<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zalxxuz</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zalxxuz"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Zalxxuz"/>
	<updated>2026-08-30T07:32:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unstable_power_cell&amp;diff=183767</id>
		<title>Unstable power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unstable_power_cell&amp;diff=183767"/>
		<updated>2026-08-29T21:17:27Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Unstable power cell&lt;br /&gt;
| image = Unstablepc.png&lt;br /&gt;
| description = A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Some brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 200&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = 400&lt;br /&gt;
| glowradius = 4&lt;br /&gt;
| glowcolor = (115, 200, 23)&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| thingCategories = BuildingsSpecial&lt;br /&gt;
| deconstruct yield = {{Icon Small|Component}} 1&lt;br /&gt;
| destroyyield = {{Icon Small|Component}} 0.5&lt;br /&gt;
| page verified for version = 1.6.4630&lt;br /&gt;
}}&lt;br /&gt;
{{Info|An '''unstable power cell''' is a power generation unit of [[mechanoid]] origin. It has a constant output of 400W and can be uninstalled and moved anywhere, but if damaged or destroyed will explode. The cell bears some similarities to the [[vanometric power cell]] in that it will create free energy infinitely and cannot be built by the player.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unstable power cells can be claimed and looted from [[mechanoid cluster]]s after the cluster is defeated. &lt;br /&gt;
&lt;br /&gt;
Beware of mechanoid turret explosions damaging unstable power cells, resulting in a chain explosion that can easily kill nearby colonists. Their presence presents a strategic choice; detonate the power cells from a distance to make the cluster easier to defeat, or carefully deal with the mechanoids to claim the cells for use in your base.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Unstable power cells output a continuous 400W of power without any dependence such as fuel or [[weather]] conditions. They do not randomly [[breakdown]] like other power-producing machines, only an [[event]] or condition that stops all electric devices, like a [[solar flare]], can interrupt their operation. Unstable power cells also glow with a light radius of 4.&lt;br /&gt;
&lt;br /&gt;
Unstable power cells will explode upon losing 50% of their hit points, sparking and emitting a hissing sound for {{Ticks|240}} first before exploding. They also explode immediately upon destruction, regardless of method, but not upon deconstruction. An exploding cell deals 50 [[Damage Types#Bomb|Bomb damage]] in a 9.9 tile radius. Bomb damage is multiplied {{Up|x4}} against impassable structures (such as [[wall]]s) and plants and {{Up|x2}} against passable buildings (such as [[dining chair]]s). All nearby raiders will attempt to move out of the blast radius before detonation. {{Check Tag|All?|All human raiders? Mechanoids? Manhunting animals? Cultists from Anomaly?}}&lt;br /&gt;
&lt;br /&gt;
Like all mech cluster buildings, they have a [[Flammability]] of 0% and also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Unstable_power_cell_boom.png|Explosive Radius&lt;br /&gt;
Unstable power cell light.png|Light Radius. Yellow: 50%, Orange 34%.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Unstable power cell safety honeycomb.jpg|thumb|left|Example of the honeycomb rendering unstable power cells essentially safe. Note: Sandstone walls or stronger are recommended.]]&lt;br /&gt;
With its large blast radius and high damage against structures, an exploding unstable power cell is very effective against the mech clusters in which they generate. Successfully retrieving a power cell can sometimes be difficult, and should be weighed against using it as an explosive, but retrieval is usually worth it.&lt;br /&gt;
&lt;br /&gt;
While cells only give a modest {{P|Power Consumption}} W, they ''are'' quite useful for power. They are mobile, maintenance free, and consistent. For example, a single cell can power 2 isolated [[deep drill]]s, without the need to run a long power conduit line. They are also helpful as &amp;quot;free&amp;quot; power, as a supplement to your main grid. Over the life of a colony, many cells can be accrued, contributing a significant amount of power. Deconstructing one is almost never worth it, due to the pitiful yield.&lt;br /&gt;
&lt;br /&gt;
Some players are wary of their explosive nature, but the risk can be almost entirely mitigated by enclosing the cell with [[walls]] as shown in the image to the left: &lt;br /&gt;
# A single explosion cannot damage tiles beyond walls, even if the wall is destroyed. This means all other items, structures, or pawns are safe if the cell is surrounded by walls at the time of detonation, regardless of their {{HP}} at the time of detonation.&lt;br /&gt;
# The explosion from the cell or a [[high-explosive shell]] will deal 100 damage to other cells and 200 damage to walls.&lt;br /&gt;
# Therefore, if you use walls made of sandstone or stronger, they will tank any damage from an initial explosion, such as a mortar strike, ''and'' the resulting cell explosion and nothing beyond the wall will be harmed.&lt;br /&gt;
# As mechanoid buildings, they are completely immune to [[fire]]s and to any [[short circuit]] that doesn't have 4,900 Wd stored, equivalent to 8.16 completely filled [[batteries]].&lt;br /&gt;
# Most raiders will not try to break walls if any other target is available.  For sappers and breachers, place the walled cells in an internal position, so they have to break your outside walls first.&lt;br /&gt;
&lt;br /&gt;
Thus, when used for static power production, they can be kept safe by surrounding them in stone walls even if such cells are placed directly next to each other in a checkerboard pattern - see the image to the left. This makes even a direct mortar strike, already a rare occurrence, result only in the loss of the cells themselves and, even then, only if they are not placed under overhead mountain. &lt;br /&gt;
&lt;br /&gt;
=== Acquisition strategies ===&lt;br /&gt;
The primary risks to cells are accidentally triggering them with stray gunfire during combat and the explosions from destroying turrets. Several methods can be used to safely acquire power cells from mechanoid clusters:&lt;br /&gt;
* The simplest strategy might be simply clearing the cluster. If the unstable power cells are far enough away from turrets, you may be able to recover the cell by luring mechanoids away from the cluster, and then avoiding explosive weapons and not causing more damage than needed while you destroy buildings.&lt;br /&gt;
* [[Smoke launcher]]s can be used to give colonists cover while you construct a wall around a power cell to protect it.&lt;br /&gt;
* The [[Wallraise]] psycast can be used to surround turrets or cells to contain explosions or protect cells from stray bullets.&lt;br /&gt;
* High-quality [[breach axe]]s and pawns with improved melee damage can destroy turrets in one hit, preventing the low-health explosion. Keep in mind that this is not perfectly reliable when dealing with predamaged turrets as they may hit the target with the weaker handle attacks instead of the devastatingly effective head attack, and this may drop them below the threshold for low-health explosions. Always check the turret's {{HP}} before and while attempting this strategy, including if the first several swings do not successfully destroy a previously full health turret.&lt;br /&gt;
* [[Frag grenades]] destroy turrets in one hit, preventing the low-health explosion. Frag grenades have a forced miss radius of {{Q|Frag grenades|Miss Radius}} tiles, which means directly targeting a turret may lead to a grenade landing anywhere in a radius around the target, potentially hitting nearby unstable power cells. If this is possible, aim the frag grenade throws slightly ''away''  from both the turret and the cell so that you destroy the turret with a grenade that flies off-target. Destroying turrets this way takes many attempted throws. [[Smoke launcher]]s can again be used to give your colonists cover from the turrets while you work.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Some explosive buildings explode twice when the wick ends.&lt;br /&gt;
&lt;br /&gt;
{{Nav|special|wide}}&lt;br /&gt;
{{Nav|power|wide}}&lt;br /&gt;
{{Nav|mechanoid|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Special]]&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=183766</id>
		<title>Vanometric power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=183766"/>
		<updated>2026-08-29T21:13:08Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Vanometric power cell&lt;br /&gt;
| image = Vanometric power cell.png&lt;br /&gt;
| description = Generates free energy, forever, without using fuel. This technology is developed by archotechs, and is beyond even most glitterworld societies. While nobody knows exactly how it works, scholars believe it somehow extracts energy directly from fluctuations in the quantum foam.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| size = 1 ˣ 2&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 200&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = 1000&lt;br /&gt;
| glowradius = 3&lt;br /&gt;
| glowcolor = (227, 233, 168)&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| tradeTags = ExoticBuilding&lt;br /&gt;
| tradeability = Sellable&lt;br /&gt;
| thingCategories = BuildingsSpecial&lt;br /&gt;
| deconstruct yield = {{Icon Small|Steel}} 50 + {{Icon Small|Advanced component}} 3&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''vanometric power cell''' is a [[Events#World incidents|World quest]] reward [[Power#Power generators|power generator]] that constantly provides 1000W for free and can be installed anywhere.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Vanometric power cells cannot be constructed nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to any vanometric power cells in a given play-through.  &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Vanometric power cells provide a constant {{P|Power Consumption}}W of [[power]] without requiring fuel or any particular [[terrain]] and [[weather]]. They do not randomly [[breakdown]] like other power-producing machines. Only [[Solar flare]]s and [[EMI dynamo]]s can temporarily disable the cell. They can be freely uninstalled and re-installed.&lt;br /&gt;
&lt;br /&gt;
For comparison, a battery discharging at 1000 W would deplete in roughly {{#expr: 24*600/{{P|Power Consumption #}} }} in-game hours or {{Ticks|2500*24*600/{{P|Power Consumption #}} }}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The vanometric power cell is free and 100% reliable power that can be placed anywhere, which is almost always useful. However, it is a relatively low impact item, as despite being rare, it can largely be replaced by [[chemfuel generator]]s and [[batteries]].&lt;br /&gt;
&lt;br /&gt;
In addition to general power usage, this item is particularly useful to power:&lt;br /&gt;
* High-priority equipment (such as base defenses or climate control) in case other power sources fail. &lt;br /&gt;
* &amp;quot;Off-grid&amp;quot; equipment, such as [[deep drill]]s, without needing conduits.&lt;br /&gt;
* Turrets and other supplies when loaded into a [[caravan]] or [[transport pod]].&lt;br /&gt;
&lt;br /&gt;
In the endgame, you can build [[ship reactor]]s for the same 1000 W of power as the vanometric cell, with the same amount of consistency. The ship reactor costs {{Required Resources|Ship reactor}}. Note that the reactor also takes up much more space, cannot be moved, and cannot be built under any roof, including overhead mountain, though a roof can be constructed afterwards.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - added.&lt;br /&gt;
* [[Beta 19]] - The power output was buffed from 500W to 1000W &lt;br /&gt;
&lt;br /&gt;
{{Nav|special|wide}}&lt;br /&gt;
{{Nav|power|wide}}&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Special]]&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infection&amp;diff=183214</id>
		<title>Infection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infection&amp;diff=183214"/>
		<updated>2026-08-20T00:20:33Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Grammar&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;
The chance of a pawn getting an infection depends on the wound type and various other factors:&lt;br /&gt;
* [[Bite]], [[burn]]s, 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;
* Missing parts, and injuries from [[blunt]] traumas such as bruises and cracks cannot become 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 affected 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 affected 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;
== See also ==&lt;br /&gt;
* [[Scaria infection]] - uses the same mechanics as regular infections, but with less symptoms, and causing [[scaria]] instead of death.&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>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infection&amp;diff=183204</id>
		<title>Infection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infection&amp;diff=183204"/>
		<updated>2026-08-19T11:08:17Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: This is just more of the same information&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;
The chance of a pawn getting an infection depends on the wound type and various other factors:&lt;br /&gt;
* [[Bite]], [[burn]]s, 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;
* [[Blunt]] traumas such as 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 affected 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 affected 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;
== See also ==&lt;br /&gt;
* [[Scaria infection]] - uses the same mechanics as regular infections, but with less symptoms, and causing [[scaria]] instead of death.&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>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archonexus_core&amp;diff=183083</id>
		<title>Archonexus core</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archonexus_core&amp;diff=183083"/>
		<updated>2026-08-16T05:44:08Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{stub|reason = General page stub}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Archonexus core&lt;br /&gt;
| image = Archonexus core.png&lt;br /&gt;
| description = The central core of an archonexus. Its broad surfaces are perfectly clean, and they somehow appear both flat and curved at the same time.&amp;lt;br&amp;gt;To most, its purpose seems unknowable. However, some say this is part of an archotech itself, and that the one who finds it can invoke the power of the machine god.&amp;lt;br&amp;gt;The psychic power it emanates is terrifyingly loud and complex, yet dead silent. It is heard without ears, felt without skin, seen without eyes, known without memory. It is the thoughts of a being from another plane of existence. The perceptions are reflected directly into any human mind who ventures too close, and few can hold onto their humanity for long under such mental pressure. Only the psychically-deaf are immune.&lt;br /&gt;
| type = Misc&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = False&lt;br /&gt;
| size = 11 * 11&lt;br /&gt;
| beauty =&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
The '''archonexus core''' is a structure added by the [[Ideology DLC]]. It acts as the final site for endquest [[Ending the game#Awaking the Archonexus|The Archonexus]].&lt;br /&gt;
&lt;br /&gt;
It is one of a number of [[archotech]] structures alongside the [[archotech tower]], [[major archotech structure]], and [[grand archotech structure]]. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Activating the archonexus core will trigger the [[The Archonexus (ending)|Archonexus ending]], permanently ending your game. You are unable to continue with colonists left behind. However, you can load a previous save, if available. You do not need to kill the [[mechanoid]]s around the core in order to activate it.&lt;br /&gt;
&lt;br /&gt;
Every {{ticks|6000}} it emits a pulse that damages and kills any plants (Excluding [[Anima tree]]s) by 10 HP within 32 tile radius. It also frequently spawns [[anima tree]]s and [[anima grass|grass]] in a ring around itself.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechhive&amp;diff=183082</id>
		<title>Mechhive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechhive&amp;diff=183082"/>
		<updated>2026-08-16T05:40:06Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mechhive''' may refer to one of two things:&lt;br /&gt;
* The [[mechanoid hive]] faction &lt;br /&gt;
* The [[The Mechhive (ending)|Ending]] added by the [[Odyssey DLC]] which involves the aforementioned faction&lt;br /&gt;
{{Disambiguation}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=The_Mechhive&amp;diff=183081</id>
		<title>The Mechhive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=The_Mechhive&amp;diff=183081"/>
		<updated>2026-08-16T05:37:51Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Changed redirect target from Endings#The Mechhive to The Mechhive (ending)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Mechhive (ending)]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sanguophages&amp;diff=182925</id>
		<title>Sanguophages</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sanguophages&amp;diff=182925"/>
		<updated>2026-08-11T23:03:27Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: I only added those because those were the ones I remember seeing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Sanguophage&lt;br /&gt;
| image = Sanguophage.png&lt;br /&gt;
| description = Sanguophages are a type of archotech-enhanced xenohuman. Powered by archites, their abilities go far beyond normal genetic enhancements. They are mentally adept and preternaturally beautiful. In combat, they can launch deadly spines and heal injured friends. They don't age or die naturally and never suffer from disease or poison. A sanguophage can make a new sanguophage by reimplanting their own xenogerm into a person.&amp;lt;br/&amp;gt;Sanguophages must regularly consume hemogen derived from human blood, and they must periodically deathrest for long periods. They're easily destroyed by fire, and slowed down by UV light.&amp;lt;br/&amp;gt;The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans.&amp;lt;br/&amp;gt;Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds.&lt;br /&gt;
| short description = Sanguophages are ageless, deathless super-humans powered by archotech-created archites in the bloodstream. They are beautiful and extremely intelligent. They can heal any injury, and never suffer from disease or poison. In combat, they can launch deadly spines and heal injured friends. The price is that sanguophages must consume hemogen derived from human blood to survive, and they must periodically deathrest for long periods. They're easily destroyed by fire, and slowed down by UV light.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| can generate as combatant = true&lt;br /&gt;
| generate with xenogerm replicating hediff chance = 0.5&lt;br /&gt;
| xenogerm replicating duration left days range = 0.1~140&lt;br /&gt;
| combat power factor = 2.5&lt;br /&gt;
| display priority = -1000&lt;br /&gt;
| factionless generation weight = 0&lt;br /&gt;
| double xenotype chances = (Pigskin, 0.02), (Impid, 0.02), (Yttakin, 0.02), (Neanderthal, 0.02), (Waster, 0.02), (Dirtmole, 0.02)&lt;br /&gt;
| genes = Hemogenic, Hemogen drain, Bloodfeeder, Coagulate, Gene implanter, Longjump legs, Ageless, Deathless, Deathrest, Piercing spine, Psy-sensitive, Low sleep, Attractive, Fast runner, Strong melee damage, Dark vision, TotalHealing, Perfect immunity, Non-senescent, Tox immunity, Superfast wound healing, Strong Melee, Strong Social, Strong Intellectual, Mild UV sensitivity, Tinderskin, Pyrophobia, Archite metabolism, Aggressive, Robust&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Sanguophage&lt;br /&gt;
| label = sanguophage&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Sanguophage&lt;br /&gt;
| soundDefOnImplant = PawnBecameSanguophage&lt;br /&gt;
}}&lt;br /&gt;
'''Sanguophages''' are an exceptionally rare and powerful [[Xenotypes|xenotype]] with a deathly intolerance to heat and sunlight. They use their superhuman powers to satiate their genetic need for [[hemogen|human blood]].&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
{{Quote|&amp;quot;The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans.&amp;lt;br/&amp;gt;&lt;br /&gt;
Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds.&amp;quot;|Biotech preview #4: Xenotypes, world factions, and the dark blood-drinkers}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Sanguophages are a mysterious but powerful group of xenohumans. They have no distinguishing looks from other xenohumans, so they blend in at first glance. Once selected, their differences are immediately apparent, from their hemogen and deathrest trackers at the bottom of the screen, to their unique abilities and immense genetic differences. &lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Sanguophages have a gene complexity of 57[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]] and an equivalent xenogerm contains 8[[File:Archite_capsule_required.png|20px|Archite capsule|link=Archite capsule]] [[Archite capsule|archite capsules]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''. Note however that sanguophage genes can disable a pawn's native [[germline gene]]s (e.g. ''Fast Runner'' will negate a [[neanderthal]]'s ''Slow Runner''), which can change their metabolism.&lt;br /&gt;
&lt;br /&gt;
All sanguophages have these xenogenes:&lt;br /&gt;
&lt;br /&gt;
