</id>
		<title>Infection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infection&amp;diff=179465"/>
		<updated>2026-04-14T03:19:48Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Infection]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Quote|Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death. Through aeons of human warfare, infections have often taken more lives than the wounds themselves.|Description}}&lt;br /&gt;
&lt;br /&gt;
'''Infection''' is a fast-acting [[death|fatal]] [[disease]] that can be contracted from open [[Injuries|wounds]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Infections can occur on most wounds. It is the fastest working illness in [[RimWorld]], taking little more than a day to kill the victim if left [[Doctoring#Treatment|untended]]. [[Animals]] can also contract infections, moving just as fast as human infections, although at a reduced chance.&lt;br /&gt;
&lt;br /&gt;
It is possible to have multiple infections simultaneously across different [[body parts]]. Each infection progresses at its own rate, while immunity against infections progresses at the same rate across the whole body. If the patient can become immune before their worst infection reaches 100%, they have beaten ''all'' their infections.&lt;br /&gt;
&lt;br /&gt;
If untreated, the patient loses this race in '''less than a day and a half''', so any infection needs to be treated immediately and consistently. A pawn with 100% [[Immunity Gain Speed]] will become immune in around 1.5 days.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
Any [[cut]], [[bite]], [[burn]] or [[frostbite]] has a chance to become infected; [[blunt]] traumas (aka bruises) do not, nor can a pawn get an infection from losing a body part (i.e. a hand cannot become infected because of a lost finger). The chance of a pawn getting an infection depends on the wound type and various other factors:&lt;br /&gt;
* Bite, burns, and chemical burns have a 30% chance.&lt;br /&gt;
* Frostbite has a 25% chance.&lt;br /&gt;
* Shredding injuries have a 20% chance.&lt;br /&gt;
* Most other [[bleeding]] wounds have a 15% chance.&lt;br /&gt;
* Bruises, cracks or missing parts cannot be infected.&lt;br /&gt;
* Colonists are more likely to get wound infections at higher [[difficulty|difficulties]].&lt;br /&gt;
Treated wounds can still get infected, at a reduced chance. The multiplier is 85% at 0% [[tend quality]], and linearly decreases to 5% at 100% tend quality. Animals have 20% of a colonist's chance to get an infection. Cleaner rooms further reduce the chance of infection. A regular, [[floor]]ed room without any [[filth]] has a 50% multiplier, a clean room with [[sterile tile]]s has a 32% multiplier, while caravans and outdoor spaces have the standard 100%.&lt;br /&gt;
&lt;br /&gt;
When a colonist has an infectable wound, the game will count down randomly from {{ticks|15000}} to {{ticks|45000}}. The game will also keep track of if the wound was tended, and, if so, what percent chance of an infection would arise from the room stats and the tend quality. Once it reaches this timer, it will decide if the wound will be infected, based on that percent chance. Once an infection sets in, it ''immediately'' becomes a life-or-[[death]] race between the infection rates vs. the patient's immunity progression; the first to a value of 1.00 (100%) &amp;quot;wins&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
The [[perfect immunity]] gene{{BiotechIcon}} will prevent the acquisition of this disease but will not cure pre-existing conditions present at the time of implantation. However, creating a [[xenogerm]] with it requires an [[archite capsule]], so modifying every pawn with it is expensive. For pawns without the gene, the chances of infection can be greatly reduced by making sure to tend quickly, in a clean/sterile environment. Any constructed [[floors|floor]] is better than dirt, and [[sterile tile]]s are better than generic floors. You should also have pawns [[Orders#Clean|clean]] the room in question. See [[cleanliness]] for more details.&lt;br /&gt;
&lt;br /&gt;
A triage area can be established near a killbox to tend to pawns quickly without having to trudge halfway across the map carrying the pawn to tend - the utility of this depends on the distance to a hospital and the number of pawns needing treatment. More pawns and larger distance make it more relevant, while a single pawn getting downed in the room next to the hospital would be better off taken to the clean room.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Infection and immunity progression begin as soon as the disease is detected; the first to 100% (1.0 severity) &amp;quot;wins&amp;quot;, either saving or killing the pawn. The current status of both progressions can be viewed in the sick colonist's Health tab by mouse-hovering over the word &amp;quot;Infection&amp;quot;. Unfortunately, the disease progresses faster without good treatment and rest.&lt;br /&gt;
&lt;br /&gt;