'''Archite:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene XenogermReimplanter.png|64|Gene implanter|Gene implanter}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene Ageless.png|64|Ageless|Ageless}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene ArchiteMetabolism.png|64|Archite metabolism|Archite metabolism}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene Deathless.png|64|Deathless|Deathless}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene NonSenescent.png|64|Non-senescent|Non-senescent}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene PerfectImmunity.png|64|Perfect immunity|Perfect immunity}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene TotalHealing.png|64| Scarless|Scarless}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Gene implanter]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Ageless]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Archite metabolism]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Deathless]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Non-senescent]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Perfect immunity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Scarless]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Hemogenic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Bloodfeeder.png|64|Bloodfeeder|Bloodfeeder}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Coagulate.png|64|Coagulate|Coagulate}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene LongJumpLegs.png|64|Longjump legs|Longjump legs}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene PiercingSpine.png|64|Piercing spine|Piercing spine}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Hemogenic.png|64|Hemogenic|Hemogenic}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HemogenDrain.png|64|Hemogen drain|Hemogen drain}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Deathrest.png|64|Deathrest|Deathrest (gene)}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Bloodfeeder]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Coagulate]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Longjump legs]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Piercing spine]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Hemogenic]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Hemogen drain]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Deathrest (gene)|Deathrest]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene WoundHealingRateSuperfast.png|64|Superfast wound healing|Superfast wound healing}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene EnhancedPsychicAbility.png|64|Psy-sensitive|Psy-sensitive}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene QuickMovespeed.png|64|Fast runner|Fast runner}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene TotalToxicityResistance.png|64|Tox immunity|Tox immunity}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MildUVSensitivity.png|64|Mild UV sensitivity|Mild UV sensitivity}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FireWeakness.png|64|Tinderskin|Tinderskin}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FireTerror.png|64|Pyrophobia|Pyrophobia}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Superfast wound healing]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Psy-sensitive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Fast runner]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Tox immunity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Mild UV sensitivity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Tinderskin]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Pyrophobia]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Aggressive.png|64|Aggressive|Aggressive}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongMeleeDamage.png|64|Strong melee damage|Strong melee damage}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene QuickSleeper.png|64|Low sleep|Low sleep}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Tough.png|64|Robust|Robust}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Pretty.png|64|Attractive|Attractive}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Darkvision.png|64|Dark vision|Dark vision}} &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Aggressive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong melee damage]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Low sleep]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Robust]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Attractive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Dark vision]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongMelee.png|64|Strong melee|Strong melee}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongSocial.png|64|Strong social|Strong social}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongIntellectual.png|64|Strong intellectual|Strong intellectual}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong melee]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong social]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong intellectual]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
{{stub|section=1|reason=More detail on the quests}}&lt;br /&gt;
Sanguophages can be found in several ways.&lt;br /&gt;
* [[Scenario_system#Default_Scenarios|Sanguophage scenario]]: You start the game with a Sanguophage.&lt;br /&gt;
* Recruitment: You capture and [[recruit]] a Sanguophage, or one [[Events#Wanderer_joins|joins as a wanderer]].{{Check Tag|Verify|108 dev moded  wanderers didn't generwte a sanguo. verify it can spawn this way}}&lt;br /&gt;
* [[Gene implanter|Gene implant]]: You can force Sanguophages to use their gene implant ability on one of your pawns if they are captured or downed. Select the desired pawn to gain these abilities, and then right-click on the sanguophage and choose the &amp;quot;Absorb xenogerm&amp;quot; option. If the sanguophage's genes are currently regrowing, this will kill them.&lt;br /&gt;
* [[Quests#Bloodthirsty Parley|Quest: Bloodthirsty Parley]]: You allow 2 or more Sanguophages hold a meeting at your colony. They will start the ceremony by placing a [[blood torch]], which gives {{+|2}} mood buff to all sanguophages in its radius, and a red mist, with red eyes appearing in it, will appear for a few hours. The torch will remain once the quest is complete. One of the quest rewards will allow you to choose a pawn to be implanted with Sanguophage genes. There's also a small chance that some of those sanguophages will give you a join offer, similar to refugees.&lt;br /&gt;
* [[Quests#Sanguophage Transport|Quest: Sanguophage Transport]]: You get word that a sanguophage and his thralls are about to crash, and you can signal them to land at your colony (or nearby). You are advised that if you capture the sanguophage you can force them to implant a xenogerm in one of your colonists.&lt;br /&gt;
* [[Empire|Stellarchs]]{{RoyaltyIcon}} have a 25% chance of generating as a Sanguophage, separate from the [[xenotype]] set used by the empire itself. This means that there is the potential to order the high stellarch to implant their xenogerm into a colonist during the Royalty endgame quest.&lt;br /&gt;
**Knights/Dames, Praetors, Barons/Baronesses and Count/Countesses also have a 5% chance to generate as a Sanguophage, and Duke/Duchesses and Consuls have a 15% chance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Becoming a sanguophage has a variety of pros and cons, that are generally worth the implantation. &lt;br /&gt;
&lt;br /&gt;
Access to Low Sleep means that, even when considering deathrest, a sanguophage will have more hours of work every day. The archite genes provide eternal youth and health, and cure scars akin to [[luciferium]]. Fast walker and Robust are useful to just about any colonist. Finally, their hemogen abilities are all useful in their own way.&lt;br /&gt;
&lt;br /&gt;
Because of their Non-Senecent and Scarless genes they also end up being the most ideal target for [[Psychic ritual]]s{{AnomalyIcon}} with very little penalty from chronophagy{{Check Tag|Philophagy?|apart from the obvious skill loss its not stated if that ritual causes brain damage on its page}} other than a {{--|18}} Psychic Ritual Target thought {{Check Tag|Thought Template}} and dark psychic shock. Psychophagy can also be used if the sanguophage's psychic sensitivity is unwanted albeit preventing any further use for future rituals.&lt;br /&gt;
&lt;br /&gt;
However, being a blood drinker does come with costs - a need for [[hemogen]] and a need for [[deathrest]]. While they are not deal-breakers, you should consider them whenever playing with a sanguophage. These are detailed below. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Sanguophage needs ===&lt;br /&gt;
==== Hemogen ====&lt;br /&gt;
Sanguophages can store 100 hemogen, which can be increased by deathresting with attached [[hemopump]]s. A sanguophage consumes 10 of their stored hemogen per day, equivalent to a bloodfeed every 2 days. Hemogen reaching 0 is not fatal, but will inflict a gradually increasing penalty that eventually reaches {{Bad|x50%}} [[Consciousness]], {{++|15%}} [[pain]] and a {{--|20}} [[mood]]let. Hemogen is also required, and consumed by, the Longjump, Piercing spine, and Coagulate abilities.&lt;br /&gt;
&lt;br /&gt;
As a rough measure, each regular human can meet {{#expr: (20/10) &amp;lt;!--Days of hemogen from 1 feed--&amp;gt;/(45/33.3)&amp;lt;!--Days to recover from blood loss from 1 feed--&amp;gt;}} sanguophages' needs for blood indefinitely, assuming no hemogenic abilities are used. Extracting [[hemogen pack]]s and consuming them is exactly as efficient as blood feeding in terms of hemogen per prisoner per day. Packs require storage space and additional pawn work, but do not inflict a painful bite or a {{--|5}} moodlet, and extracting them slowly trains the [[medical]] skill. Note that the moodlet is avoided when feeding on [[masochist]]s or those with the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Prisoner]]s are preferred as hemogen sources over colonists because the [[blood loss]] will reduce the ability to work for a short time. The mood impact of bloodfeeding is also less important on prisoners. You can give prisoners the [[Dead calm]] gene to make sure they don't escape while still remaining able to feed themselves from [[nutrient paste dispenser]]s or meals left in their prison. Alternatively, the [[Peg leg#Analysis|leg treatment]] will also prevent escapes and reduce their [[Market Value]], but they will need to be manually fed by colonists or [[paramedic]] mechanoids. You can also give them negative genes like [[Very unattractive]] to reduce food upkeep.&lt;br /&gt;
&lt;br /&gt;
==== Deathrest ====&lt;br /&gt;
{{Main|Deathrest}}&lt;br /&gt;
Sanguophages need to [[deathrest]] once every ~30 days. This will last from 4 days (regular [[bed]]) to 2.5 days ([[deathrest casket]] + 2 [[deathrest accelerator]]s). During this time, the pawn will have their needs frozen. Lacking deathrest is like lacking hemogen - it isn't fatal, but comes with major Consciousness and mood penalties.&lt;br /&gt;
&lt;br /&gt;
The main cost of deathrest is that your sanguophage might be stuck sleeping whenever a [[raid]] arrives. [[Cassandra Classic]] and [[Phoebe Chillax]] both have defined cooldowns between sets of raids, but [[Randy Random]] won't give you that mercy. They ''can'' wake up at will, but this results in the [[Deathrest#Summary|Interrupted deathrest]] hediff, reducing their stats for 5 days. &lt;br /&gt;
&lt;br /&gt;
Note that deathrest comes with some benefit. You can connect with [[deathrest building]]s like the [[glucosoid pump]] to improve post-deathrest condition. [[Psycast]]ers{{RoyaltyIcon}} will appreciate using [[psychofluid pump]]s to improve their psychic abilities. However, deathrest building capacity is limited. It must be increased one at a time by the expensive and somewhat rare [[deathrest capacity serum]]. Further, unlike a [[Cryptosleep casket]], deathrest does not suspend [[Addiction]], and can be used to mitigate withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
Sanguophages have Pyrophobia, which can cause Fleeing Fire [[mental break]] if near [[fire]]. This makes it more difficult when fighting fire-based enemies like the [[tesseron]] and [[diabolus]]. In addition, they are damaged more by fire. A [[firefoam pop pack]] can be handy. However, Sanguophages are not completely unable to deal with fire: when drafted, they will still beat out flames adjacent to the tile they are standing on. However, given their vulnerability to fire and the risk of the mental break leading them into danger, this should only be attempted in emergencies. [[Mind-numb serum]]s{{AnomalyIcon}} prevent pyrophobia breaks and have long durations - while they remain weak to fire damage itself, keeping them under control is by far more important. &lt;br /&gt;
&lt;br /&gt;
Sanguophages also have minor UV sensitivity, giving {{--|6}} [[mood]] and {{Bad|x90%}} move speed during the sunlight. Ultimately, this is a minor penalty, but one worth noting. A sanguophage is slightly slower than a base human in the day, but faster at night.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Choosing a host ===&lt;br /&gt;
{{Stub|section=1|reason=Discuss the germline gene xenotypes and how they combine with sanguo, ideally with list of final genes/Complexity/metabolism of each vanilla germline xenotype when combined with sanguophage so that players can see what a result will be.}}&lt;br /&gt;
Because each xenogerm implantation has a cooldown of 2 years, not all your colonists can become a sanguophage right away. Captured Sanguophages cannot be forced to implant the sanguophage gene into babies despite the option being available. There are 2 types of colonist that deserve special mention:&lt;br /&gt;
&lt;br /&gt;
* Colonists with brain damage, or colonists with [[Ailments#Chronic|chronic conditions]] like [[frail]]. These conditions are cured by the Scarless gene, and would otherwise require [[luciferium]], [[healer mech serum]], [[biosculpter pod]],{{IdeologyIcon}} the [[Unnatural healing]] ability of some [[Creepjoiner]]s{{AnomalyIcon}}, or [[Chronophagy]]{{AnomalyIcon}} to treat. In a similar vein, older colonists are vulnerable to disease and said chronic conditions. Being a sanguophage renders full immunity to disease and aging, and will retroactively cure any existing conditions over time.&lt;br /&gt;
&lt;br /&gt;
* Colonists who would appreciate access to the various genes. Melee fighters will gain access to many good vampire genes, like Strong melee (skill), Strong melee damage, Robust, and Longjump, as well as all the Archite genes. Any colonist will appreciate the powers of Deathless and Scarless.&lt;br /&gt;
&lt;br /&gt;
:Their pyrophobia will negate the [[Pyromaniac]] trait. Pawns with [[Transhumanist]] ideologies{{IdeologyIcon}} can also go without mandatory age reversals. &lt;br /&gt;
&lt;br /&gt;
Remember that '''Sanguophage implantation replaces ''all'' xenogenes'''. Your [[genie]]s, [[hussar]]s, and [[highmates]] will lose all of their respective genes. Any [[xenogerm]]s you've implanted will be replaced completely. In addition, '''implanting any xenogerm will erase all Sanguophage genes'''. Don't give them Great Melee thinking it'll just improve your sanguophage's melee skill, it'll also remove their archite genes and need for blood.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The [[#Lore|Sanguophage lore]] can be partially referenced in-game in the narrative of [[Bloodfeeder]] [[Ideoligion]]s{{IdeologyIcon}} with an [[Ideoligion#Structure|ideological structure]]. They repeat the story of an adventurer attempting to take control of an archotech, but the name &amp;quot;Varan-Dur&amp;quot; appears to have been lost to time.&lt;br /&gt;
* As a xenogerm xenotype, sanguophages can rarely create [[Empire]]{{RoyaltyIcon}} nobles with unusual endogenic xenotypes ([[Neanderthals]], [[Impids]], [[Yttakin]], [[Wasters]] and [[Pigskins]].)&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;br /&gt;
{{#set:Image = [[File:Sanguophage.png]]}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_metal&amp;diff=182924</id>
		<title>Void metal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_metal&amp;diff=182924"/>
		<updated>2026-08-11T22:57:18Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Cleanliness description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|structure&lt;br /&gt;
| name = Void metal&lt;br /&gt;
| image = Voidmetal.png&lt;br /&gt;
| description = This slick dark surface is disorienting to look at. The near-featureless surface seems to shift constantly, but is cold and hard to the touch. It evokes the sense of a malevolent force lurking under the surface, waiting to reach up and pull you into the depths.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| speed = 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = False&lt;br /&gt;
| cleanliness = +1&lt;br /&gt;
| cleaning time factor = 0.6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Void metal''' is an unconstructable [[floor]] type added by [[Anomaly (DLC)]].&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Void metal is an unobtainable [[floor]] found primarily in the [[metal hell]]. It can also be found surrounding the exit obelisk in the [[Labyrinth]], as well as [[void structure]]s spawned by the [[void monolith]]'s final phase.&lt;br /&gt;
&lt;br /&gt;
Void metal flooring has a supreme [[cleanliness]] of +1, reducing the risk of contracting [[infection]]s while in metal hell.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added to the game.&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182595</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182595"/>
		<updated>2026-08-05T21:32:27Z</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;
* ×200% [[Psychic Sensitivity]].&lt;br /&gt;
* ×200% [[Study Efficiency]].&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] [[need]]s are disabled.&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 it is possible to clone Void touched pawns using a [[corrupted obelisk]] in order to get multiple. 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 afflicted actively flees any human they 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, death refusal means they can resurrect themself 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 for [[psycast]]ing,{{RoyaltyIcon}} 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;
=== Pawn choice ===&lt;br /&gt;
Due to the Psychic Sensitivity boost, [[psycast]]ers{{RoyaltyIcon}} are very strong choices for void touched.&lt;br /&gt;
&lt;br /&gt;
Otherwise, generally valuable pawns will most benefit from the regeneration, lack of Rest need, and death refusal. Also, duplicating said pawns with a [[corrupted obelisk]] will copy both the void touched hediff and that pawn's good stats, traits, [[psylink]],{{RoyaltyIcon}} [[gene]]s,{{BiotechIcon}} etc.&lt;br /&gt;
&lt;br /&gt;
The [[Sleepy]] and [[Very sleepy]] [[gene]]s{{BiotechIcon}} have no downside on a void touched pawn, so these can be used to save on food either before or after gaining void touched.&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=Shield_belt&amp;diff=182530</id>
		<title>Shield belt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shield_belt&amp;diff=182530"/>
		<updated>2026-08-04T06:12:58Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: False&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Shield belt&lt;br /&gt;
| image = ShieldBelt.png&lt;br /&gt;
| description = A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue = 390&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Shields&lt;br /&gt;
| work to make = 14000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| lifestage = Child, Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| has quality = true&lt;br /&gt;
| defName = Apparel_ShieldBelt&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tags = BeltDefense&lt;br /&gt;
| tradeTags = Armor&lt;br /&gt;
}}&lt;br /&gt;
The '''shield belt''' is a defensive [[utility]] item that generates a bubble of energy to absorb projectiles. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire ranged weapons with an equipped shield belt, and instead are limited to melee weapons only.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, they can be received as a [[quest]] reward, purchased from [[traders]], or found on [[raider]]s. [[Flesh sack]]s{{AnomalyIcon}} also have a small ~1.95% chance of dropping a shield belt after being destroyed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Shield belt widget.png|thumb|left|Shield strength widget]]&lt;br /&gt;
Shield belts are worn at the waist, and use their own charge to stop damage from incoming ranged attacks and explosions (except flame explosions, the ignition from [[beam graser]]s,{{BiotechIcon}} and [[beam repeater]]s{{OdysseyIcon}} which penetrate). The amount of charge is dependent on the belt's [[quality]], with the default being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield will temporarily shutdown. The shield does not prevent pawns from being set on fire, explosions from detonating, or from being staggered by weapons with sufficient [[stopping power]]. &lt;br /&gt;
&lt;br /&gt;
Active shield belts constantly recharge at a rate dependent on their quality. However, once a shield's charge is completely depleted, the shield will be disabled temporarily before beginning to recharge. Any [[EMP]] damage will also immediately deplete an active shield belt's charge. In either case, it takes {{Ticks|3200}} for a disabled shield belt to begin charging again. They will recharge starting from 20 hit points, meaning they can be easily overloaded once again.&lt;br /&gt;
&lt;br /&gt;
Wearing a shield belt prevents the user from firing, but not equipping, most ranged weapons (including thrown weapons, such as [[grenades]] or [[pila]], but excluding the [[beam graser]]{{BiotechIcon}} and [[incinerator]],{{AnomalyIcon}} which function normally). They can still use them as blunt melee weapons. The ranged weapons integrated into the [[grenadier armor]]{{RoyaltyIcon}} and [[phoenix armor]]{{RoyaltyIcon}} are also disabled, though a [[sanguophage]]'s{{BiotechIcon}} piercing spine and [[hellcat rifle]]{{AnomalyIcon}} burner is not. Note that shield belt wearers will not fire even if a shield belt is deactivated by damage or EMP.&lt;br /&gt;
&lt;br /&gt;
Enemies can also wear shield belts and use them. For example, even upon being resurrected as a [[shambler]],{{AnomalyIcon}} pawns with a shield belt equipped will still use it as normal.&lt;br /&gt;
&lt;br /&gt;
Active shield belts will completely protect pawns from the damage caused by a [[Hunter drone]]{{OdysseyIcon}} explosion. Any shield belt below good quality will immediately be depleted from the explosion damage however.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
=== Quality table ===&lt;br /&gt;
The following table lists how much protection a shield belt provides at each [[quality]] level.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|1.1}}{{#vardefine:baseregen|0.13}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Maximum charge&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.6*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.8*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.2*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.4*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.7*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*2.1*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Damage capacity&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.6*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.8*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.2*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.4*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.7*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*2.1*(100/3.3) round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Recharge rate (energy per second)&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*0.9*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*0.95*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.05*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.10*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.2*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.3*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Market Value&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.5}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.75}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.25}}&amp;gt;{{P|Market Value Base}}+500 |{{#expr:{{P|Market Value Base}}+500 }}| {{Market Value|{{P|Market Value Base}}*1.25}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.50}}&amp;gt;{{P|Market Value Base}}+1000|{{#expr:{{P|Market Value Base}}+1000}}| {{Market Value|{{P|Market Value Base}}*1.50}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*2.50}}&amp;gt;{{P|Market Value Base}}+2000|{{#expr:{{P|Market Value Base}}+2000}}| {{Market Value|{{P|Market Value Base}}*2.50}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*5.00}}&amp;gt;{{P|Market Value Base}}+3000|{{#expr:{{P|Market Value Base}}+3000}}| {{Market Value|{{P|Market Value Base}}*5.00}}}} {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visuals ===&lt;br /&gt;
The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;210px&amp;quot; heights=&amp;quot;210px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).&lt;br /&gt;
File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Shield belt bait.png|left|thumb|A pawn wearing shield belt attracts fire from a pikeman while other pawns shoot]]&lt;br /&gt;
&lt;br /&gt;
A shield belt is a valuable piece of equipment for melee fighters and noncombatants. Shield belts provide a constant, regenerating source of HP, and notably prevent lucky headshots from killing pawns so long as the shield remains up. They can protect against friendly fire as well as enemy fire. Caution should be used, as charging head-on into a large raid will end up breaking the belt. It is especially useful when attacking turrets in melee, or facing [[hunter drone]]s,{{OdysseyIcon}} as an active shield belt will block explosions caused by them.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that shield belts are not limited to &amp;quot;pure&amp;quot; melee pawns.  Pawns intended for luring strategies should wear a shield belt. Pacifists and nonfighting [[children]]{{BiotechIcon}} should wear a shield belt, as they can't use ranged weapons or most utility items anyways, and the shield can help protect the pawn in case of a [[mental break]], but they are typically the least important pawns to shield. [[Incinerator]]s{{AnomalyIcon}} are an effective weapon that allows shield belt use. In addition, shield belts can make it easier to rescue pawns, although this should not be the only reason to wear a shield belt. &lt;br /&gt;
&lt;br /&gt;
Dedicated [[psycast]]ers{{RoyaltyIcon}} can wear a shield belt to safely engage combat, especially if wearing low protection psycaster gear.&lt;br /&gt;
&lt;br /&gt;
===Strategies===&lt;br /&gt;
It is ideal for shield belts to not break. If you have multiple colonists with shield belts, one way to do this is to &amp;quot;rotate&amp;quot; them, sending pawns away once the shield belt is about to break or has broken. A way to jump or skip ([[#Comparisons|see below]]) is recommended for this strategy as shield belts do not prevent staggering.&lt;br /&gt;
&lt;br /&gt;
Shield belt pawns can be used as cover, protecting other pawns from bullets. One way to do this is to have 2 rows of cover, putting the melee pawns in the first row, and ranged pawns in the second.&lt;br /&gt;
&lt;br /&gt;
To avoid EMPing your own pawns, you can use EMP on a group of mechs, have melee pawns approach once the mechs are stunned, and have the EMP thrower target a different area.&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
Shields belts offer a substantial and unique buff to melee fighters. Depending on the ratio of melee : ranged colonists, it can be entirely viable to have every melee fighter wear a shield belt, and have ranged colonists wear [[psychic shock lance]]s, [[firefoam pop pack]]s, [[low-shield pack]]s,{{RoyaltyIcon}} and so on. If the colony is mostly or entirely melee, it can be wise to have at least one colonist wear a shock lance, one colonist wear a low-shield pack, etc., since these items can be useful to have on ''someone'' in certain situations. If there are a healthy supply of ranged attackers, they can be the ones wearing those utility items.&lt;br /&gt;
&lt;br /&gt;
Still, certain items warrant comparison due to also being particularly useful to melee fighters. Shield belts are relatively better without any DLC, as the utility options available in Core are limited and most good items are rare and nonrechargable.&lt;br /&gt;
&lt;br /&gt;
[[Smokepop belt]]s can be used to reduce ranged accuracy, helping melee fighters and making repositioning/rescuing easier. However, blind smoke also reduces the accuracy of your own colonists, so shield belts are typically more practical if you rely on ranged attackers. In addition, since it creates smoke around the wearer, it is less appropriate for charing in against enemies.&lt;br /&gt;
&lt;br /&gt;
[[Firefoam pop pack]]s can immediately douse a pawn on [[fire]], preventing them from running around wildly. Since melee colonists may be distant from the ranged group, having melee fighters wear firefoam packs themselves can be a lifesaver. Still, shield belts are irreplacable when charging in, and in a [[melee block]]ing scenario it is easy to just have another colonist wear a pop pack.&lt;br /&gt;
&lt;br /&gt;
[[Jump pack]]s{{RoyaltyIcon}} enable melee fighters to enter and exit the fray, allowing them to take out high priority ranged targets, and do other important movement tasks. However, it is possible to jump while wearing a shield belt by using [[locust armor]]{{RoyaltyIcon}} or the [[longjump legs]] gene,{{BiotechIcon}} while the [[skip]] psycast{{RoyaltyIcon}} can be used for a similar effect. If one of those can be acquired, the jump pack is relatively redundant. The locust armor + shield belt combination should be compared to a heavy armor + jump pack combo; the locust armor is likely better against ranged attacks (due to shield belt's immunity to vital shots) but is worse against melee attacks.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Shield belts bear some similarity to shields in the ''Dune'' franchise, mainly in that they do not allow any high-speed object to enter ''or'' exit the shield, rendering guns useless to shield belt users, as well as nullifying explosions.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Added as the '''Personal shield'''.&lt;br /&gt;
* Alpha 17 - Renamed from '''Personal shield''' to '''Shield belt'''. Now has a crafting recipe and also gained a slight retexture.&lt;br /&gt;
* Beta 19 - its crafting cost and market value is greatly reduced.&lt;br /&gt;
* [[Version/1.2.2900|1.2.2900]] or earlier - Shields used to block attacks from [[Spike trap]]s as if they were ranged attacks, however this is no longer the case.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wearing a shield belt now prevents firing the integrated launcher in the [[grenadier armor]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}}. Previously they could be fired but could only target only adjacent squares (including diagonals).&lt;br /&gt;
* Unknown version after [[Version/1.3.3101]] - Shield belts are now defined as having Spacer [[tech level]]. Previously, they were defined as having an medieval [[tech level]] despite requiring an industrial research project and obviously being a high tech piece of equipment. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - [[Children]]{{BiotechIcon}} can now wear shield belts.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Error when shield belt on ground is hit by EMP explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PersonalShield.png|Original Personal Shield sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Insect_jelly&amp;diff=182310</id>
		<title>Insect jelly</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Insect_jelly&amp;diff=182310"/>
		<updated>2026-07-24T18:00:41Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Insect jelly&lt;br /&gt;
| image = Insect jelly c.png&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| description = Jelly stored and used as food by oversized insects. It is smooth, rich, and brings joy to those who consume it. Because of its unique biological properties, it can nourish almost any creature and never rots.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 8&lt;br /&gt;
| mass base = 0.025&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| food type = animal product&lt;br /&gt;
| taste = Fine&lt;br /&gt;
| joy offset = 0.08&lt;br /&gt;
| joy kind = Gluttonous&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = InsectJelly&lt;br /&gt;
| preferability = Fine&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/InsectJelly&lt;br /&gt;
| label = insect jelly&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Insect jelly''' is a type of [[food]] that periodically appears near [[hive|insect hives]]. It fills the [[recreation]] meter of colonists by 8% when eaten raw. Note that it is considered [[raw food]], and so has the same 2% [[food poisoning]] chance when consumed by [[human]]s. It can also be used as a cooking ingredient, substituting meat.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Insect jelly is produced by [[insectoid]] [[hive]]s, including both those that spawn naturally in caves, in [[ancient shrine]]s, or during [[infestation]]s. Each hive spawns 20 jelly every {{Ticks|26000}} to {{Ticks|30000}}, or {{#expr: 26000/2500}} to {{#expr: 30000/2500}} in-game hours, so long as there are is less than 40 jelly in adjacent tiles. An additional 30 jelly is generated when a hive is destroyed. &lt;br /&gt;
&lt;br /&gt;
Insect jelly can be selected as an ideology [[ritual]] reward if your ideoligion has the [[Tunneler (meme)|Tunneler meme]].{{IdeologyIcon}}{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
It can also occasionally be [[trade|bought]] from traders.&lt;br /&gt;
== Summary == &lt;br /&gt;
As a [[raw food]], insect jelly can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals.&lt;br /&gt;
&lt;br /&gt;
Eating insect jelly directly does not result in the {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}, unlike most raw food. In addition, eating a single portion of insect jelly refills the [[recreation]] meter of colonists by {{+|8%}}, providing &amp;quot;Food Consumption&amp;quot; type recreation, and the [[saturation]] meter, providing 0.05 [[nutrition]]. Cooking insect jelly into a [[meal]] loses its recreation bonus.&lt;br /&gt;
&lt;br /&gt;
Unlike most other foods, it does not rot. While it will still [[deterioration|deteriorate]] if left outside and/or unroofed, it will not spoil even if left unrefrigerated.&lt;br /&gt;
&lt;br /&gt;
Despite being a raw food, insect jelly does not receive the 180% nutrition bonus given by the [[Robust digestion]] [[gene]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Babies]]{{BiotechIcon}} are able to be fed insect jelly as an alternative to [[baby food]].  Babies won't gain any benefit from the recreation increase and still run the risk of suffering food poisoning.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Both insect jelly and [[chocolate]] can be used as a source of recreation in [[caravan]]s. In a caravan, recreation is otherwise limited to some social activity when stopped and [[drug]] use. It could also be used in emergencies, where colonists need to do work but are recreation-starved. It is also a decent trade good, separate to its use by the caravan itself, as it is valuable, light and it is easy to get a lot of it when facing late game infestations, or can even be farmed.&lt;br /&gt;
&lt;br /&gt;
Insect jelly and chocolate are the only nonperishable foods that high-ranking [[Titles#Conceited_vs_Non_Conceited|conceited nobles]] {{RoyaltyIcon}} are willing to eat. They can act as a sort of &amp;quot;lavish survival meal&amp;quot;. ([[Beer]] is technically nonperishable, but you can only drink so much before blacking out or getting addicted)&lt;br /&gt;
&lt;br /&gt;
===Compared to chocolate===&lt;br /&gt;
As a food item, [[chocolate]] provides 10% Gluttonous recreation, provides 0.1 nutrition per unit, and will not cause [[food poisoning]]. This makes chocolate a superior all-round recreation item when no other factors are in play. But insect jelly is lighter, with 1/3 the weight per unit. Overall, jelly has 66.7% the weight per nutrition and {{%|4/15 round 3}} weight per recreation %. The lighter weight may be useful in longer caravan trips, though with sufficient [[pack animal]]s you may have enough carrying capacity for chocolate. Insect jelly is also more valuable - in the event that you need to sell things to a faction base, then jelly is superior.&lt;br /&gt;
&lt;br /&gt;
However, the biggest difference between chocolate and jelly is means of acquisition. Chocolate requires both [[Tree sowing]] and [[Research#Cocoa|Cocoa]] to be researched. But once researched, it can be grown at will. Meanwhile, insect jelly requires an [[infestation]]. This first requires that an [[overhead mountain]] tile is available, and then you'll have to fight and/or farm the infestation in the first place. But larger infestations can result in massive quantities of jelly.&lt;br /&gt;
&lt;br /&gt;
Ultimately, which option is preferable will depend on the circumstances of each individual colony, as well as player preference. A colony in a mountain will accumulate lots of insect jelly, but find it harder to grow cocoa trees. A colony in a flat map is unlikely to face an infestation, but can grow chocolate.&lt;br /&gt;
&lt;br /&gt;
=== Farming techniques ===&lt;br /&gt;
{{Stub|section=1|reason=Hives die without insect tending - info needed on spawn rates of insects and tending requirements to ensure players don't kill insects and have the hives die from lack of tending. Also preventing digging needs discussion}}&lt;br /&gt;
Insect jelly can be farmed by first defeating an infestation. Don't destroy the hives, as they are the things that spawn the jelly. Build a structure around the defeated hives, with a mini-killbox. The hives will slowly start recovering, and they will spawn new insects. Periodically, trigger the insects and kill them to stop them from consuming the precious jelly. &lt;br /&gt;
&lt;br /&gt;
If you have a surplus of power, you can attach another structure to the insect box, connect the two with [[vent]]s, and install [[heater]]s in the attached structure. Set the temperature on the heater to heatstroke* levels and cook 'em. Depending on the temperature achieved*, the insects will die a few hours or days after being spawned, while the insect jelly is not affected. Once it's safe (or after repeating a few times), you can open the vents and (after things cool down) send someone in to haul the jelly. [[Door|Forbid]] the entrance to prevent pawns from foolishly entering without you noticing.&lt;br /&gt;
&lt;br /&gt;
: (* All Insectoids have a comfortable high temperature limit of {{Temperature|60}}, so you have to get things ''pretty'' hot to knock them off in less than a day, ''higher'' than {{Temperature|85}}, and {{Temperature|160}} will still take over 6 hours, ''after'' it gets that hot. See [[Heatstroke]] for details.&lt;br /&gt;
&lt;br /&gt;
: Note that the reverse tactic, dropping the temperatures severely, does not work as neatly for several reasons. First, insectoids do not die from hypothermia, but only suffer ''[[hypothermic slowdown]]'', so the very best you can achieve is sleeping bugs that will quickly reawaken if temperatures are not maintained. To add to the fun, different bug types have different minimum comfortable temperatures, but you'll have to aim for lower than {{Temperature|-100||delta}} below your target's minimum range to effect them in ~4 hours. See [[hypothermic slowdown]] for details.)&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Insect jelly a.png|One insect jelly&lt;br /&gt;
Insect jelly b.png|Partial stack&lt;br /&gt;
Insect jelly c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Version/0.13.1135|0.13.1135]] - Added. &lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Animal Products]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Immunity_Gain_Speed&amp;diff=182254</id>
		<title>Immunity Gain Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Immunity_Gain_Speed&amp;diff=182254"/>
		<updated>2026-07-21T01:25:11Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= order of operations. also add Medical Specialist Immunity Drive ability. Add operations to good bad coloured options. also format standard once OoO is determined}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1.0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The speed at which this character gains immunity to [[disease]]s. If this is too slow, the character will [[Death|die]] from the disease before developing immunity.&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} The value shown in-game is rounded to the nearest whole percent, while exact value is used in calculations.&lt;br /&gt;
&lt;br /&gt;
While this stat can be seen in-game, the '''actual immunity gain speed''', measured in percentage per [[Time|day]], is hidden but can be deduced from thorough observations. It is calculated as a product of:&lt;br /&gt;
* Base immunity gain speed for the particular disease. For example, 23.88% per day for [[Flu#Humans|human Flu]].&lt;br /&gt;
* InfectionLuck, a pseudorandom factor ranging from 80% (Bad luck) to 120% (Good luck). It is set independently for each disease instance (when multiple pawns are affected by a disease outbreak, each of them gets their own disease instance). Wound infections in different organs of the same pawn are different instances, but only InfectionLuck of the oldest active infection comes into play (and only one infection immunity develops in organism, opposing all infection instances).&lt;br /&gt;
: ''Technical details. InfectionLuck is not stored in save file. Instead, it is calculated as a pseudorandom value depending on the world's seed (seedString) and disease's hediff ID (loadID). For example, it is ≈81.7511% for seed &amp;quot;InfectionLuck&amp;quot; and ID of 1947.''&lt;br /&gt;
* Immunity Gain Speed stat.&lt;br /&gt;
&lt;br /&gt;
Immunity gain speed is '''not''' affected by [[medical tend quality]], however medical tend quality can slow the progression of the disease, giving more time to gain immunity and effectively increasing the odds of survival.&lt;br /&gt;
&lt;br /&gt;
== Offsets ==&lt;br /&gt;
* [[Super-immune]] trait: {{+|30%}}&lt;br /&gt;
* [[Immunoenhancer]] {{RoyaltyIcon}}: {{+|8%}} per, {{+|16%}} max&lt;br /&gt;
** This is mutually exclusive with [[Detoxifier kidney]]s {{BiotechIcon}}&lt;br /&gt;
* [[Moral guide]]'s Preach Health ability {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Perfect immunity]] gene {{BiotechIcon}}: No effect. Prevents most common diseases, but does nothing to stop any illnesses that were already present.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
Immunity Gain Speed stat is determined by many factors multiplicatively.&lt;br /&gt;
&lt;br /&gt;
[[Blood Filtration]]: [[Blood Filtration Importance::0.5|50%]] importance. No allowed defect. [[Blood Filtration Limit::-|No]] Max. So,&lt;br /&gt;
: {{math|Blood filtration factor {{=}} Blood Filtration &amp;amp;divide; 2 + 50%}}&lt;br /&gt;
* [[Malaria]] progressively reduces Blood Filtration.&lt;br /&gt;
* [[Luciferium]] adds {{+|70%}} to Blood Filtration. This alone results in a Blood Filtration factor of {{Good|135%}}.&lt;br /&gt;
* [[Detoxifier kidney]]s each add {{Good|+5%}} Blood Filtration each compared to a healthy kidney. This alone results in a Blood Filtration factor of {{Good|102.5%}} ({{Good|105%}} with two).This is mutually exclusive with Immunoenhancers.&lt;br /&gt;
* A missing [[Kidney]] reduces Blood Filtration by {{Bad|50%}}. This alone results in a Blood filtration factor of {{Bad|75%}}.&lt;br /&gt;
* [[Cancer]] progressively reduces efficiency in the body part affected, potentially reducing Blood Filtration if it is in the Kidneys or [[Liver]].&lt;br /&gt;
&lt;br /&gt;
=== Genes {{BiotechIcon}}===&lt;br /&gt;
* [[Strong immunity]] gene {{BiotechIcon}}: {{Good|x110%}}&lt;br /&gt;
* [[Super immunity]] gene {{BiotechIcon}}: {{Good|x150%}}&lt;br /&gt;
* [[Weak immunity]] gene {{BiotechIcon}}: {{Bad|x90%}}&lt;br /&gt;
* [[Inbred]] gene {{BiotechIcon}}: {{Bad|x85%}}&lt;br /&gt;
* [[Mild cell instability]] gene {{BiotechIcon}}: {{Bad|x96%}}, [[Lifespan Factor]] {{Bad|x80%}}, {{Bad|x300%}} [[Cancer]] rate&lt;br /&gt;
* [[Major cell instability]] gene {{BiotechIcon}}: {{Bad|x92%}}, Lifespan Factor {{Bad|x60%}}, {{Bad|x500%}} Cancer rate&lt;br /&gt;
&lt;br /&gt;
=== Saturation ===&lt;br /&gt;
[[Saturation|Hunger/Food]] need:&lt;br /&gt;
* '''×100%''': Fed or Hungry&lt;br /&gt;
* {{Bad|x90%}}: Urgently Hungry (corresponds to Ravenously Hungry)&lt;br /&gt;
* {{Bad|x70%}}: Starving (corresponds to Malnourished)&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
[[Rest]] need:&lt;br /&gt;
* '''×100%''': Rested&lt;br /&gt;
* {{Bad|x96%}}: Tired (corresponds to [[Thoughts#Exhaustion|Drowsy]] thought)&lt;br /&gt;
* {{Bad|x92%}}: Very tired (corresponds to [[Thoughts#Exhaustion|Tired]] thought)&lt;br /&gt;
* {{Bad|x80%}}: Exhausted (corresponds to [[Thoughts#Exhaustion|Exhausted]] thought)&lt;br /&gt;
&lt;br /&gt;
In Bed:{{Check Tag|Crib?}}&lt;br /&gt;
* {{Bad|×95%}}: When resting/sleeping in an [[ancient bed]] {{IdeologyIcon}}.&lt;br /&gt;
* ×100%: When not resting/sleeping or when resting/sleeping on the floor, ground or ([[animal sleeping spot|animal]] / [[double sleeping spot|double]] / [[baby sleeping spot|baby]] {{BiotechIcon}}) [[sleeping spot]].&lt;br /&gt;
* {{Good|×105%}}: When resting/sleeping in a ([[double bedroll|double]]) [[bedroll]] or [[animal sleeping box]].&lt;br /&gt;
* {{Good|×107%}}: When resting/sleeping in an [[animal bed]], ([[double bed|double]]) [[bed]], [[royal bed]], ([[slab double bed|double]]) [[slab bed]] {{IdeologyIcon}} or [[deathrest casket]] {{BiotechIcon}}.&lt;br /&gt;
* {{Good|×111%}}: When resting/sleeping in a [[hospital bed]].&lt;br /&gt;
* {{Good|×113%}}: When resting/sleeping in a hospital bed with attached [[vitals monitor]].&lt;br /&gt;
''Note that quality of the bed only influences the [[Rest Effectiveness|rest effectiveness]], not the immunity gain speed.''&lt;br /&gt;
&lt;br /&gt;
Resting:&lt;br /&gt;
* ×100%: Not resting. Also, when [[downed]], despite visually lying.&lt;br /&gt;
* {{Good|×110%}}: Resting, sleeping or [[Recreation#Activities_table|skygazing]] (cloudwatching, stargazing, etc).&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
{{Stub|section=1|reason=Verify the effect of things that affect life span, such as the [[Mild cell instability|cell instability]] gene, then provide examples for the resulting lifespans in the Age/IGS table - if verified, also verify on [[Disease]]}}&lt;br /&gt;
Generally, the multiplier for age follows a curve defined by 5 points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0.65 * Life Expectancy || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 0.80 * Life Expectancy || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 1.00 * Life Expectancy || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 1.20 * Life Expectancy || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 1.50 * Life Expectancy || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the life expectancy for [[Human]]s is 80, the following are approximate values for them:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Immunity Gain Speed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;54 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 54 || 99%&lt;br /&gt;
|-&lt;br /&gt;
| 56 || 98%&lt;br /&gt;
|-&lt;br /&gt;
| 59 || 97%&lt;br /&gt;
|-&lt;br /&gt;
| 61 || 96%&lt;br /&gt;
|-&lt;br /&gt;
| 63 || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 66 || 94%&lt;br /&gt;
|-&lt;br /&gt;
| 69 || 93%&lt;br /&gt;
|-&lt;br /&gt;
| 72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| 76 || 91%&lt;br /&gt;
|-&lt;br /&gt;
| 79 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 81 || 89%&lt;br /&gt;
|-&lt;br /&gt;
| 83 || 88%&lt;br /&gt;
|-&lt;br /&gt;
| 85 || 87%&lt;br /&gt;
|-&lt;br /&gt;
| 86 || 86%&lt;br /&gt;
|-&lt;br /&gt;
| 88 || 85%&lt;br /&gt;
|-&lt;br /&gt;
| 89 || 84%&lt;br /&gt;
|-&lt;br /&gt;
| 91 || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 93 || 82%&lt;br /&gt;
|-&lt;br /&gt;
| 94 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| 96 || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 97 || 79%&lt;br /&gt;
|-&lt;br /&gt;
| 98 || 78%&lt;br /&gt;
|-&lt;br /&gt;
| 99 || 76%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
After age 100, immunity linearly decreases to 50% at age 120 and remains there.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Immunity_Gain_Speed&amp;diff=182253</id>
		<title>Immunity Gain Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Immunity_Gain_Speed&amp;diff=182253"/>
		<updated>2026-07-21T01:22:49Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= order of operations. also add Medical Specialist Immunity Drive ability. Add operations to good bad coloured options. also format standard once OoO is determined}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1.0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The speed at which this character gains immunity to [[disease]]s. If this is too slow, the character will [[Death|die]] from the disease before developing immunity.&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} The value shown in-game is rounded to the nearest whole percent, while exact value is used in calculations.&lt;br /&gt;
&lt;br /&gt;
While this stat can be seen in-game, the '''actual immunity gain speed''', measured in percentage per [[Time|day]], is hidden but can be deduced from thorough observations. It is calculated as a product of:&lt;br /&gt;
* Base immunity gain speed for the particular disease. For example, 23.88% per day for [[Flu#Humans|human Flu]].&lt;br /&gt;
* InfectionLuck, a pseudorandom factor ranging from 80% (Bad luck) to 120% (Good luck). It is set independently for each disease instance (when multiple pawns are affected by a disease outbreak, each of them gets their own disease instance). Wound infections in different organs of the same pawn are different instances, but only InfectionLuck of the oldest active infection comes into play (and only one infection immunity develops in organism, opposing all infection instances).&lt;br /&gt;