Note that the immunity only applies to the current infection, not future infections. Any new infection will cause the process to begin again from scratch.&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (minor)''' || 0% - 32% ||&lt;br /&gt;
* [[Pain]]: {{++|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (major)''' || 33% - 77% ||&lt;br /&gt;
* [[Pain]]: {{++|8%}} &lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (Extreme)''' || 78% - 86% ||&lt;br /&gt;
* [[Pain]]: {{++|12%}} &lt;br /&gt;
* [[Consciousness]]: {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (Extreme)''' || 87% - 99% ||&lt;br /&gt;
* [[Consciousness]]: Max 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]]: {{++|85%}} &lt;br /&gt;
* [[Breathing]]: {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (Extreme)''' || 100% ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Humans &amp;amp; Animals ===&lt;br /&gt;
* When not immune or treated, severity increases by {{++|0.84}} per day ({{++|0.035}} per hour).&lt;br /&gt;
* Treatment slows progression by a maximum of {{---|0.53}} per day (less with poor treatment).&lt;br /&gt;
** At 100% treatment, the disease will progress by {{++|0.31}} per day.&lt;br /&gt;
* When immune, severity decreases by {{---|0.7}} per day.&lt;br /&gt;
* Immunity increases by {{+|0.6441}} per day when sick.&lt;br /&gt;
&lt;br /&gt;
This means that an infection can kill less than {{#expr:1/0.84 round 2}} days from first symptoms. A pawn with 100% [[Immunity Gain Speed]] will become immune in {{#expr:1/(0.6441) round 2}} days on average - meaning that they will die without treatment slowing severity gain or improving IGS to at least {{#expr: 0.84/0.6441 * 100 round 1}}%. Note that this ignores the effect of InfectionLuck. For a full breakdown on [[Immunity Gain Speed]] and the factors that affect it, see that page.&lt;br /&gt;
&lt;br /&gt;
=== Case studies ===&lt;br /&gt;
* It has been observed in patients with normal beds, a room with &amp;quot;slightly dirty&amp;quot; to &amp;quot;dirty&amp;quot; [[cleanliness]], well nourished, [[Medical]] care with skill ~6-10 and only herbal medicine (Tend quality ~40-50), will recover from their infections, even despite some few hours delay in starting treatment. It sometimes is a near thing, and may result in a longer recovery time from an end infection near/over 90% when they reach immunity, depending on the delay, their feeding schedule and the &amp;quot;luck&amp;quot; of the attending doctor.  Malnutrition (from hunger) definitely slows the immunity process, as listed under [[Immunity Gain Speed]].&lt;br /&gt;
&lt;br /&gt;
* It has also been observed that a prisoner in good health (age &amp;lt; 50, no health issues), well fed, in an excellent-quality [[hospital bed]] with a [[vitals monitor]], and a Tend quality of 99% (high Medical skill using [[glitterworld medicine]]), gained Immunity more than 2:1 over Infection gain (from a 68 Immunity and 83 Infection, +32 v. +15).  That's not a &amp;quot;maximum&amp;quot;, but it may be close to a reasonably practical one, just as a benchmark.&lt;br /&gt;
&lt;br /&gt;
All this math also means that it will take a patient almost 3 days, or more, to go through the process of first fighting and then recovering from an infection, besides recovering from whatever wound or ailment caused the infection in the first place.  Yet another reason to provide prompt, sterile treatment for all colonists' wounds to avoid this in the first place.&lt;br /&gt;
&lt;br /&gt;
=== Default warning ===&lt;br /&gt;
Toward the end of a bad infection, once the infection becomes &amp;quot;extreme&amp;quot; (80% or more), you will get a bright red warning among the other notices on the right side of the screen saying:&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;&amp;lt;mark style=&amp;quot;background:#FF0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;'''Medical emergency'''&amp;lt;/span&amp;gt;&amp;lt;/mark&amp;gt; People are at risk for [[death]] because of severe illness...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This alert appears regardless of whether that colonist is currently beating the infection or not, or will do so - the game doesn't do the math to predict whether the infection or the immunity will reach 100% first, but you should be able to.  The warning is simply there to remind you that now may be the time to take drastic action, just in case you are losing the race.  The notice will disappear when immunity reaches 100% (regardless of the current level of infection), or when the victim dies.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
[[#Prevention|Prevention]] is the best treatment - a capable doctor and clean environment for treatment are critical to avoiding this deadly ailment before it happens.  Even after successful treatment of a bad infection there can be a fairly lengthy recovery time, so prevention really ''is'' the best medicine in this case.&lt;br /&gt;
&lt;br /&gt;