: ''Technical details. InfectionLuck is not stored in save file. Instead, it is calculated as a pseudorandom value depending on the world's seed (seedString) and disease's hediff ID (loadID). For example, it is ≈81.7511% for seed &amp;quot;InfectionLuck&amp;quot; and ID of 1947.''&lt;br /&gt;
* Immunity Gain Speed stat.&lt;br /&gt;
&lt;br /&gt;
Immunity gain speed is '''not''' affected by [[medical tend quality]], however medical tend quality can slow the progression of the disease, giving more time to gain immunity and effectively increasing the odds of survival.&lt;br /&gt;
&lt;br /&gt;
== Offsets ==&lt;br /&gt;
* [[Super-immune]] trait: {{+|30%}}&lt;br /&gt;
* [[Immunoenhancer]] {{RoyaltyIcon}}: {{+|8%}} per, {{+|16%}} max&lt;br /&gt;
** This is mutually exclusive with [[Detoxifier kidney]]s {{BiotechIcon}}&lt;br /&gt;
* [[Moral guide]]'s Preach Health ability {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Perfect immunity]] gene {{BiotechIcon}}: No effect. Prevents most common diseases, but does nothing to stop any illnesses that were already present.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
Immunity Gain Speed stat is determined by many factors multiplicatively.&lt;br /&gt;
&lt;br /&gt;
[[Blood Filtration]]: [[Blood Filtration Importance::0.5|50%]] importance. No allowed defect. [[Blood Filtration Limit::-|No]] Max. So,&lt;br /&gt;
: {{math|Blood filtration factor {{=}} Blood Filtration &amp;amp;divide; 2 + 50%}}&lt;br /&gt;
* [[Malaria]] progressively reduces Blood Filtration.&lt;br /&gt;
* [[Luciferium]] adds {{+|70%}} to Blood Filtration. This alone results in a Blood Filtration factor of {{Good|135%}}.&lt;br /&gt;
* [[Detoxifier kidney]]s each add {{Good|+5%}} Blood Filtration each compared to a healthy kidney. This alone results in a Blood Filtration factor of {{Good|102.5%}} ({{Good|105%}} with two).This is mutually exclusive with Immunoenhancers.&lt;br /&gt;
* A missing [[Kidney]] reduces Blood Filtration by {{Bad|50%}}. This alone results in a Blood filtration factor of {{Bad|75%}}.&lt;br /&gt;
* [[Cancer]] progressively reduces efficiency in the body part affected, potentially reducing Blood Filtration if it is in the Kidneys or [[Liver]].&lt;br /&gt;
&lt;br /&gt;
=== Genes {{BiotechIcon}}===&lt;br /&gt;
* [[Strong immunity]] gene {{BiotechIcon}}: {{Good|x110%}}&lt;br /&gt;
* [[Super immunity]] gene {{BiotechIcon}}: {{Good|x150%}}&lt;br /&gt;
* [[Weak immunity]] gene {{BiotechIcon}}: {{Bad|x90%}}&lt;br /&gt;
* [[Inbred]] gene {{BiotechIcon}}: {{Bad|x85%}}&lt;br /&gt;
* [[Mild cell instability]] gene {{BiotechIcon}}: {{Bad|x96%}}, Lifespan factor {{Bad|x80%}}, {{Bad|x300%}} [[Cancer]] rate&lt;br /&gt;
* [[Major cell instability]] gene {{BiotechIcon}}: {{Bad|x92%}}, Lifespan factor {{Bad|x60%}}, {{Bad|x500%}} Cancer rate&lt;br /&gt;
&lt;br /&gt;
=== Saturation ===&lt;br /&gt;
[[Saturation|Hunger/Food]] need:&lt;br /&gt;
* '''×100%''': Fed or Hungry&lt;br /&gt;
* {{Bad|x90%}}: Urgently Hungry (corresponds to Ravenously Hungry)&lt;br /&gt;
* {{Bad|x70%}}: Starving (corresponds to Malnourished)&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
[[Rest]] need:&lt;br /&gt;
* '''×100%''': Rested&lt;br /&gt;
* {{Bad|x96%}}: Tired (corresponds to [[Thoughts#Exhaustion|Drowsy]] thought)&lt;br /&gt;
* {{Bad|x92%}}: Very tired (corresponds to [[Thoughts#Exhaustion|Tired]] thought)&lt;br /&gt;
* {{Bad|x80%}}: Exhausted (corresponds to [[Thoughts#Exhaustion|Exhausted]] thought)&lt;br /&gt;
&lt;br /&gt;
In Bed:{{Check Tag|Crib?}}&lt;br /&gt;
* {{Bad|×95%}}: When resting/sleeping in an [[ancient bed]] {{IdeologyIcon}}.&lt;br /&gt;
* ×100%: When not resting/sleeping or when resting/sleeping on the floor, ground or ([[animal sleeping spot|animal]] / [[double sleeping spot|double]] / [[baby sleeping spot|baby]] {{BiotechIcon}}) [[sleeping spot]].&lt;br /&gt;
* {{Good|×105%}}: When resting/sleeping in a ([[double bedroll|double]]) [[bedroll]] or [[animal sleeping box]].&lt;br /&gt;
* {{Good|×107%}}: When resting/sleeping in an [[animal bed]], ([[double bed|double]]) [[bed]], [[royal bed]], ([[slab double bed|double]]) [[slab bed]] {{IdeologyIcon}} or [[deathrest casket]] {{BiotechIcon}}.&lt;br /&gt;
* {{Good|×111%}}: When resting/sleeping in a [[hospital bed]].&lt;br /&gt;
* {{Good|×113%}}: When resting/sleeping in a hospital bed with attached [[vitals monitor]].&lt;br /&gt;
''Note that quality of the bed only influences the [[Rest Effectiveness|rest effectiveness]], not the immunity gain speed.''&lt;br /&gt;
&lt;br /&gt;
Resting:&lt;br /&gt;
* ×100%: Not resting. Also, when [[downed]], despite visually lying.&lt;br /&gt;
* {{Good|×110%}}: Resting, sleeping or [[Recreation#Activities_table|skygazing]] (cloudwatching, stargazing, etc).&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
{{Stub|section=1|reason=Verify the effect of things that affect life span, such as the [[Mild cell instability|cell instability]] gene, then provide examples for the resulting lifespans in the Age/IGS table - if verified, also verify on [[Disease]]}}&lt;br /&gt;
Generally, the multiplier for age follows a curve defined by 5 points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0.65 * Life Expectancy || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 0.80 * Life Expectancy || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 1.00 * Life Expectancy || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 1.20 * Life Expectancy || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 1.50 * Life Expectancy || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the life expectancy for [[Human]]s is 80, the following are approximate values for them:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Immunity Gain Speed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;54 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 54 || 99%&lt;br /&gt;
|-&lt;br /&gt;
| 56 || 98%&lt;br /&gt;
|-&lt;br /&gt;
| 59 || 97%&lt;br /&gt;
|-&lt;br /&gt;
| 61 || 96%&lt;br /&gt;
|-&lt;br /&gt;
| 63 || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 66 || 94%&lt;br /&gt;
|-&lt;br /&gt;
| 69 || 93%&lt;br /&gt;
|-&lt;br /&gt;
| 72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| 76 || 91%&lt;br /&gt;
|-&lt;br /&gt;
| 79 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 81 || 89%&lt;br /&gt;
|-&lt;br /&gt;
| 83 || 88%&lt;br /&gt;
|-&lt;br /&gt;
| 85 || 87%&lt;br /&gt;
|-&lt;br /&gt;
| 86 || 86%&lt;br /&gt;
|-&lt;br /&gt;
| 88 || 85%&lt;br /&gt;
|-&lt;br /&gt;
| 89 || 84%&lt;br /&gt;
|-&lt;br /&gt;
| 91 || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 93 || 82%&lt;br /&gt;
|-&lt;br /&gt;
| 94 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| 96 || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 97 || 79%&lt;br /&gt;
|-&lt;br /&gt;
| 98 || 78%&lt;br /&gt;
|-&lt;br /&gt;
| 99 || 76%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
After age 100, immunity linearly decreases to 50% at age 120 and remains there.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Immunity_Gain_Speed&amp;diff=182249</id>
		<title>Immunity Gain Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Immunity_Gain_Speed&amp;diff=182249"/>
		<updated>2026-07-20T22:15:37Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= order of operations. also add Medical Specialist Immunity Drive ability. Add operations to good bad coloured options. also format standard once OoO is determined}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1.0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The speed at which this character gains immunity to [[disease]]s. If this is too slow, the character will [[Death|die]] from the disease before developing immunity.&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} The value shown in-game is rounded to the nearest whole percent, while exact value is used in calculations.&lt;br /&gt;
&lt;br /&gt;
While this stat can be seen in-game, the '''actual immunity gain speed''', measured in percentage per [[Time|day]], is hidden but can be deduced from thorough observations. It is calculated as a product of:&lt;br /&gt;
* Base immunity gain speed for the particular disease. For example, 23.88% per day for [[Flu#Humans|human Flu]].&lt;br /&gt;
* InfectionLuck, a pseudorandom factor ranging from 80% (Bad luck) to 120% (Good luck). It is set independently for each disease instance (when multiple pawns are affected by a disease outbreak, each of them gets their own disease instance). Wound infections in different organs of the same pawn are different instances, but only InfectionLuck of the oldest active infection comes into play (and only one infection immunity develops in organism, opposing all infection instances).&lt;br /&gt;
: ''Technical details. InfectionLuck is not stored in save file. Instead, it is calculated as a pseudorandom value depending on the world's seed (seedString) and disease's hediff ID (loadID). For example, it is ≈81.7511% for seed &amp;quot;InfectionLuck&amp;quot; and ID of 1947.''&lt;br /&gt;
* Immunity Gain Speed stat.&lt;br /&gt;
&lt;br /&gt;
Immunity gain speed is '''not''' affected by [[medical tend quality]], however medical tend quality can slow the progression of the disease, giving more time to gain immunity and effectively increasing the odds of survival.&lt;br /&gt;
&lt;br /&gt;
== Offsets ==&lt;br /&gt;
* [[Super-immune]] trait: {{+|30%}}&lt;br /&gt;
* [[Immunoenhancer]] {{RoyaltyIcon}}: {{+|8%}} per, {{+|16%}} max&lt;br /&gt;
** This is mutually exclusive with [[Detoxifier kidney]]s {{BiotechIcon}}&lt;br /&gt;
* [[Moral guide]]'s Preach Health ability {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Perfect immunity]] gene {{BiotechIcon}}: No effect. Prevents most common diseases, but does nothing to stop any illnesses that were already present.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
Immunity Gain Speed stat is determined by many factors multiplicatively.&lt;br /&gt;
&lt;br /&gt;
[[Blood Filtration]]: [[Blood Filtration Importance::0.5|50%]] importance. No allowed defect. [[Blood Filtration Limit::-|No]] Max. So,&lt;br /&gt;
: {{math|Blood filtration factor {{=}} Blood Filtration &amp;amp;divide; 2 + 50%}}&lt;br /&gt;
* [[Malaria]] progressively reduces Blood Filtration.&lt;br /&gt;
* [[Luciferium]] adds {{+|70%}} to Blood Filtration. This alone results in a Blood Filtration factor of {{Good|135%}}.&lt;br /&gt;
* [[Detoxifier kidney]]s each add {{Good|+5%}} Blood Filtration each compared to a healthy kidney. This alone results in a Blood Filtration factor of {{Good|102.5%}} ({{Good|105%}} with two).This is mutually exclusive with Immunoenhancers.&lt;br /&gt;
* A missing [[Kidney]] reduces Blood Filtration by {{Bad|50%}}. This alone results in a Blood filtration factor of {{Bad|75%}}.&lt;br /&gt;
* [[Cancer]] progressively reduces efficiency in the body part affected, potentially reducing Blood Filtration if it is in the Kidneys or [[Liver]].&lt;br /&gt;
=== Other factors ===&lt;br /&gt;
* [[Strong immunity]] gene {{BiotechIcon}}: {{Good|x110%}}&lt;br /&gt;
* [[Super immunity]] gene {{BiotechIcon}}: {{Good|x150%}}&lt;br /&gt;
* [[Weak immunity]] gene {{BiotechIcon}}: {{Bad|x90%}}&lt;br /&gt;
* [[Inbred]] gene {{BiotechIcon}}: {{Bad|x85%}}&lt;br /&gt;
* [[Mild cell instability]] gene {{BiotechIcon}}: {{Bad|x96%}}, Lifespan factor {{Bad|x80%}}, {{Bad|x300%}} [[Cancer]] rate&lt;br /&gt;
* [[Major cell instability]] gene {{BiotechIcon}}: {{Bad|x92%}}, Lifespan factor {{Bad|x60%}}, {{Bad|x500%}} Cancer rate&lt;br /&gt;
&lt;br /&gt;
=== Saturation ===&lt;br /&gt;
[[Saturation|Hunger/Food]] need:&lt;br /&gt;
* '''×100%''': Fed or Hungry&lt;br /&gt;
* {{Bad|x90%}}: Urgently Hungry (corresponds to Ravenously Hungry)&lt;br /&gt;
* {{Bad|x70%}}: Starving (corresponds to Malnourished)&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
[[Rest]] need:&lt;br /&gt;
* '''×100%''': Rested&lt;br /&gt;
* {{Bad|x96%}}: Tired (corresponds to [[Thoughts#Exhaustion|Drowsy]] thought)&lt;br /&gt;
* {{Bad|x92%}}: Very tired (corresponds to [[Thoughts#Exhaustion|Tired]] thought)&lt;br /&gt;
* {{Bad|x80%}}: Exhausted (corresponds to [[Thoughts#Exhaustion|Exhausted]] thought)&lt;br /&gt;
&lt;br /&gt;
In Bed:{{Check Tag|Crib?}}&lt;br /&gt;
* {{Bad|×95%}}: When resting/sleeping in an [[ancient bed]] {{IdeologyIcon}}.&lt;br /&gt;
* ×100%: When not resting/sleeping or when resting/sleeping on the floor, ground or ([[animal sleeping spot|animal]] / [[double sleeping spot|double]] / [[baby sleeping spot|baby]] {{BiotechIcon}}) [[sleeping spot]].&lt;br /&gt;
* {{Good|×105%}}: When resting/sleeping in a ([[double bedroll|double]]) [[bedroll]] or [[animal sleeping box]].&lt;br /&gt;
* {{Good|×107%}}: When resting/sleeping in an [[animal bed]], ([[double bed|double]]) [[bed]], [[royal bed]], ([[slab double bed|double]]) [[slab bed]] {{IdeologyIcon}} or [[deathrest casket]] {{BiotechIcon}}.&lt;br /&gt;
* {{Good|×111%}}: When resting/sleeping in a [[hospital bed]].&lt;br /&gt;
* {{Good|×113%}}: When resting/sleeping in a hospital bed with attached [[vitals monitor]].&lt;br /&gt;
''Note that quality of the bed only influences the [[Rest Effectiveness|rest effectiveness]], not the immunity gain speed.''&lt;br /&gt;
&lt;br /&gt;
Resting:&lt;br /&gt;
* ×100%: Not resting. Also, when [[downed]], despite visually lying.&lt;br /&gt;
* {{Good|×110%}}: Resting, sleeping or [[Recreation#Activities_table|skygazing]] (cloudwatching, stargazing, etc).&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
{{Stub|section=1|reason=Verify the effect of things that affect life span, such as the [[Mild cell instability|cell instability]] gene, then provide examples for the resulting lifespans in the Age/IGS table - if verified, also verify on [[Disease]]}}&lt;br /&gt;
Generally, the multiplier for age follows a curve defined by 5 points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0.65 * Life Expectancy || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 0.80 * Life Expectancy || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 1.00 * Life Expectancy || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 1.20 * Life Expectancy || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 1.50 * Life Expectancy || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the life expectancy for [[Human]]s is 80, the following are approximate values for them:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Immunity Gain Speed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;54 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 54 || 99%&lt;br /&gt;
|-&lt;br /&gt;
| 56 || 98%&lt;br /&gt;
|-&lt;br /&gt;
| 59 || 97%&lt;br /&gt;
|-&lt;br /&gt;
| 61 || 96%&lt;br /&gt;
|-&lt;br /&gt;
| 63 || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 66 || 94%&lt;br /&gt;
|-&lt;br /&gt;
| 69 || 93%&lt;br /&gt;
|-&lt;br /&gt;
| 72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| 76 || 91%&lt;br /&gt;
|-&lt;br /&gt;
| 79 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 81 || 89%&lt;br /&gt;
|-&lt;br /&gt;
| 83 || 88%&lt;br /&gt;
|-&lt;br /&gt;
| 85 || 87%&lt;br /&gt;
|-&lt;br /&gt;
| 86 || 86%&lt;br /&gt;
|-&lt;br /&gt;
| 88 || 85%&lt;br /&gt;
|-&lt;br /&gt;
| 89 || 84%&lt;br /&gt;
|-&lt;br /&gt;
| 91 || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 93 || 82%&lt;br /&gt;
|-&lt;br /&gt;
| 94 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| 96 || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 97 || 79%&lt;br /&gt;
|-&lt;br /&gt;
| 98 || 78%&lt;br /&gt;
|-&lt;br /&gt;
| 99 || 76%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
After age 100, immunity linearly decreases to 50% at age 120 and remains there.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Immunity_Gain_Speed&amp;diff=182245</id>
		<title>Immunity Gain Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Immunity_Gain_Speed&amp;diff=182245"/>
		<updated>2026-07-20T22:06:18Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Ah, I see what was going on&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= order of operations. also add Medical Specialist Immunity Drive ability. Add operations to good bad coloured options. also format standard once OoO is determined}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1.0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The speed at which this character gains immunity to [[disease]]s. If this is too slow, the character will [[Death|die]] from the disease before developing immunity.&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} The value shown in-game is rounded to the nearest whole percent, while exact value is used in calculations.&lt;br /&gt;
&lt;br /&gt;
While this stat can be seen in-game, the '''actual immunity gain speed''', measured in percentage per [[Time|day]], is hidden but can be deduced from thorough observations. It is calculated as a product of:&lt;br /&gt;
* Base immunity gain speed for the particular disease. For example, 23.88% per day for [[Flu#Humans|human Flu]].&lt;br /&gt;
* InfectionLuck, a pseudorandom factor ranging from 80% (Bad luck) to 120% (Good luck). It is set independently for each disease instance (when multiple pawns are affected by a disease outbreak, each of them gets their own disease instance). Wound infections in different organs of the same pawn are different instances, but only InfectionLuck of the oldest active infection comes into play (and only one infection immunity develops in organism, opposing all infection instances).&lt;br /&gt;
: ''Technical details. InfectionLuck is not stored in save file. Instead, it is calculated as a pseudorandom value depending on the world's seed (seedString) and disease's hediff ID (loadID). For example, it is ≈81.7511% for seed &amp;quot;InfectionLuck&amp;quot; and ID of 1947.''&lt;br /&gt;
* Immunity Gain Speed stat.&lt;br /&gt;
&lt;br /&gt;
Immunity gain speed is '''not''' affected by [[medical tend quality]], however medical tend quality can slow the progression of the disease, giving more time to gain immunity and effectively increasing the odds of survival.&lt;br /&gt;
&lt;br /&gt;
== Offsets ==&lt;br /&gt;
* [[Super-immune]] trait: {{+|30%}}&lt;br /&gt;
* [[Immunoenhancer]] {{RoyaltyIcon}}: {{+|8%}} per, {{+|16%}} max&lt;br /&gt;
** This is mutually exclusive with [[Detoxifier kidney]]s {{BiotechIcon}}&lt;br /&gt;
* [[Moral guide]]'s Preach Health ability {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Perfect immunity]] gene {{BiotechIcon}}: No effect. Prevents most common diseases, but does nothing to stop any illnesses that were already present.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
Immunity Gain Speed stat is determined by many factors multiplicatively.&lt;br /&gt;
&lt;br /&gt;
* [[Strong immunity]] gene {{BiotechIcon}}: {{Good|x110%}}&lt;br /&gt;
* [[Super immunity]] gene {{BiotechIcon}}: {{Good|x150%}}&lt;br /&gt;
* [[Weak immunity]] gene {{BiotechIcon}}: {{Bad|x90%}}&lt;br /&gt;
* [[Inbred]] gene {{BiotechIcon}}: {{Bad|x85%}}&lt;br /&gt;
* [[Mild cell instability]] gene {{BiotechIcon}}: {{Bad|x96%}}, Lifespan factor {{Bad|x80%}}, {{Bad|x300%}} [[Cancer]] rate&lt;br /&gt;
* [[Major cell instability]] gene {{BiotechIcon}}: {{Bad|x92%}}, Lifespan factor {{Bad|x60%}}, {{Bad|x500%}} Cancer rate&lt;br /&gt;
[[Blood Filtration]]: [[Blood Filtration Importance::0.5|50%]] importance. No allowed defect. [[Blood Filtration Limit::-|No]] Max. So,&lt;br /&gt;
: {{math|Blood filtration factor {{=}} Blood Filtration &amp;amp;divide; 2 + 50%}}&lt;br /&gt;
Notable facts:&lt;br /&gt;
** [[Malaria]] progressively reduces Blood Filtration.&lt;br /&gt;
** [[Luciferium]] adds {{+|70%}} to Blood Filtration. This alone results in a Blood Filtration factor of {{Good|135%}}.&lt;br /&gt;
** [[Detoxifier kidney]]s each add {{Good|+5%}} Blood Filtration each compared to a healthy kidney. This alone results in a Blood Filtration factor of {{Good|102.5%}} ({{Good|105%}} with two).This is mutually exclusive with Immunoenhancers.&lt;br /&gt;
** A missing [[Kidney]] reduces Blood Filtration by {{Bad|50%}}. This alone results in a Blood filtration factor of {{Bad|75%}}.&lt;br /&gt;
** [[Cancer]] progressively reduces efficiency in the body part affected, potentially reducing Blood Filtration if it is in the Kidneys or [[Liver]].&lt;br /&gt;
&lt;br /&gt;
=== Saturation ===&lt;br /&gt;
[[Saturation|Hunger/Food]] need:&lt;br /&gt;
* '''×100%''': Fed or Hungry&lt;br /&gt;
* {{Bad|x90%}}: Urgently Hungry (corresponds to Ravenously Hungry)&lt;br /&gt;
* {{Bad|x70%}}: Starving (corresponds to Malnourished)&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
[[Rest]] need:&lt;br /&gt;
* '''×100%''': Rested&lt;br /&gt;
* {{Bad|x96%}}: Tired (corresponds to [[Thoughts#Exhaustion|Drowsy]] thought)&lt;br /&gt;
* {{Bad|x92%}}: Very tired (corresponds to [[Thoughts#Exhaustion|Tired]] thought)&lt;br /&gt;
* {{Bad|x80%}}: Exhausted (corresponds to [[Thoughts#Exhaustion|Exhausted]] thought)&lt;br /&gt;
&lt;br /&gt;
In Bed:{{Check Tag|Crib?}}&lt;br /&gt;
* {{Bad|×95%}}: When resting/sleeping in an [[ancient bed]] {{IdeologyIcon}}.&lt;br /&gt;
* ×100%: When not resting/sleeping or when resting/sleeping on the floor, ground or ([[animal sleeping spot|animal]] / [[double sleeping spot|double]] / [[baby sleeping spot|baby]] {{BiotechIcon}}) [[sleeping spot]].&lt;br /&gt;
* {{Good|×105%}}: When resting/sleeping in a ([[double bedroll|double]]) [[bedroll]] or [[animal sleeping box]].&lt;br /&gt;
* {{Good|×107%}}: When resting/sleeping in an [[animal bed]], ([[double bed|double]]) [[bed]], [[royal bed]], ([[slab double bed|double]]) [[slab bed]] {{IdeologyIcon}} or [[deathrest casket]] {{BiotechIcon}}.&lt;br /&gt;
* {{Good|×111%}}: When resting/sleeping in a [[hospital bed]].&lt;br /&gt;
* {{Good|×113%}}: When resting/sleeping in a hospital bed with attached [[vitals monitor]].&lt;br /&gt;
''Note that quality of the bed only influences the [[Rest Effectiveness|rest effectiveness]], not the immunity gain speed.''&lt;br /&gt;
&lt;br /&gt;
Resting:&lt;br /&gt;
* ×100%: Not resting. Also, when [[downed]], despite visually lying.&lt;br /&gt;
* {{Good|×110%}}: Resting, sleeping or [[Recreation#Activities_table|skygazing]] (cloudwatching, stargazing, etc).&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
{{Stub|section=1|reason=Verify the effect of things that affect life span, such as the [[Mild cell instability|cell instability]] gene, then provide examples for the resulting lifespans in the Age/IGS table - if verified, also verify on [[Disease]]}}&lt;br /&gt;
Generally, the multiplier for age follows a curve defined by 5 points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0.65 * Life Expectancy || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 0.80 * Life Expectancy || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 1.00 * Life Expectancy || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 1.20 * Life Expectancy || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 1.50 * Life Expectancy || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the life expectancy for [[Human]]s is 80, the following are approximate values for them:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Immunity Gain Speed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;54 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 54 || 99%&lt;br /&gt;
|-&lt;br /&gt;
| 56 || 98%&lt;br /&gt;
|-&lt;br /&gt;
| 59 || 97%&lt;br /&gt;
|-&lt;br /&gt;
| 61 || 96%&lt;br /&gt;
|-&lt;br /&gt;
| 63 || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 66 || 94%&lt;br /&gt;
|-&lt;br /&gt;
| 69 || 93%&lt;br /&gt;
|-&lt;br /&gt;
| 72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| 76 || 91%&lt;br /&gt;
|-&lt;br /&gt;
| 79 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 81 || 89%&lt;br /&gt;
|-&lt;br /&gt;
| 83 || 88%&lt;br /&gt;
|-&lt;br /&gt;
| 85 || 87%&lt;br /&gt;
|-&lt;br /&gt;
| 86 || 86%&lt;br /&gt;
|-&lt;br /&gt;
| 88 || 85%&lt;br /&gt;
|-&lt;br /&gt;
| 89 || 84%&lt;br /&gt;
|-&lt;br /&gt;
| 91 || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 93 || 82%&lt;br /&gt;
|-&lt;br /&gt;
| 94 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| 96 || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 97 || 79%&lt;br /&gt;
|-&lt;br /&gt;
| 98 || 78%&lt;br /&gt;
|-&lt;br /&gt;
| 99 || 76%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
After age 100, immunity linearly decreases to 50% at age 120 and remains there.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stat&amp;diff=182234</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stat&amp;diff=182234"/>
		<updated>2026-07-20T21:01:04Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: This link goes nowhere and I have nothing to really redirect to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Needs lead in with basic description, summary of mechanics, difference from and relationship to [[Capacities]] etc}} &lt;br /&gt;
&lt;br /&gt;
A '''stat''', short for statistic, is a numerical value that provides information about the properties and behavior of a pawn or item. Basic examples of pawn stats include age, [[move speed]] and '''Melee DPS,''' or [[hit points]] or '''Work to Build''' for items/buildings.&lt;br /&gt;
&lt;br /&gt;
Some stats are static, such as pawn race or item flammability. Other stats change in response to a pawn's environment, [[Capacities]], or [[Skills]], e.g. Work Speed decreases in low light, and&lt;br /&gt;
[[Plant Harvest Yield]] increases with the Plant skill. &lt;br /&gt;
&lt;br /&gt;
A pawn or item's stats can be viewed in a pop-up window by clicking the View Information icon in the upper right corner of the inspect pane (right beneath the Health tab button for humans.)&lt;br /&gt;
&lt;br /&gt;
Certain stats like [[Sleep Fall Rate]] are hidden from the stat view until they are actively being modified away from default values.&lt;br /&gt;
&lt;br /&gt;
== Order of operations ==&lt;br /&gt;
=== Get Value ===&lt;br /&gt;
# If ''Minified Thing'' inherits stats and has ''Minified Thing''&lt;br /&gt;
## If ''Minified Thing'' has ''Inner Thing'': Get Value&lt;br /&gt;
# '''Value Unfinalized''' = ''Get Value Unfinalized''&lt;br /&gt;
# '''Value Finalized''' = ''Finalize Value''&lt;br /&gt;
# Get Value is complete&lt;br /&gt;
&lt;br /&gt;
=== Unfinalized Value ===&lt;br /&gt;
Sourced from the GetValueUnfinalized method from StatWork.cs, here is the approximate order of operations for applying stat modifiers.&lt;br /&gt;
# '''num''' = ''Stat Base Value''&lt;br /&gt;
# For ''Pawn'':&lt;br /&gt;
## If Pawn has ''Skills'':&lt;br /&gt;
### If Pawn has ''[[Property:Skill Need Offsets|Skill Need Offsets]]'': Add each ''Skill Need Offset'' to '''num'''&lt;br /&gt;
## Else: Add ''No Skill Offset'' to '''num'''&lt;br /&gt;
## If Pawn has ''[[Property:Capacity Offsets|Capacity Offsets]]'': Add each ''Capacity Offset'' to '''num'''&lt;br /&gt;
## If Pawn has ''Story'':&lt;br /&gt;
### If ''Trait'' isn't suppressed: Add each ''Trait'' to '''num'''&lt;br /&gt;
## For every ''Hediff'': Add each ''Hediff Offset'' based on ''Hediff Severity'' to '''num'''&lt;br /&gt;
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': Add each ''Precept Offset'' to '''num'''&lt;br /&gt;
### If ''Precept Conditional Affecter'' applies: Add each ''Precept Conditional Affecter Offset'' to '''num'''&lt;br /&gt;
### If Pawn has ''Ideoligion Role'': Add each ''Ideoligion Role Effect Offset'' to '''num'''&lt;br /&gt;
## If Pawn has {{BiotechIcon}} ''Genes'': Add each ''Gene Offset'' to '''num'''&lt;br /&gt;
### If ''Gene Conditional Affecter'' applies: Add each ''Gene Conditional Affecter Offset'' to '''num'''&lt;br /&gt;
## Add each ''Age Related Offset'' to '''num'''&lt;br /&gt;
## If Pawn has ''Apparel'': Add each ''Gear Offset'' from ''Worn Apparel'' to '''num'''&lt;br /&gt;
## If Pawn has ''Equipment'' (i.e. a weapon): Add ''Gear Offset'' from ''Primary Equipment'' to '''num'''&lt;br /&gt;
## If Pawn has ''Story'': &lt;br /&gt;
## If ''Trait'' isn't suppressed: multiply '''num''' by each ''Trait Stat Multiplier''&lt;br /&gt;
## For every ''Hediff'': Multiply '''num''' by each ''Hediff Factor'' based on ''Hediff Severity''&lt;br /&gt;
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': Multiply '''num''' by each ''Precept Factor''&lt;br /&gt;
### If ''Precept Conditional Affecter'' applies: Multiply '''num''' by each ''Precept Conditional Affecter Factor''&lt;br /&gt;
### If Pawn has ''Ideoligion Role'': Multiply '''num''' by each ''Ideoligion Role Effect Factor''&lt;br /&gt;
## If Pawn has {{BiotechIcon}} ''Genes'': Multiply '''num''' by each ''Gene Factor''&lt;br /&gt;
### If ''Gene Conditional Affecter'' applies: Multiply '''num''' by each ''Gene Conditional Affecter Factor''&lt;br /&gt;
## Multiply '''num''' by each ''Age Related Factor''&lt;br /&gt;
# For ''Stuff''&lt;br /&gt;
## If num &amp;gt; 0 or [[Property:Apply Factors If Negative|Apply Factors If Negative]] = true: Multiply '''num''' by ''Stuff Stat Factor''&lt;br /&gt;
## If has ''Quality'': Multiply '''num''' by ''Stuff Quality Factor''&lt;br /&gt;
## Add ''Stuff Stat Offset'' to '''num'''&lt;br /&gt;
## If has ''Quality'': Add ''Stuff Quality Offset'' to '''num'''&lt;br /&gt;
# For ''Abilities''&lt;br /&gt;
## If has ''Ability Stat Factors'': Multiply '''num''' by each ''Ability Stat Factor''&lt;br /&gt;
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': For each ''Precept'':&lt;br /&gt;
### If ''Precept'' has ''Precept Factor'': Multiply '''num''' by ''Precept Factor''&lt;br /&gt;
### If ''Precept'' has ''Ability Factor'': Multiply '''num''' by each ''Ability Modifier''&lt;br /&gt;
# For ''Things''&lt;br /&gt;
## If ''Thing'' has ''Comps'':&lt;br /&gt;
### For each ''Comp'': Add ''Comp Offset'' to '''num'''&lt;br /&gt;
### For each ''Comp'': Multiply '''num''' by ''Comp Factor''&lt;br /&gt;
## For each ''Stat Factor'': Multiply '''num''' by ''Stat Factor''&lt;br /&gt;
## If Pawn has ''Skills'':&lt;br /&gt;
### If has ''[[Property:Skill Need Factors|Skill Need Factors]]'': For each ''Skill Need Factor'': Multiply '''num''' by ''Skill Need Factor''&lt;br /&gt;
## Else: Multiply '''num''' by ''No Skill Factor''&lt;br /&gt;
## If has ''[[Property:Capacity Factors|Capacity Factors]]'': For each ''Capacity Factor'':&lt;br /&gt;
### &amp;lt;code&amp;gt;num = num + ( ( (num * ''Capacity Factor'') - num) * (''Pawn Capacity Factor Weight'' clamped from 0 to 1) )&amp;lt;/code&amp;gt;&lt;br /&gt;
## If Pawn is ''[[Inspired]]'':&lt;br /&gt;
### Add ''Inspiration Offset'' to '''num'''&lt;br /&gt;
### Multiply '''num''' by ''Inspiration Factor''&lt;br /&gt;
# '''num''' is now unfinalized value&lt;br /&gt;
&lt;br /&gt;
=== Finalized Value ===&lt;br /&gt;
# ''Stat Request'' '''req''', '''val''' = '''num''' (from Get Unfinalized Value), '''Apply Post Process''' is a Boolean value&lt;br /&gt;
## If has ''Stat [[Property:Parts|Parts]]'': For each ''Part'': ''Transform Value'' ('''req''', '''val''')&lt;br /&gt;
## If '''Apply Post Process''' = true and has [[Property:Post Process Curve|Post Process Curve]]:&lt;br /&gt;
### '''val''' = ''Evaluate'' '''val'''&lt;br /&gt;
## If '''Apply Post Process''' = true, ''[[Property:Post Process Stat Factors|Post Process Stat Factors]]'' aren't null or empty, and '''req''' ''Has Thing'':&lt;br /&gt;
### For each ''Post Process Stat Factor'': Multiply '''val''' by ''Post Process Stat Factor''&lt;br /&gt;
## If has ''[[Scenario]]'': Multiply '''val''' by ''Scenario Stat Factor''&lt;br /&gt;
## If ''Absolute Value'' of '''val''' &amp;gt; ''[[Property:Round To Five Over|Round To Five Over]]'':&lt;br /&gt;
### '''val''' = (''Round'' ('''val''' / 5) ) * 5&lt;br /&gt;
## If ''[[Property:Round Value|Round Value]]'' = true:&lt;br /&gt;
### '''val''' = ''Round To Integer'' '''val'''&lt;br /&gt;
## If '''Apply Post Process''' = true:&lt;br /&gt;
### '''val''' = Clamp '''val''' from ''[[Property:Stat Minimum|Min Value]]'' to ''[[Property:Stat Maximum|Max Value]]''&lt;br /&gt;
# Finalize Value is complete&lt;br /&gt;
&lt;br /&gt;
=== Should Show For ===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
=== Is Disabled For ===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== List of Stats By Category ==&lt;br /&gt;
=== Important ===&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_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Important]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Important ===&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_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Important]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non Pawn Important ===&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_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Non Pawn Important]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&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_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Basics]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn ===&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_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non Pawn ===&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_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Non Pawn]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animal Productivity ===&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_25 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Animal Productivity]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&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_02 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Terrain]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&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_07 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Meditation]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid ===&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_22 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Mechanoid]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Apparel]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Implant ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Implant]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Drug ===&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_24 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Drug]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&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_06 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Weapon]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon (Ranged) ===&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_06 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Weapon (Ranged)]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon (Melee) ===&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_06 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Weapon (Melee)]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Building ===&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_25 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Building]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ability ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_19 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Ability]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipped Stat Offsets ===&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_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Equipped Stat Offsets]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stuff Stat Factors ===&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_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Stuff Stat Factors]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stuff Stat Offsets ===&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_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Stuff Stat Offsets]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stuff Of Equipment Stat Factors ===&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_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Stuff Of Equipment Stat Factors]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surgical ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Surgical]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity Effects ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Capacity Effects]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mechanitor ===&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_18 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Mechanitor]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Drug Addiction ===&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_24 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Drug Addiction]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Combat ===&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_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Combat]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Social ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Social]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Misc ===&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_20 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Misc]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Work ===&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_25 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Work]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&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_17 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Genetics]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Ritual ===&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_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Psychic Ritual]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&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_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Containment]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Serum ===&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_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Serum]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Content Source ===&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_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Content Source]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|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=Ailments&amp;diff=182233</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=182233"/>
		<updated>2026-07-20T18:29:18Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Blood loss */&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]], [[Scarless]] gene{{BiotechIcon}}, [[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. Active blood loss will list the time until death in the health tab menu.&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 determined by the [[Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &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;
{| 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, or by installing a [[sterilizing stomach|sterilizing]],{{RoyaltyIcon}} [[nuclear stomach]],{{RoyaltyIcon}} or [[fleshmass stomach]],{{AnomalyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which render pawns immune. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by {{Good|x50%}} 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, and generally it should be left to run its course. In Core, only a [[healer mech serum]] will cure it, assuming there is nothing worse to cure, but this costly measure is rarely worthwhile as food poisoning only affects the pawn for the 24-hour cycle and then leaves them as healthy as they were before. Keep in mind, however, that because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can become much more debilitating or even fatal, and this may make &lt;br /&gt;
using a serum worthwhile. &lt;br /&gt;
&lt;br /&gt;
With the [[Anomaly DLC]], [[Unnatural healing]]{{AnomalyIcon}} is the vastly more economical option, and can sometimes be worth using to get a useful pawn back on their feet even outside of life-threatening situations, though the 6-day cooldown carries a notable opportunity cost.&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=Immunity_Gain_Speed&amp;diff=182232</id>
		<title>Immunity Gain Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Immunity_Gain_Speed&amp;diff=182232"/>
		<updated>2026-07-20T18:11:01Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= order of operations. also add Medical Specialist Immunity Drive ability}}{{Stat&lt;br /&gt;
| default base value = 1.0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The speed at which this character gains immunity to [[disease]]s. If this is too slow, the character will [[Death|die]] from the disease before developing immunity.&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} The value shown in-game is rounded to the nearest whole percent, while exact value is used in calculations.&lt;br /&gt;
&lt;br /&gt;
While this stat can be seen in-game, the '''actual immunity gain speed''', measured in percentage per [[Time|day]], is hidden but can be deduced from thorough observations. It is calculated as a product of:&lt;br /&gt;
* Base immunity gain speed for the particular disease. For example, 23.88% per day for [[Flu#Humans|human Flu]].&lt;br /&gt;
* InfectionLuck, a pseudorandom factor ranging from 80% (Bad luck) to 120% (Good luck). It is set independently for each disease instance (when multiple pawns are affected by a disease outbreak, each of them gets their own disease instance). Wound infections in different organs of the same pawn are different instances, but only InfectionLuck of the oldest active infection comes into play (and only one infection immunity develops in organism, opposing all infection instances).&lt;br /&gt;
: ''Technical details. InfectionLuck is not stored in save file. Instead, it is calculated as a pseudorandom value depending on the world's seed (seedString) and disease's hediff ID (loadID). For example, it is ≈81.7511% for seed &amp;quot;InfectionLuck&amp;quot; and ID of 1947.''&lt;br /&gt;
* Immunity Gain Speed stat.&lt;br /&gt;
&lt;br /&gt;
Immunity gain speed is '''not''' affected by [[medical tend quality]], however medical tend quality can slow the progression of the disease, giving more time to gain immunity and effectively increasing the odds of survival.&lt;br /&gt;
&lt;br /&gt;
== Stat factors ==&lt;br /&gt;
Immunity Gain Speed stat is determined by many factors multiplicatively.&lt;br /&gt;
&lt;br /&gt;
=== Capacities ===&lt;br /&gt;
[[Blood Filtration]]: [[Blood Filtration Importance::0.5|50%]] importance. No allowed defect. [[Blood Filtration Limit::-|No]] Max. So,&lt;br /&gt;
: {{math|Blood filtration factor {{=}} Blood Filtration &amp;amp;divide; 2 + 50%}}&lt;br /&gt;
Notable facts:&lt;br /&gt;
* [[Malaria]] progressively reduces Blood Filtration.&lt;br /&gt;
* A missing [[Kidney]] reduces Blood Filtration by {{Bad|50%}}. This alone results in a Blood filtration factor of {{Bad|75%}}.&lt;br /&gt;
* [[Cancer]] progressively reduces efficiency in the body part affected, potentially reducing Blood Filtration if it is in the Kidneys or [[Liver]].&lt;br /&gt;
* [[Luciferium]] adds {{Good|70%}} to Blood Filtration. This alone results in a Blood filtration factor of {{Good|135%}}.&lt;br /&gt;
* [[Immunoenhancer]]s increase Immunity Gain Speed by {{Good|+8%}} per installation. &lt;br /&gt;
* [[Detoxifier kidney]]s each add {{Good|+5%}} Blood Filtration each compared to a healthy kidney. This alone results in a blood filtration factor of {{Good|102.5%}} ({{Good|105%}} with two).&lt;br /&gt;
** This is mutually exclusive with Immunoenhancers&lt;br /&gt;
&lt;br /&gt;
=== Saturation ===&lt;br /&gt;
[[Saturation|Hunger/Food]] need:&lt;br /&gt;
* 100%: Fed or Hungry&lt;br /&gt;
* {{Bad|90%}}: Urgently Hungry (corresponds to Ravenously Hungry)&lt;br /&gt;
* {{Bad|70%}}: Starving (corresponds to Malnourished)&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
[[Rest]] need:&lt;br /&gt;
* 100%: Rested&lt;br /&gt;
* {{Bad|96%}}: Tired (corresponds to [[Thoughts#Exhaustion|Drowsy]] thought)&lt;br /&gt;
* {{Bad|92%}}: Very tired (corresponds to [[Thoughts#Exhaustion|Tired]] thought)&lt;br /&gt;
* {{Bad|80%}}: Exhausted (corresponds to [[Thoughts#Exhaustion|Exhausted]] thought)&lt;br /&gt;
&lt;br /&gt;
In Bed:{{Check Tag|Crib?}}&lt;br /&gt;
* {{Bad|95%}}: When resting/sleeping in an [[ancient bed]] {{IdeologyIcon}}.&lt;br /&gt;
* 100%: When not resting/sleeping or when resting/sleeping on the floor, ground or ([[animal sleeping spot|animal]] / [[double sleeping spot|double]] / [[baby sleeping spot|baby]] {{BiotechIcon}}) [[sleeping spot]].&lt;br /&gt;
* {{Good|105%}}: When resting/sleeping in a ([[double bedroll|double]]) [[bedroll]] or [[animal sleeping box]].&lt;br /&gt;
* {{Good|107%}}: When resting/sleeping in an [[animal bed]], ([[double bed|double]]) [[bed]], [[royal bed]], ([[slab double bed|double]]) [[slab bed]] {{IdeologyIcon}} or [[deathrest casket]] {{BiotechIcon}}.&lt;br /&gt;
* {{Good|111%}}: When resting/sleeping in a [[hospital bed]].&lt;br /&gt;
* {{Good|113%}}: When resting/sleeping in a hospital bed with attached [[vitals monitor]].&lt;br /&gt;
''Note that quality of the bed only influences the [[Rest Effectiveness|rest effectiveness]], not the immunity gain speed.''&lt;br /&gt;
&lt;br /&gt;
Resting:&lt;br /&gt;
* 100%: Not resting. Also, when [[downed]], despite visually lying.&lt;br /&gt;
* {{Good|110%}}: Resting, sleeping or [[Recreation#Activities_table|skygazing]] (cloudwatching, stargazing, etc).&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
{{Stub|section=1|reason=Verify the effect of things that affect life span, such as the [[Mild cell instability|cell instability]] gene, then provide examples for the resulting lifespans in the Age/IGS table - if verified, also verify on [[Disease]]}}&lt;br /&gt;
Generally, the multiplier for age follows a curve defined by 5 points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0.65 * Life Expectancy || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 0.80 * Life Expectancy || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 1.00 * Life Expectancy || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 1.20 * Life Expectancy || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 1.50 * Life Expectancy || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the life expectancy for [[Human]]s is 80, the following are approximate values for them:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Immunity Gain Speed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;54 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 54 || 99%&lt;br /&gt;
|-&lt;br /&gt;
| 56 || 98%&lt;br /&gt;
|-&lt;br /&gt;
| 59 || 97%&lt;br /&gt;
|-&lt;br /&gt;
| 61 || 96%&lt;br /&gt;
|-&lt;br /&gt;
| 63 || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 66 || 94%&lt;br /&gt;
|-&lt;br /&gt;
| 69 || 93%&lt;br /&gt;
|-&lt;br /&gt;
| 72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| 76 || 91%&lt;br /&gt;
|-&lt;br /&gt;
| 79 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 81 || 89%&lt;br /&gt;
|-&lt;br /&gt;
| 83 || 88%&lt;br /&gt;
|-&lt;br /&gt;
| 85 || 87%&lt;br /&gt;
|-&lt;br /&gt;
| 86 || 86%&lt;br /&gt;
|-&lt;br /&gt;
| 88 || 85%&lt;br /&gt;
|-&lt;br /&gt;
| 89 || 84%&lt;br /&gt;
|-&lt;br /&gt;
| 91 || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 93 || 82%&lt;br /&gt;
|-&lt;br /&gt;
| 94 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| 96 || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 97 || 79%&lt;br /&gt;
|-&lt;br /&gt;
| 98 || 78%&lt;br /&gt;
|-&lt;br /&gt;
| 99 || 76%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
After age 100, immunity linearly decreases to 50% at age 120 and remains there.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
* [[Immunoenhancer]] {{RoyaltyIcon}}: {{+|8%}} per, {{+|16%}} max&lt;br /&gt;
** This is mutually exclusive with [[Detoxifier kidney]]s {{BiotechIcon}}&lt;br /&gt;
* [[Super-immune]] trait: {{+|30%}}&lt;br /&gt;
* [[Moral guide]]'s Preach Health ability {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Strong immunity]] gene {{BiotechIcon}}: {{Good|x110%}}&lt;br /&gt;
* [[Super immunity]] gene {{BiotechIcon}}: {{Good|x150%}}&lt;br /&gt;
* [[Perfect immunity]] gene {{BiotechIcon}}: No effect, prevents most common disease but does not cure existing disease&lt;br /&gt;
* [[Weak immunity]] gene {{BiotechIcon}}: {{Bad|x90%}}&lt;br /&gt;
* [[Inbred]] gene {{BiotechIcon}}: {{Bad|x85%}}&lt;br /&gt;
* [[Mild cell instability]] gene {{BiotechIcon}}: {{Bad|x96%}}, Lifespan factor {{Bad|x80%}}, {{Bad|x300%}} [[Cancer]] rate&lt;br /&gt;
* [[Major cell instability]] gene {{BiotechIcon}}: {{Bad|x92%}}, Lifespan factor {{Bad|x60%}}, {{Bad|x500%}} Cancer rate&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=181940</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=181940"/>