If left untreated, infections kill in a little over a day - untreated infections move ''fast!'' For resting colonists with 100% immunity gain speed and immediate treatment, you will need at least 15% average treatment quality to ensure that one doesn't succumb to their infected wound(s).&lt;br /&gt;
&lt;br /&gt;
As with any other disease, make sure that the patient is rested, well-fed, and treated whenever possible. A single infection will take multiple treatments, administered once every 12 hours, per infection.  Infections progress very quickly, and missing or delaying a treatment can be a ''very'' costly mistake. Due to the rate at which infections progress, you'll want at least a competent doctor using [[herbal medicine]] or better in order to ensure that the affected person survives an infection.  &lt;br /&gt;
&lt;br /&gt;
Once you beat the infection, that value then begins to (slowly) drop back to &amp;quot;0&amp;quot;, from where ever it was; no further treatment is necessary once this starts. However, better treatment quality results will stop the infection before it progresses to a higher value, saving recovery time for the patient, so the more bonuses you can scrape together* during treatment, the faster the recovery. &lt;br /&gt;
&lt;br /&gt;
: (* better Medical skill, better medicine, a [[Rooms#Cleanliness|clean room]], a higher quality [[Bed#Surgery_Success_Chance_Factor|bed]], upgrading to a [[hospital bed]], adding a connected [[vitals monitor]], etc. See [[Doctoring#Treatment|Doctoring]] for more details.)&lt;br /&gt;
&lt;br /&gt;
This disease is unique in that it only affects a specific, isolated body part, making infections curable by removing that part. It is not possible to amputate vital organs, though some can be replaced with [[Artificial body parts#Body|artificial versions]]. It's (usually) better to have a colonist missing a part or two than to lose the colonist entirely, and there is no [[mood]] debuff if you remove an infected part. If the infection has progressed to over 97%, there is little to no chance your surgeons can successfully pull off an amputation in time, so plan accordingly. As with any operation, amputations (and organ replacements) can fail, leaving the infected part attached, so if you make the decision to do this, try to operate before 90% or earlier so you have time to try again.&lt;br /&gt;
:* To amputate: Under the patient's Health tab is the Operations tab; &amp;quot;Add a bill&amp;quot; to amputate the infected body part. You may also have to/want to upgrade the patient's default &amp;quot;medicine&amp;quot; used for procedures - that's under their Health/Overview tab. If an arm/leg/kidney is the target, make sure to amputate the ''correct'' (left/right) part - surgeons just do what they're told.&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable ===&lt;br /&gt;
For those with a base immunity gain rate of 39% or less, it will be very difficult to survive infection. This includes people well past their [[Immunity_Gain_Speed#Age|Life Expectancy]], and/or people with severe kidney and liver damage. Even with 100% [[Doctoring#Tend_quality|treatment quality]] for all treatments and rest in a [[hospital bed]] with a [[vitals monitor]] connected, they will die without extra care. To save the colonist, you can do one or more of the following:&lt;br /&gt;
* Amputate the effected limb if possible. This will leave your colonist without a limb but it instantly cures the infection. &lt;br /&gt;
* Tend with [[glitterworld medicine]]&lt;br /&gt;
* Administer [[healer mech serum]] - instantly treats the disease&lt;br /&gt;
* Use the [[medic cycle]] of a [[Biosculpter pod]],{{IdeologyIcon}} curing the infection completely after the cycle finishes.&lt;br /&gt;
* Administer [[luciferium]]&lt;br /&gt;
* Perform an [[Health#Transplants|organ transplant]] for pawns with damage to their [[liver]] or [[kidney]]s. &lt;br /&gt;
* Install up to two [[immunoenhancer]]s {{RoyaltyIcon}} for 8% per enhancer installed. Note that these require a kidney to be present for them to be installed into, so a transplant might be required if they are missing. Damaged kidneys are sufficient however.&lt;br /&gt;
* Install [[detoxifier kidney]]s. these improve immunity gain speed by 2.5% each. Prioritize installing detoxifier kidneys on already damaged kidneys. &lt;br /&gt;
* Use the [[preach health]]{{IdeologyIcon}} ability on the effected person&lt;br /&gt;
* Use the [[medical specialist]]'s{{IdeologyIcon}} immunity drive&lt;br /&gt;
* Place the patient in a [[cryptosleep casket]] until you have one of the above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Reduced various infection chances (around 25%). Animal infection chance factor 0.20 -&amp;gt; 0.10.&lt;br /&gt;
&lt;br /&gt;
At around Beta 18 infections caused a reduction in part efficiency, allowing them to kill much earlier than usual if a critically injured vital body part is infected and the infection causes the efficiency of that body part to drop below zero.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
</feed>