		<updated>2026-07-09T09:04:06Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Ctrl V from Void touched&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.&lt;br /&gt;
&lt;br /&gt;
A few types of mental break, like catatonic breakdown, run wild, and crisis of belief,{{IdeologyIcon}} do not cause mental state. Some mental states may occur without a mental break, notable examples of sources are [[psychic insanity lance]], [[pyromaniac]] trait, [[gourmand]] trait, [[Alzheimer's]], [[dementia]], [[drug]] withdrawal, and various [[psycast]]s,{{RoyaltyIcon}} some of which enable the player to induce mental states in enemies in battle.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant mood debuff ({{--|8}}) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for Anomaly break to happen depends on the Anomaly stage.{{Check Tag|Clarification needed|Either links to a page re: what these refer to, or clarification here would be good}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger void catharsis over regular catharsis. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn [[Social#Insulted|insult]] nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly [[Social#Insulted|insult]] one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Good|+30}} &amp;quot;Void catharsis&amp;quot;{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
Simply unassigning the bedroom of the colonist by switching the bed to either prisoner or slave will stop them from damaging anything after the first hit.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience {{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}}, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest or [[down]]ing the mentally broken pawn. If an arrest is attempted and fails, it will make the pawn [[berserk]], which may be easier as berserked pawns do not attempt to kill.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they are at risk of dying upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two or less, and it increases linearly to the normal level at a population of seven or more. It cannot occur during [[Events#Toxic fallout|toxic fallout]] or [[Pollution#Acidic smog|acidic smog]].&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony.&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the commonality increases with colonists, 0.2 at 8, 0.4 at 9, 0.6 at 10, 0.8 at 11 and 1 at 12+&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humans are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any human pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corpse&amp;diff=181624</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corpse&amp;diff=181624"/>
		<updated>2026-07-05T19:19:59Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
 | image              = Dessicated male south.png&lt;br /&gt;
 | name               = Corpse&lt;br /&gt;
 | description        = Dessicated corpse of a pawn.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
 | type               = Corpse&lt;br /&gt;
 | path cost          = 14&lt;br /&gt;
 | beauty             = -50&lt;br /&gt;
 | deterioration      = 1&lt;br /&gt;
 | preferability      = DesperateOnly&lt;br /&gt;
 | food type          = corpse&lt;br /&gt;
 | days to rot        = 2.5&lt;br /&gt;
 | meatyield          = 0&lt;br /&gt;
 | leatheryield       = 0&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
 | nutrition          = 5.2&lt;br /&gt;
 | food poison chance = 0.05&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
 | defName            = Corpse_&lt;br /&gt;
 | label              = {0} corpse&lt;br /&gt;
 | selectable         = true&lt;br /&gt;
 | tradeability       = None&lt;br /&gt;
}}&lt;br /&gt;
A '''corpse''' is the [[dead]] body of a [[pawn]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Corpses are created when something [[death|dies]]. [[Nociosphere]]s,{{AnomalyIcon}} [[Metalhorror]]s,{{AnomalyIcon}} [[Revenant]]s,{{AnomalyIcon}} [[Fleshmass nucleus|Fleshmass nuclei]],{{AnomalyIcon}} and most [[fleshbeasts]] {{AnomalyIcon}} ([[Fingerspike]], [[Trispike]], [[Bulbfreak]] and [[Dreadmeld]]) are the only pawns who do not have corpses. &lt;br /&gt;
&lt;br /&gt;
They reflect what they had in life; missing limbs will affect a corpse's yield.&lt;br /&gt;
&lt;br /&gt;
Certain means of death will not result in the creation of a corpse, may destroy the corpse, or deal so much damage that there is nothing left to see.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Corpses provide negative [[beauty]] while on the ground, worse than most items. Traits and other effects that prevent negative mood penalties from seeing bodies do not prevent the beauty impact. &lt;br /&gt;
&lt;br /&gt;
All corpses will [[deteriorate]] when left outside. In addition, all corpses have a Missing Body Parts value, separate from the deterioration mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Organic corpses ===&lt;br /&gt;
{{Image wanted|section=1|reason=AoE of mood penalty in standard style}}&lt;br /&gt;
The corpses of organic life (e.g. non-[[mechanoid]]s and non-[[drones]]{{OdysseyIcon}}) can be used for food. When eaten directly, corpses will gain Missing Body Parts until there is nothing left, at which point the corpse will disappear entirely. Animals don't mind, but colonists will receive the {{--|12}} ''[[Mood#Ate corpse|Ate corpse]]'' [[mood]]let and have a flat 5% of [[food poisoning]] when directly eating corpses. Eating [[human]] corpses will also impose the {{--|20}} ''[[Mood#Raw cannibalism|Raw cannibalism]]'' on non cannibal pawns, or a mood buff of varying intensity for pawns with the [[Cannibal (Trait)|Cannibal]] trait or a pro-Cannibalism ideoligion.{{IdeologyIcon}} Corpses can instead be butchered, which is a more efficient way of gaining food.&lt;br /&gt;
&lt;br /&gt;
Colonists with [[Sight]] above 0% who move within 5 tiles of a human corpse will receive negative ''[[Mood#Misc|Observed corpse]]'' thoughts,{{Check Tag|ThoughtTemplate}} which are worse if the corpse is rotten.{{Check Tag|ThoughtTemplate}} Colonists with the [[Traits#Cannibal|Cannibal]] or [[Psychopath]] trait don't mind fresh corpses. Those with [[Bloodlust]] are completely unaffected, as well as those following an [[Ideoligion]]{{IdeologyIcon}} with the &amp;quot;Corpses: Don't Care&amp;quot; precept.&lt;br /&gt;
&lt;br /&gt;
Corpses will continue to wear the [[apparel]] and [[utility]] items they were wearing before death, and generated corpses can generate with such items. The apparel will display on the corpse. Most apparel become [[tainted]] when worn while the pawn dies. Utility items do not get tainted. Apparel can be stripped off of corpses, but they cannot be re-equiped with gear.&lt;br /&gt;
&lt;br /&gt;
With [[deadlife dust]], {{AnomalyIcon}} exposed organic corpses will be automatically revived as [[shambler]]s. Shamblers will have a lifespan of 6 hours after their last exposure.&lt;br /&gt;
&lt;br /&gt;
=== Rotten corpses ===&lt;br /&gt;
Organic corpses will rot after 2.5 [[Time|days]] if left above freezing [[temperature]], {{temperature|0}}. Refrigeration at temperatures between {{Temperature|1|9}} slows rot time as it does with food. For a full description of the relationship between temperature and rot time, see [[Temperature#Temperature thresholds|Temperature]].&lt;br /&gt;
&lt;br /&gt;
Animals with [[scaria]] have a chance to rot immediately on death dependent on the [[AI Storytellers#Scaria rot chance|Scaria rot chance]] AI Storyteller settings, and pawns with [[toxic buildup]] will have a chance to rot immediately equal to the severity of buildup. &lt;br /&gt;
&lt;br /&gt;
Rotten corpses have the same texture as normal corpses, but with a red tint.&lt;br /&gt;
&lt;br /&gt;
Rotten corpses cannot be eaten or butchered. Rotten organic corpses will produce [[corpse bile]], which is [[cleanliness|dirty]] and [[beauty|ugly]] to look. In addition, a rotting corpse emits [[rot gas]] clouds. The rate at which rot gas is produced is determined by [[Body_Size]] of the dead creature, and is slightly higher for [[human]]s. A corpse stops producing rot gas if frozen. Standing in rot gas for too long can inflict [[lung rot]].&lt;br /&gt;
&lt;br /&gt;
A rotting corpse will desiccate after 2.5 [[Time|days]], which is affected by freezing [[temperature]] and refrigeration. The corpse will become a skeleton, stop producing corpse bile or rot stink, and is no longer a valid target for a [[resurrector mech serum]].&lt;br /&gt;
&lt;br /&gt;
A rotting corpse will 2 take points of damage each day, and a desiccated one has 70% chance to take 1 point of damage each day, independently from any other source of [[deterioration]]. The rate at which this happens can be slowed down when the corpse is refrigerated, and it will stop taking damage if it's frozen or stored in a any building that prevents deterioration (like a [[shelf]]).&lt;br /&gt;
&lt;br /&gt;
Being rotten has no impact on deadlife dust shamblers.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Butchering &amp;amp; shredding ===&lt;br /&gt;
Organic corpses without rot can be butchered at a [[butcher spot]] or the superior [[butcher table]] for [[meat]] and [[leather]], which can be processed further.  Mechanoid corpses can instead be smashed at a [[crafting spot]] or shredded at a [[machining table]] to produces [[steel]] and [[plasteel]]. &lt;br /&gt;
&lt;br /&gt;
How much yield is determined on a variety of factors including: &lt;br /&gt;
* The base [[Meat Amount]] and [[Leather Amount]] of the pawn, which also varies with maturity. For mechanoids, yield is dependent on their type.&lt;br /&gt;
* The [[butchery efficiency]] of the cook butchering, or [[Mechanoid Shredding Efficiency]] of the shredder&lt;br /&gt;
* A 66% multiplier for &amp;quot;damaged&amp;quot; organic corpses  i.e. any pawn not cleanly executed either through slaughtering tamed animals or injury-less downing followed by execution. Pawns executed via regular warden execution work, ritual or euthanized through surgery are not affected. The Cut hediff these methods apply ''(A cut made during exectution)'' is excluded from marking the pawn as damaged. Death through [[psychic rituals]]{{AnomalyIcon}} does not apply this penalty either.&lt;br /&gt;
* A percentage multiplier for lost body parts.&lt;br /&gt;
* A 70% multiplier if using a butcher spot or crafting spot instead of a table.&lt;br /&gt;
&lt;br /&gt;
Butchering organic corpses requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. Shredding mechanoids requires {{ticks|300}} of work from a table, or {{ticks|450}} from a crafting spot. &lt;br /&gt;
&lt;br /&gt;
When butchering [[human]] corpses, most butchers will get a {{--|6}} [[Mood#I butchered humanlike|I butchered humanlike]] moodlet,{{Check Tag|ThoughtTemplate}} and all colonists in the map get a {{--|6}} [[Mood#We butchered humanlike|We butchered humanlike]] moodlet.{{Check Tag|ThoughtTemplate}} Colonists with the [[Cannibal]], [[Psychopath]], or [[Bloodlust]] traits are immune, as does an [[Ideoligion]]{{IdeologyIcon}} that finds Cannibalism acceptable. For the latter penalty, it doesn't matter how many corpses you've butchered, it will remain at -6. There is no further penalty for working with [[human resources]] until actually eaten or worn.&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
The following methods can dispose of corpses:&lt;br /&gt;
&lt;br /&gt;
=== Butchering &amp;amp; feeding ===&lt;br /&gt;
Butchering is the most useful use of non-rotten animal and mechanoid corpses, giving you usable materials. See [[#Butchering &amp;amp; Shredding]] above for details.&lt;br /&gt;
&lt;br /&gt;
But as butchering human corpses incurs a mood penalty, you may want to feed corpses directly to your carnivorous and omnivorous [[animals]]. This takes no work beyond hauling, though is less nutritious than butchering. Corpses and their meat will rot over time, so it is recommended to use a [[cooler]] if you want to preserve their food.&lt;br /&gt;
&lt;br /&gt;
=== Manual destruction ===&lt;br /&gt;
[[Molotov cocktail]]s or [[incendiary launcher]]s will create [[fire]]. Place a pile of corpses in a fireproof room (such as using stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make extra sure that the room is fireproof, as a large fire can destroy many buildings. This is often the best, least time-consuming way to dispose of human and rotten corpses. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use [[frag grenade]]s, which can destroy most items. As multiple grenades are needed per corpse, and as the explosion is rather small, they use more time. However, you don't have to mess with fire. Grenades can also destroy walls, so give a little space when throwing them.&lt;br /&gt;
&lt;br /&gt;
Mechanoid corpses are immune to fire (but not frag grenades), but don't rot and can always be shredded into useful ingredients.&lt;br /&gt;
&lt;br /&gt;
=== Burying ===&lt;br /&gt;
Corpses can be buried in a [[grave]] or [[sarcophagus]], where the corpse is [[hauling|hauled]] to its location. Graves are much better for general disposal, costing no resources and {{ticks|800}} of work to make. Sarcophagi are more beautiful, so are useful if placed inside. &lt;br /&gt;
&lt;br /&gt;
They can be useful for preserving corpse in a freezer, preventing both rot and overzealous cooks from destroying them. This helps if you're waiting for a [[resurrector mech serum]] to revive the corpse in question. Up to 5 buried coprses can be used for [[psyfocus|psychic meditation]] {{RoyaltyIcon}} of the Morbid type. They will also improve the Funeral [[ritual]]{{IdeologyIcon}}. Finally, either building acts as solitary [[recreation]]. However, this type of recreation is available even without burying, and colonists may visit graves that are far away.&lt;br /&gt;
&lt;br /&gt;
Having a buried human allows the [[corpse obsession]] [[mental break]] to occur. Everybody who sees the corpse will receive the normal Saw (Rotten) Corpse penalty, but this is one of the least immediately harmful of the major breaks.&lt;br /&gt;
&lt;br /&gt;
The main problem with burying is space - large raids can quickly consume a lot of time and area. And as you need to go further away, the longer it takes to bury. It is recommended to swap to another form of corpse disposal, once available, for your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Cremation ===&lt;br /&gt;
Corpses can be burnt in an [[electric crematorium]]. Each cremation requires {{ticks|180}} of work, and the crematorium itself requires 250 W of power to function. &lt;br /&gt;
&lt;br /&gt;
If a way to start [[fire]] manually is available, then it is typically more efficient. Cremation is automatically done by haulers, so is largely for convenience's sake, or if fire isn't available. Cremation is also marginally better for dealing with rotten corpses, as rotten corpses do not accumulate in a single area.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Corpses wouldn’t create [[corpse bile]].&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Skeletons don't draw apparel.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=180806</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=180806"/>
		<updated>2026-06-10T13:09:41Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
:{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
:{{for|a complete list of all animals with images|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} &lt;br /&gt;
'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events. &lt;br /&gt;
&lt;br /&gt;
Animals usually wander the map aimlessly and feed when hungry, even eating player-grown [[plants]]. Like humans, animals don't require water and generate [[filth]]. All animals will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge. Some animals can be [[Animal_husbandry#Training|trained]] to guard your colonists and attack enemies. [[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] or slaughtered, and subsequently [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to [[Work#Handle|handle]] receive 90 XP towards their [[Skills#Animals|animals skill]] per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, the non-[[psychopath]] colonist receives a {{Thought|label=nuzzled|desc=A cute animal nuzzled me.|value=+4|stack=3|multi=0.5|duration=1}}. Animals can also [[Animal_husbandry#Bonding|form bonds]] with colonists, providing a permanent {{Thought|label=[Bonded animal]'s master|desc=Being together with my bonded animal makes me feel better.|value=+5|stack=1}} as long as said colonist is assigned as a bonded animal's master, or a {{Thought|label=not [Bonded animal]'s master|desc=I should be together with my bonded animal.|value=-3|stack=1}} otherwise. These moods don't apply to [[psychopath]] colonists.&lt;br /&gt;
&lt;br /&gt;
Sometimes, [[human]]s act like animals in a specific encounter [[Events#Wild_.28wo.29man_wanders_in|event]] or unfortunate [[Mental_break#Run_wild|mental break]], but revert to normal colonist behavior if successfully (re)tamed.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. From left to right, displayed information is as follows:&lt;br /&gt;
* Double-clicking an animal's name will center the map to that animal. &lt;br /&gt;
*Gender, Age, and Life Stage are displayed&lt;br /&gt;
*Pregnant or Sterilized&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Bonded status is also displayed.&lt;br /&gt;
*If the animal is designated to follow its master when drafted or doing field work.&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column allows easy slaughtering of multiple tamed animals at once.&lt;br /&gt;
* Checkbox columns for each trainable skill: '''Tame, Guard, Rescue, Attack,''' and '''Haul''' for the management of animal training.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are listed here. Animals stay in their assigned areas unless designated to follow their master.&lt;br /&gt;
&lt;br /&gt;
Most of the above information is also displayed in the animal's inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Allowed areas ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]]. Allowed areas are created via the Expand allowed area function in the Architect&amp;gt;Zone menu.&lt;br /&gt;
Zoning prevents animals from wandering into danger and eating things they shouldn't be. Be certain to designate them an [[animal sleeping spot]] and ensure they have access to a [[food]] source. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a [[pen]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animal sprites do not show limbs, just like human sprites. Some animals have different appearances between males and females. Some animals have a different sprite for infant and adult life stages, like the [[chicken]]. &lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the accessible map, their [[pen]], or their assigned [[zone]] when their needs are satisfied, e.g. hunger and sleep. Some wild animals tend to stay together in a herd. Tamed animals may cross [[door]]s and [[fence]]s in their assigned area, unlike [[pen]] animals. Wild animals can cross fences but not doors. &lt;br /&gt;
While walking on constructed floors, some animals produce animal [[filth]]. The Filth rate stat is proportional to the body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals outdoors on natural terrain.&lt;br /&gt;
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open. Their escape frequency is determined by the [[stat]] roam interval. Roaming is disabled for animals with a [[sentience catalyst]].{{OdysseyIcon}}&lt;br /&gt;
*'''Moving''': the animal is moving into its assigned area.&lt;br /&gt;
*Consuming food: animals attempt to eat a nearby [[food]] source when hungry. Herbivores move to find mature plants and carnivores [[animals#predation|hunt]]. Animals will keep searching for food until their hunger bar reaches satiation.&lt;br /&gt;
*[[Animals#Mating|Mating]]: male and female adults of the same species occasionally mate, which may result in a female pregnancy.&lt;br /&gt;
*'''[[Sleep]]ing''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.&lt;br /&gt;
*Attacking: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous wild animal.&lt;br /&gt;
*Fleeing: all animals have a chance of erratically fleeing from ranged attacks hitting a target in their immediate vicinity. Animals do not flee predators or melee attacks. Animals do not leave their pen or assigned area when fleeing.&lt;br /&gt;
*Hauling: some animals, like the [[husky]], can be [[animals#training|trained]] to haul items, similar to how colonists haul items.&lt;br /&gt;
*Following master: some animals, like the [[elephant]], can be trained to follow their master when drafted or doing field work (mining or hunting).&lt;br /&gt;
* Nuzzling: Certain tame animals will occasionally nuzzle your colonists. Animals can even nuzzle patients in bed. A colonist who is nuzzled receives a {{Thought|label=nuzzled|desc=A cute animal nuzzled me.|value=4|stack=3|multi=0.5|duration=1}}. The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
&lt;br /&gt;
Female animals do not ever attempt to initiate mating themselves. Males will only mate with females in the same assigned area. Wild animals do not mate. Incest is common and has no effect on animal health. &lt;br /&gt;
&lt;br /&gt;
There is either a 1/12 or 1/8 (depending on species) chance per hour that an awake, non-sterilized male will search for a non-pregnant/non-fertilized, non-sterilized, awake female of the same species within 30 tiles to initiate mating. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals or a 100% chance to become fertilized in the case of [[egg]]-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion × gestation_time / (2 × mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion × egg_interval / mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3 × gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3 × egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs like the [[chicken]] can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Most animals in Rimworld are dangerous to [[hunt]] or [[tame]]. A warning message will pop-up when a colonist is ordered to interact with a dangerous wild animal.&lt;br /&gt;
&lt;br /&gt;
The Revenge chance on harm stat is the chance an animal will turn [[manhunter]] when harmed by a member of your colony. It is three times higher for close-ranged attacks, like that of a [[machine pistol]]. For an animal like an [[ostrich]] with a 100% revenge chance, it will always turn manhunter after being hurt. Most animals also have a [[animals#revenge chance on tame fail|revenge chance on tame fail]] stat which dictates how likely the animal is to attack after a failed taming attempt.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the entire herd of wild animals will take revenge on your colonists. They may all get turned [[manhunter]] by a psychic wave [[event]] and attack any humans they can reach. Manhunters may even pick fights with your tamed animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
[[File:Predator wildlife column icon.png|right]]&lt;br /&gt;
Most carnivores are predators who will hunt smaller species (except domestic dogs who never hunt). When hungry, a predator will prefer an easy meal. They'll first attempt to eat meals, meat, and other food types within their diet. Otherwise they will feed upon downed animals or fresh corpses. &lt;br /&gt;
&lt;br /&gt;
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists (and certainly [[children]]{{BiotechIcon}}). This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a [[polar bear]] wanders in. Predators always avoid [[boomrat]]s and [[boomalope]]s. &lt;br /&gt;
&lt;br /&gt;
Predator attacks usually blind or stun their prey, leaving the victim unable to fight back. Unlike most other enemies, predators continue attacking after their prey is downed to finish off their target. If they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and [[death]].&lt;br /&gt;
&lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]] | format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and leftover food. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all animals, some predators can climb fences.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
{{Main|Body heat}}&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time, except in enclosed, densely-packed  barns. The heat can become a problem in warm weather or hot biomes but a benefit in cold biomes or during winter. For detailed information, see [[Body heat]].&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
:{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&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;
| '''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;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
:{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce, although existing pregnancies will not be terminated by the procedure.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Because all animals except [[warg]]s can eat [[meals]], [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
Note that some animals have multiple diets.&lt;br /&gt;
Note some meat eating animals can fish for food when hungry if they have access to at least one fishable water tile.&lt;br /&gt;
Animals that can fish for food:  Bears (Grizzly &amp;amp; Polar), Walrus, SeaLion, Seal, Otter, Flamingo, Heron, Penguin&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Diet !! Allowed food !! Animals&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous (human)&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, animal products, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous (human)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous grazer&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, live plants, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous grazer]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! herbivorous&lt;br /&gt;
| vegetables, seeds, live plants, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::herbivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! dendrovorous&lt;br /&gt;
| vegetables, seeds, live trees, processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::dendrovorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! carnivorous&lt;br /&gt;
| [[meat|raw meat]], [[corpse]]s, [[meals]], processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::carnivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! raw meat and corpses&lt;br /&gt;
| [[meat|raw meat]], [[corpse]]s&lt;br /&gt;
| {{#ask: [[Diet::raw meat and corpses]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! ovivorous&lt;br /&gt;
| animal products, [[meals]], processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::ovivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! animal products&lt;br /&gt;
| animal products&lt;br /&gt;
| {{#ask: [[Diet::animal products]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! none&lt;br /&gt;
| none&lt;br /&gt;
| {{#ask: [[Diet::none]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a human pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.  The animal can be forced to stand up by removing the medical designation from any medical animal beds in the animal's allowed area or pen.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
:{{See also|Hunt}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
The rate at which growth increases is influenced by [[saturation]]: If saturation is below the first 'hunger mark' ie: hungry, then growth rate is halved. If saturation is below the second 'hunger mark' ie: ravenously hungry, then growth rate is quartered. If saturation is at 0 ie: starving, then growth is completely halted. [[Malnutrition]] itself has no impact on growth rate at all.&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be laid by juveniles.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
:{{Main|Animal husbandry}}&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits. Some species can be [[Animal husbandry#Training|trained]] to perform one or possibly more tasks, and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul. Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Sentience catalyst now removes roaming and fence-blocked status from animals.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=180805</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=180805"/>
		<updated>2026-06-10T13:07:52Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
:{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
:{{for|a complete list of all animals with images|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} &lt;br /&gt;
'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events. &lt;br /&gt;
&lt;br /&gt;
Animals usually wander the map aimlessly and feed when hungry, even eating player-grown [[plants]]. Like humans, animals don't require water and generate [[filth]]. All animals will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge. Some animals can be [[Animal_husbandry#Training|trained]] to guard your colonists and attack enemies. [[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] or slaughtered, and subsequently [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to [[Work#Handle|handle]] receive 90 XP towards their [[Skills#Animals|animals skill]] per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, the non-[[psychopath]] colonist receives a {{Thought|label=nuzzled|desc=A cute animal nuzzled me.|value=+4|stack=3|multi=0.5|duration=1}}. Animals can also [[Animal_husbandry#Bonding|form bonds]] with colonists, providing a permanent {{Thought|label=[Bonded animal]'s master|desc=Being together with my bonded animal makes me feel better.|value=+5|stack=1}} as long as said colonist is assigned as a bonded animal's master, or a {{Thought|label=not [Bonded animal]'s master|desc=I should be together with my bonded animal.|value=-3|stack=1}} otherwise. These moods don't apply to [[psychopath]] colonists.&lt;br /&gt;
&lt;br /&gt;
Sometimes, [[human]]s act like animals in a specific encounter [[Events#Wild_.28wo.29man_wanders_in|event]] or unfortunate [[Mental_break#Run_wild|mental break]], but revert to normal colonist behavior if successfully (re)tamed.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. From left to right, displayed information is as follows:&lt;br /&gt;
* Double-clicking an animal's name will center the map to that animal. &lt;br /&gt;
*Gender, Age, and Life Stage are displayed&lt;br /&gt;
*Pregnant or Sterilized&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Bonded status is also displayed.&lt;br /&gt;
*If the animal is designated to follow its master when drafted or doing field work.&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column allows easy slaughtering of multiple tamed animals at once.&lt;br /&gt;
* Checkbox columns for each trainable skill: '''Tame, Guard, Rescue, Attack,''' and '''Haul''' for the management of animal training.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are listed here. Animals stay in their assigned areas unless designated to follow their master.&lt;br /&gt;
&lt;br /&gt;
Most of the above information is also displayed in the animal's inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Allowed areas ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]]. Allowed areas are created via the Expand allowed area function in the Architect&amp;gt;Zone menu.&lt;br /&gt;
Zoning prevents animals from wandering into danger and eating things they shouldn't be. Be certain to designate them an [[animal sleeping spot]] and ensure they have access to a [[food]] source. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a [[pen]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animal sprites do not show limbs, just like human sprites. Some animals have different appearances between males and females. Some animals have a different sprite for infant and adult life stages, like the [[chicken]]. &lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the accessible map, their [[pen]], or their assigned [[zone]] when their needs are satisfied, e.g. hunger and sleep. Some wild animals tend to stay together in a herd. Tamed animals may cross [[door]]s and [[fence]]s in their assigned area, unlike [[pen]] animals. Wild animals can cross fences but not doors. &lt;br /&gt;
While walking on constructed floors, some animals produce animal [[filth]]. The Filth rate stat is proportional to the body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals outdoors on natural terrain.&lt;br /&gt;
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open. Their escape frequency is determined by the [[stat]] roam interval.&lt;br /&gt;
*'''Moving''': the animal is moving into its assigned area.&lt;br /&gt;
*Consuming food: animals attempt to eat a nearby [[food]] source when hungry. Herbivores move to find mature plants and carnivores [[animals#predation|hunt]]. Animals will keep searching for food until their hunger bar reaches satiation.&lt;br /&gt;
*[[Animals#Mating|Mating]]: male and female adults of the same species occasionally mate, which may result in a female pregnancy.&lt;br /&gt;
*'''[[Sleep]]ing''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.&lt;br /&gt;
*Attacking: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous wild animal.&lt;br /&gt;
*Fleeing: all animals have a chance of erratically fleeing from ranged attacks hitting a target in their immediate vicinity. Animals do not flee predators or melee attacks. Animals do not leave their pen or assigned area when fleeing.&lt;br /&gt;
*Hauling: some animals, like the [[husky]], can be [[animals#training|trained]] to haul items, similar to how colonists haul items.&lt;br /&gt;
*Following master: some animals, like the [[elephant]], can be trained to follow their master when drafted or doing field work (mining or hunting).&lt;br /&gt;
* Nuzzling: Certain tame animals will occasionally nuzzle your colonists. Animals can even nuzzle patients in bed. A colonist who is nuzzled receives a {{Thought|label=nuzzled|desc=A cute animal nuzzled me.|value=4|stack=3|multi=0.5|duration=1}}. The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
&lt;br /&gt;
Female animals do not ever attempt to initiate mating themselves. Males will only mate with females in the same assigned area. Wild animals do not mate. Incest is common and has no effect on animal health. &lt;br /&gt;
&lt;br /&gt;
There is either a 1/12 or 1/8 (depending on species) chance per hour that an awake, non-sterilized male will search for a non-pregnant/non-fertilized, non-sterilized, awake female of the same species within 30 tiles to initiate mating. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals or a 100% chance to become fertilized in the case of [[egg]]-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion × gestation_time / (2 × mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion × egg_interval / mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3 × gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3 × egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs like the [[chicken]] can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Most animals in Rimworld are dangerous to [[hunt]] or [[tame]]. A warning message will pop-up when a colonist is ordered to interact with a dangerous wild animal.&lt;br /&gt;
&lt;br /&gt;
The Revenge chance on harm stat is the chance an animal will turn [[manhunter]] when harmed by a member of your colony. It is three times higher for close-ranged attacks, like that of a [[machine pistol]]. For an animal like an [[ostrich]] with a 100% revenge chance, it will always turn manhunter after being hurt. Most animals also have a [[animals#revenge chance on tame fail|revenge chance on tame fail]] stat which dictates how likely the animal is to attack after a failed taming attempt.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the entire herd of wild animals will take revenge on your colonists. They may all get turned [[manhunter]] by a psychic wave [[event]] and attack any humans they can reach. Manhunters may even pick fights with your tamed animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
[[File:Predator wildlife column icon.png|right]]&lt;br /&gt;
Most carnivores are predators who will hunt smaller species (except domestic dogs who never hunt). When hungry, a predator will prefer an easy meal. They'll first attempt to eat meals, meat, and other food types within their diet. Otherwise they will feed upon downed animals or fresh corpses. &lt;br /&gt;
&lt;br /&gt;
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists (and certainly [[children]]{{BiotechIcon}}). This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a [[polar bear]] wanders in. Predators always avoid [[boomrat]]s and [[boomalope]]s. &lt;br /&gt;
&lt;br /&gt;
Predator attacks usually blind or stun their prey, leaving the victim unable to fight back. Unlike most other enemies, predators continue attacking after their prey is downed to finish off their target. If they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and [[death]].&lt;br /&gt;
&lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]] | format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and leftover food. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all animals, some predators can climb fences.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
{{Main|Body heat}}&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time, except in enclosed, densely-packed  barns. The heat can become a problem in warm weather or hot biomes but a benefit in cold biomes or during winter. For detailed information, see [[Body heat]].&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
:{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&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;
| '''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;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
:{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce, although existing pregnancies will not be terminated by the procedure.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Because all animals except [[warg]]s can eat [[meals]], [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
Note that some animals have multiple diets.&lt;br /&gt;
Note some meat eating animals can fish for food when hungry if they have access to at least one fishable water tile.&lt;br /&gt;
Animals that can fish for food:  Bears (Grizzly &amp;amp; Polar), Walrus, SeaLion, Seal, Otter, Flamingo, Heron, Penguin&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Diet !! Allowed food !! Animals&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous (human)&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, animal products, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous (human)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous grazer&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, live plants, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous grazer]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! herbivorous&lt;br /&gt;
| vegetables, seeds, live plants, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::herbivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! dendrovorous&lt;br /&gt;
| vegetables, seeds, live trees, processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::dendrovorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! carnivorous&lt;br /&gt;
| [[meat|raw meat]], [[corpse]]s, [[meals]], processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::carnivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! raw meat and corpses&lt;br /&gt;
| [[meat|raw meat]], [[corpse]]s&lt;br /&gt;
| {{#ask: [[Diet::raw meat and corpses]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! ovivorous&lt;br /&gt;
| animal products, [[meals]], processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::ovivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! animal products&lt;br /&gt;
| animal products&lt;br /&gt;
| {{#ask: [[Diet::animal products]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! none&lt;br /&gt;
| none&lt;br /&gt;
| {{#ask: [[Diet::none]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a human pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.  The animal can be forced to stand up by removing the medical designation from any medical animal beds in the animal's allowed area or pen.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
:{{See also|Hunt}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
The rate at which growth increases is influenced by [[saturation]]: If saturation is below the first 'hunger mark' ie: hungry, then growth rate is halved. If saturation is below the second 'hunger mark' ie: ravenously hungry, then growth rate is quartered. If saturation is at 0 ie: starving, then growth is completely halted. [[Malnutrition]] itself has no impact on growth rate at all.&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be laid by juveniles.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
:{{Main|Animal husbandry}}&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits. Some species can be [[Animal husbandry#Training|trained]] to perform one or possibly more tasks, and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul. Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Sentience catalyst now removes roaming and fence-blocked status from animals.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Assign&amp;diff=180804</id>
		<title>Assign</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Assign&amp;diff=180804"/>
		<updated>2026-06-10T13:06:00Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Assign screen allows to set policies to control your pawn's use of colony resources. It has the following sections:&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|left|Assign tab displaying most of its features.]] &lt;br /&gt;
{{Clear}}&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Only present if the [[Ideology DLC]] is active and the &amp;quot;Ideology system inactive&amp;quot; option was not chosen, this column indicates the pawn's [[Ideoligion]] with each ideoligion's icon, and allows the pawn list to be sorted by it. Pressing the icon will open up the ideoligion menu with the details of the selected ideoligion.&lt;br /&gt;
&lt;br /&gt;
== Xenotype==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Only present if the [[Biotech DLC]] is active, this column indicates the pawn's [[xenotype]] with each xenotype's icon, and allows the pawn list to be sorted by it.&lt;br /&gt;
&lt;br /&gt;
== Hostility response ==&lt;br /&gt;
{{stub|section=1|reason=Mechanical details. How close to enemies to flee/attack, will they ignore even when engaged in melee, what about if blocking them in etc.}}&lt;br /&gt;
Sets each colonist's behavior when enemies are nearby. This setting is also available on the colonist's inspect pane. Melee colonist in attack mode attack enemies within a radius of 8 cells inclusive pawns. Ranged colonists in attack mode attack enemies within a radius that is approximately 70% of the weapons maximum range up to a max of about 20 cells. Pawns incapable of violence will not have &amp;quot;Attack&amp;quot; as an option.&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:Flee hostility response.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Attack hostility response.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Ignore hostility response.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Medical care ==&lt;br /&gt;
[[File:Medicine defaults.png|200px|right|Default Medical settings.]] &lt;br /&gt;
{{See also|Doctoring#Treatment options{{!}}Doctoring}}&lt;br /&gt;
Sets the best medicine types a [[Work#Doctor|Doctor]] will use when treating, or performing [[surgery]] on, a pawn. The highest tier allowed will always be used, even for minor injuries and treatments. If the requested tier cannot be retrieved by the doctor for any reason, the next tier down will be tried, and so on. The default setting can be adjusted at the &amp;quot;Defaults&amp;quot; button next to the medical quality level on a pawn's health tab.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Most [[operation]]s require medicine - if a pawn is set to no medicine, or none is available, the operations in question will not be performed.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:No medical care.png|16px|link=Medical]]        || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | No medical care&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:Doctor_care_but_no_medicine.png|16px|link=Medical]]        || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Doctoring|Doctor care]], but no medicine&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Herbal medicine.png|16px|link=Herbal medicine]]             || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Herbal medicine]] or worse&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Medicine industrial a.png|16px|link=Medicine]]              || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Industrial-tech [[Medicine]] or worse&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Glitterworld_medicine.png|16px|link=Glitterworld medicine]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Glitterworld medicine|Best quality medicine]]&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Change Defaults&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Apparel policies ==&lt;br /&gt;
{{Stub|section=1|reason=won't remove vacsuits in vacuum. details and what specific restrictions exist}}&lt;br /&gt;
[[File:Apparel Policies.png|thumb|300px|left|Apparel policies table.]] &lt;br /&gt;
{{See also|Apparel}}&lt;br /&gt;
Allows the player to manage [[apparel]] profiles. Colonists will automatically don the best apparel possible per their assigned outfit and according to the weather. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.&lt;br /&gt;
&lt;br /&gt;
If the player forces a colonist to wear a piece of apparel, the colonist will never remove it until the manual assignment is cleared, the apparel runs out of HP, or the colonist is forced to wear different apparel on the same body part. In the Gear tab on the pawn inspect pane, manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* '''Anything:''' Allows literally any apparel, included [[tainted]] apparel. &lt;br /&gt;
:* '''Nudist:''' Allows only untainted headgear and [[utility]] items. A [[nudist]] does not consider those items to be clothing and will still get the appropriate +20 mood buff.&lt;br /&gt;
:* '''Worker:''' Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* '''Soldier:''' Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Food policies == &lt;br /&gt;
[[File:Food Policies.png|thumb|300px|right|Food policies]] &lt;br /&gt;
{{Stub|section=1|reason=Describe the options and how exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too? Will pawns drop a simple meal for a newly cooked lavish meal? [[Version/1.3.3200|1.3.3200]] says &amp;quot;Food restrictions are automatically applied to pawns from ideoligions that require a specific food type&amp;quot; - how does this work specifically}}&lt;br /&gt;
Food policies allow the player to edit and set food policies for different colonists. The default food restriction policy, named Lavish, allows pawns to consume meals of all qualities, pemmican, chocolate, or raw food (if accessible) and forbids human meat and insect meat.&lt;br /&gt;
&lt;br /&gt;
Hungry Pawns attempt to eat the food that grants them the most mood that they are allowed to eat. If multiple foods grant the same mood the colonist will eat the closest. If the colonist has a meal in their inventory and is starving (below 12.5% food saturation), or if their desired meal is more than approximately 90 cells away, they will eat the meal from their inventory regardless of the inventory meal's quality. After eating, a colonist attempts to refill their food inventory slot with the meal that grants them the most mood allowed by their food restriction.&lt;br /&gt;
&lt;br /&gt;
There are several default food restrictions as follows:&lt;br /&gt;
:* '''Lavish:''' All food types allowed, except [[hemogen pack]]s.{{BiotechIcon}} &lt;br /&gt;
:* '''Fine:''' All food types except [[lavish meal]]s, [[carnivore lavish meal]]s, [[vegetarian lavish meal]]s, and hemogen packs{{BiotechIcon}} allowed.&lt;br /&gt;
:* '''Simple:''' All food types except [[packaged survival meal]]s, fine meals, [[carnivore fine meal]]s, vegetarian fine meals, lavish meals, carnivore lavish meals, vegetarian lavish meals, and hemogen packs{{BiotechIcon}} allowed.&lt;br /&gt;
:* '''Paste:''' Hemogen packs{{BiotechIcon}} and all meals disallowed except [[nutrient paste meal]]s. All other food types allowed. &lt;br /&gt;
:* '''Raw:''' [[Chocolate]], [[insect jelly]], [[pemmican]], hemogen packs,{{BiotechIcon}} and all meals disallowed. All other food types allowed, including other animal products.&lt;br /&gt;
:* '''Nothing:''' All food types disallowed.&lt;br /&gt;
:* '''Vegetarian:''' Corpses, raw meat, carnivore fine meals, carnivore lavish meals, pemmican, [[kibble]], and hemogen packs{{BiotechIcon}} as well as meals with appetizing meat, human meat, or insect meat disallowed. All other food types allowed. &lt;br /&gt;
:* '''Carnivore:''' [[Human meat]], human [[corpse]]s, all raw vegetables, plants, plant matter, vegetarian fine meals, vegetarian meals, [[hay]], [[baby food]],{{BiotechIcon}} hemogen packs{{BiotechIcon}} are disallowed as well as otherwise vegetarian meals and meals with human or insect meat . All other food types allowed. &lt;br /&gt;
:* '''Cannibal:''' Non-human [[corpse]]s, [[ambrosia]], all raw food except for human meat, plants, plant matter, vegetarian fine meals, vegetarian meals, [[hay]], [[baby food]],{{BiotechIcon}} hemogen packs{{BiotechIcon}} are disallowed as well as otherwise vegetarian meals and meals with appetising or insect meat. All other food types allowed. &lt;br /&gt;
:* '''Insect meat:''' [[Human meat]], non-[[insectoid]] [[corpse]]s, all raw vegetables, all raw meat except for insect meat, plants, plant matter, vegetarian fine meals, vegetarian meals, [[hay]], [[baby food]],{{BiotechIcon}} hemogen packs{{BiotechIcon}} are disallowed as well as otherwise vegetarian meals and meals with appetising or human meat. All other food types allowed. &lt;br /&gt;
&lt;br /&gt;
The player may modify these restriction presets or create their own.&lt;br /&gt;
&lt;br /&gt;
Colonists in a [[Mental break]] ignore food policies (if their particular type of mental break allows them to eat at all), instead behaving as if their policy allows all food types. [[Prisoners]] also ignore food policies {{Check Tag|Verify|Casual observations indicate that food policies might still affect prisoner behaviour in some way.}} - their assigned policy instead determines what food types will be delivered/fed to them by wardens. Wardens ignore food policies when delivering food to prisoners who are in a mental break, however this is most likely a bug.&lt;br /&gt;
&lt;br /&gt;
== Drug policies == &lt;br /&gt;
[[File:Drug Policies.png|300px|left|Drug policies tab.]] &lt;br /&gt;
{{stub|section=1|reason=Insufficient detail on the options and how they're implemented mechanically}}&lt;br /&gt;
Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. &lt;br /&gt;
&lt;br /&gt;
Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will. Pawns on a [[mental break|food binge]] may take drugs for recreation regardless of player settings. Pawns with [[chemical fascination]] or [[chemical interest]] traits are treated as always having &amp;quot;Take drugs for recreation&amp;quot; and &amp;quot;Take drugs for addiction&amp;quot; enabled regardless of setting. If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
Pawns can also be told to keep a certain number of doses for each individual drug type. NOTE: Sometimes colonists do not put appropriate drugs in their inventory and the reason why is currently unknown.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;For Addiction&amp;quot;, &amp;quot;For Recreation&amp;quot; and &amp;quot;Scheduled&amp;quot; check boxes have &amp;quot;OR&amp;quot; functionality. The &amp;quot;Scheduled&amp;quot; options of &amp;quot;Frequency&amp;quot;, &amp;quot;Only if mood below&amp;quot; and &amp;quot;Only if recreation below&amp;quot; sliders have &amp;quot;AND&amp;quot; functionality. The &amp;quot;Scheduled&amp;quot; &amp;quot;Frequency&amp;quot; option uses the time since last ingestion and not the time of &amp;quot;last scheduled ingestion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A drug set to &amp;quot;For Recreation&amp;quot; can be taken anytime the colonist does Recreation. A drug held in inventory will aways be preferred when taken &amp;quot;For Recreation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are several default drug policies as follows:&lt;br /&gt;
:* '''No drugs:''' No drugs to be kept in inventory. All drugs for addictions. No drugs for recreation. No drugs scheduled. &lt;br /&gt;
:* '''Social drugs:''' No drugs to be kept in inventory. All drugs except for [[beer]] and [[smokeleaf joint]]s for addictions. Beer and smokeleaf joints available for recreation. No drugs scheduled. Despite also being [[social drugs]], [[ambrosia]] and [[psychite tea]] are excluded from this policy.&lt;br /&gt;
:* '''One drink per day:''' No drugs to be kept in inventory. All drugs except for [[beer]] and [[smokeleaf joint]]s for addictions. Beer and smokeleaf joints available for recreation. Beer scheduled for use once per day, at any recreation or mood level.&lt;br /&gt;
:* '''Unrestricted:''' No drugs to be kept in inventory. All drugs for addictions. All drugs for recreation. No drugs scheduled. &lt;br /&gt;
&lt;br /&gt;
The player may modify these policies or create their own.&lt;br /&gt;
&lt;br /&gt;
== Reading policies ==&lt;br /&gt;
[[File:Reading policies window.png|300px|right|Reading policies tab with the Anomaly DLC enabled]] &lt;br /&gt;
{{Stub|section=1|reason=No mechanical detail.}}&lt;br /&gt;
&lt;br /&gt;
There are several default book restrictions as follows:&lt;br /&gt;
:* '''Anything:''' Allows the pawn to read any type of book, regardless of associated [[skill]], [[research]] or [[mental break]] risk. &lt;br /&gt;
:* '''Textbooks:''' Allows the pawn to read only [[textbook]]s, but places no limitations on selection beyond the type.  &lt;br /&gt;
:* '''Schematics:''' Allows the pawn to read only [[schematic]]s, but places no limitations on selection beyond the type.  &lt;br /&gt;
:* '''Novels:''' Allows the pawn to read only [[novel]]s, but places no limitations on selection beyond the type.   &lt;br /&gt;
:* '''Tomes:'''{{AnomalyIcon}} Allows the pawn to read only [[tome]]s,{{AnomalyIcon}} but places no limitations on selection beyond the type.&lt;br /&gt;
:* '''None:''' Does not allow the pawn to read any book type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Reading Policies.png|The interface without the [[Anomaly DLC]]. Note the absence of tomes and the mental break chance slider.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Carry medicine == &lt;br /&gt;
Players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-3. This allows drafted doctors to quickly stabilize a pawn on the battlefield using medicine.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Herbal medicine.png|16px|link=Herbal medicine]]             || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Herbal medicine]]&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Medicine industrial a.png|16px|link=Medicine]]              || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Medicine]]&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Glitterworld_medicine.png|16px|link=Glitterworld medicine]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Glitterworld medicine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore.&lt;br /&gt;
* Beta 19/1.0 - Added medical care column to the Assign tab.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Food restrictions are automatically applied to pawns from ideoligions that require a specific food type. Added food restrictions for meat or veg only meals, insect meat, and cannibal food.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: [[torture crown]]{{IdeologyIcon}} is automatically allowed by colonists' clothing restrictions.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Drug take to inventory in policy can exceed def-defined limit.&lt;br /&gt;
* Sometime after [[Version/1.4.3580|1.4.3580]] - Outfits renamed to apparel policies and food restriction renamed to food policies.&lt;br /&gt;
* ? - Reading policies added.&lt;br /&gt;
* ? - Threat response renamed to Hostility response.&lt;br /&gt;
* ? - Threat/Hostility response icons updated.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The default &amp;quot;paste&amp;quot; food policy now excludes pemmican by default. Fix: Health slider in apparel policies now rounds to nearest percentage.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ReactUndraftedFlee.png |Flee threat response icon from at the latest December 2016 to at the latest October 2024.&lt;br /&gt;
ReactUndraftedAttack.png|Attack threat response icon from at the latest December 2016 to at the latest October 2024.&lt;br /&gt;
ReactUndraftedIgnore.png|Ignore threat response icon from at the latest December 2016 to at the latest October 2024.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apparel&amp;diff=180803</id>
		<title>Apparel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apparel&amp;diff=180803"/>
		<updated>2026-06-10T13:05:17Z</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;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:apparel_preview.png|140px|right]]|40px}}'''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat.&lt;br /&gt;
See a pawn's Gear tab to see what apparel they are wearing.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Clothing vs Armor ==&lt;br /&gt;
There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as [[Apparel layers]] allow.&lt;br /&gt;
&lt;br /&gt;
Clothing usually:&lt;br /&gt;
* is made from light materials (fabrics and leathers);&lt;br /&gt;
* offers good insulation from extreme temperatures;&lt;br /&gt;
* offers lower protection from damage (with the right materials, clothing can be a worthwhile &amp;quot;light&amp;quot; armor).&lt;br /&gt;
&lt;br /&gt;
Armor usually:&lt;br /&gt;
* is made from solid materials (metal);&lt;br /&gt;
* offers less insulation from extreme temperatures;&lt;br /&gt;
* offers good protection from damage;&lt;br /&gt;
* gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor).&lt;br /&gt;
[[File:Apparel examples.png|350px|thumb|center|Examples of different apparel, including both [[clothing]] and [[armor]]]]&amp;lt;!-- This image relates to this intro section; any larger and this image will block text until below TOC --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Layers and coverage ==&lt;br /&gt;
{{:Apparel layers}}&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a [[Melee]] strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark particle effect. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%.&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_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Sharp|Sharp]]&lt;br /&gt;
| Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause [[Bleeding]]. Even the lightest clothing material seems to offer some protection against sharp damage.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like fist and [[club]] attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against fire damage from natural fires and fire weapons such as [[molotov cocktail]]s, as well as [[lightning|lightning strikes]]. Heat damage seems to never have armor penetration. Not to be mistaken with Heat Insulation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
=== Calculation ===&lt;br /&gt;
Each pawn [[body part]] has its own '''armor rating''', which is affected by every '''layer''' of worn apparel covering that body part. &lt;br /&gt;
Incoming attack damage is first applied to the outermost layer of apparel at a body part and proceeds sequentially through all layers of apparel before finally damaging the pawn. Damage passes through a layer completely if no armor is found there. Note that some attacks can damage multiple body parts at once.&lt;br /&gt;
&lt;br /&gt;
So if a pawn wearing only a [[duster]], [[flak vest]], and [[tribalwear]] were struck in the torso, the final damage to the torso would be calculated thus:&lt;br /&gt;
# First, the armor effects of the outermost apparel layer (in this example, the duster) are applied to the total damage of the attack.&lt;br /&gt;
# If there is residual attack damage, then the effects of the next layer (the flak vest on the middle layer) are applied to the attack damage.&lt;br /&gt;
# If there is still residual damage, the armor of the next layer, the tribalwear, is applied.&lt;br /&gt;
# If no layers of apparel remain, any residual damage is applied to the skin of the body part.&lt;br /&gt;
&lt;br /&gt;
If this same pawn were hit in the arm, the only armor effects would come from their duster, as neither the vest nor tribalwear cover the arm. If they were struck in the head, then the damage would be directly applied to the head, as they aren't wearing anything that covers their head.&lt;br /&gt;
&lt;br /&gt;
Some items occupy multiple apparel layers, such as [[Marine armor]] which occupies both the middle and outer layer. In such cases, damage is only calculated against the item one time, leaving the other occupied layer(s) technically unarmored. A strike to the torso would be calculated against the marine armor only once, with residual damage passing to the next apparel item. Armor that occupies multiple layers typically has much higher armor values and armor penetration resistance, though, to more than make up for the loss of an apparel layer.&lt;br /&gt;
&lt;br /&gt;
''See the [[#Analysis|Analysis]] section below for details.''&lt;br /&gt;
&lt;br /&gt;
In-game, Armor rating is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the &amp;quot;effective armor rating&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
'''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating.&lt;br /&gt;
#The effective armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.&lt;br /&gt;
&lt;br /&gt;
==== Sharp damage ====&lt;br /&gt;
If the damage is Sharp and any layer halves the damage, then any remaining damage to the pawn will be changed to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating. For example,  if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack, converting it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage.&lt;br /&gt;
&lt;br /&gt;
==== Flame damage ====&lt;br /&gt;
Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited. &lt;br /&gt;
&lt;br /&gt;
While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The formula for the average residual damage for an ''effective'' armor value ''A'' is: max(100%-A, 0%) + (min(A, 100%) - A/2)/2&lt;br /&gt;
&lt;br /&gt;
Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage that has 0% AP; this currently works only on heat damage, as all other kinds of damage have armor penetration.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per item of apparel, from the item occupying the outermost layer in. Armor mitigation does stack multiplicatively, e.g. two pieces of armor layered on top of each other can each mitigate the damage by 50%, reducing it to 25% of the base damage. Each layer also has an independent chance to entirely negate the damage, using the above calculation steps.&lt;br /&gt;
&lt;br /&gt;
Armor Penetration is applied identically to each layer.  This means that, while multiple layers of armor each have more chances to mitigate the damage, layering apparel with low armor values may do little or nothing against projectiles with high armor penetration, while a single layer of high armor value may be able to mitigate it. For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
Because most damage in combat is sharp, unless you are planning to fight a specific threat with blunt or heat damage, it's better to focus on sharp armor alone. Counterintuitively, the most protection from sharp damage in the game is not provided by legendary [[cataphract armor]], but by legendary thrumbofur [[duster]] and [[flak vest]] under it. But the cataphract armor gives better protection for the limbs&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, takes damage from several factors. It takes 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer and location. Thus, if an attack hits a pawn's torso and is stopped by apparel on the Outer layer, such as a [[Duster]], the duster will receive damage, but a torso-covering item on Middle layer, such as a [[Flak vest]] will receive no damage. If the duster were to halve the damage instead, then the flak vest would receive half of the durability damage, while the duster would receive full damage.&lt;br /&gt;
&lt;br /&gt;
The damage to the item is the same regardless of whether it deflects all the damage, half the damage, or no damage, just so long as the attack is calculated against that item.  The durability damage is calculated off of the raw damage as it reaches that layer, before that layer's mitigation is applied. Therefore, as [[quality]] does not affect an item's HP, high-quality armor lasts about as long as low-quality armor in combat, but will better protect lower layers from damage.&lt;br /&gt;
&lt;br /&gt;
Apparel also takes damage when the pawn wearing it is on fire.  Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel.&lt;br /&gt;
&lt;br /&gt;
All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day).  This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way. This damage is not modified by the [[Quality#General|deterioration rate factor]] applied by [[quality]] - worn clothing is damaged at the same average rate regardless of quality.&lt;br /&gt;
&lt;br /&gt;
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage.&lt;br /&gt;
&lt;br /&gt;
=== Damaged apparel ===&lt;br /&gt;
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 24em&amp;quot;&lt;br /&gt;
! HP !! Thought !! Debuff&lt;br /&gt;
|-&lt;br /&gt;
| 20% - 50% || &amp;quot;Ratty apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
|-&lt;br /&gt;
| below 20% || &amp;quot;Tattered apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Durability does not affect stats such as protection and insulation.&lt;br /&gt;
&lt;br /&gt;
== Insulation ==&lt;br /&gt;
[[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]]&lt;br /&gt;
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures.  By default a naked human has a very narrow acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}, so you'll need to wear apparel to survive in the harsh environment of a rimworld.&lt;br /&gt;
&lt;br /&gt;
=== Insulation from a single piece of apparel ===&lt;br /&gt;
Apparel can offer &amp;quot;'''Insulation - Cold'''&amp;quot;, which protects from extremely cold temperatures, and &amp;quot;'''Insulation - Heat'''&amp;quot; which protects from extremely hot temperatures.&lt;br /&gt;
The amount of insulation a piece of apparel offers is equal to:&lt;br /&gt;
&lt;br /&gt;
  Insulation = Material insulation * Apparel insulation_factor * Quality multiplier&lt;br /&gt;
&lt;br /&gt;
* '''Material insulation''': the material used to create an article of apparel has a large impact on how much insulation a piece of apparel offers.  For example, [[muffalo wool]] offers {{Temperature|{{Q|Muffalo wool|Insulation - Cold Factor}}||delta}} of insulation from cold, while [[birdskin]] only offers {{Temperature|{{Q|Birdskin|Insulation - Cold Factor}}||delta}}. See [[textile]]s for a full comparison of clothing options.&lt;br /&gt;
* '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, [[parka]]s have an insulation factor - cold of {{Q|Parka|Insulation Factor - Cold}}, so a normal muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}}}||delta}} of insulation from cold. See [[clothing]] for a full comparison.&lt;br /&gt;
* '''Quality multiplier''': the [[quality]] of an item influences its insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}*1.8}}||delta}} of insulation from cold. See [[quality]] for a full comparison.&lt;br /&gt;
&lt;br /&gt;
=== Total insulation for a pawn ===&lt;br /&gt;
[[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]]&lt;br /&gt;
The total insulation for a pawn is the sum of the insulation from each piece of apparel.  A pawn's minimum comfortable temperature is reduced by their total '''Insulation - Cold''', while their maximum comfortable temperature is increased by their '''Insulation - Heat'''.&lt;br /&gt;
&lt;br /&gt;
For example, consider a pawn wearing a legendary [[muffalo wool]] [[parka]] and a poor quality [[cloth]] [[button-down shirt]].  By default, humans have an acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:&lt;br /&gt;
&lt;br /&gt;
'''Computing insulation from clothing'''&lt;br /&gt;
  '''Parka cold insulation''' = muffalo wool cold insulation * parka cold insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Cold}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Parka heat insulation''' = muffalo wool heat insulation * parka heat insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Heat}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt cold insulation''' = cloth cold insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Cold}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt heat insulation''' = cloth heat insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Heat}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
'''Adding to base insulation'''&lt;br /&gt;
  '''Minimum acceptable temperature''' = default minimum acceptable temperature - parka cold insulation - shirt cold insulation&lt;br /&gt;
  = 16 - {{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}} - {{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 16 - ({{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8) - ({{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Maximum acceptable temperature''' = default maximum acceptable temperature + parka heat insulation + shirt heat insulation&lt;br /&gt;
  = 26 + {{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}} + {{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 26 + ({{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8) + ({{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
So the new comfortable range is: '''-89°C to 27.6°C'''&lt;br /&gt;
&lt;br /&gt;
== Flammability ==&lt;br /&gt;
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.&lt;br /&gt;
&lt;br /&gt;
It has no effect on the chance of a pawn to catch fire while wearing the item.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nudity ==&lt;br /&gt;
In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered.  &lt;br /&gt;
Most colonists will receive a {{--|6}} mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing.&lt;br /&gt;
&lt;br /&gt;
For Nudists the opposite is true - they receive a {{+|20}} mood bonus while naked and a {{--|3}} mood penalty while wearing any clothes other than [[sash]]es, [[heavy bandolier]]s, and headgear. They have no negative or positive social opinions about nudity.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology (DLC)]] installed and active, mood for being naked and opinion of others who are naked depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts. Nudists are completely unaffected by ideoligion clothing standards, both for mood and for social opinions of others being nude. They do however get the {{+|1}} mood bonus for ideoligion preferred apparel, but unless that apparel is nudist acceptable they will still lose the {{+|20}} mood bonus and gain the {{--|3}} mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Special values ==&lt;br /&gt;
Clothing can have very specific secondary values. The more common ones are:&lt;br /&gt;
* Negative movement Speed. This is mostly seen with armor&lt;br /&gt;
* Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor&lt;br /&gt;
* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapse from damage&lt;br /&gt;
&lt;br /&gt;
== Tainted apparel ==&lt;br /&gt;
Apparel that is worn by a human as they die becomes tainted. The clothing must be worn, not merely carried, to become tainted. All tainted items have names suffixed with single letter ''T''. [[Utility]] items never become tainted. &lt;br /&gt;
&lt;br /&gt;
Most pawns wearing tainted apparel gain a persistent [[mood]] debuff as long as they're wearing it that scales with the number of items worn - colonists with [[Bloodlust]] trait or [[Inhuman]] meme{{IdeologyIcon}}{{AnomalyIcon}} are unaffected by tainted clothing. Tainted clothes also have their [[market value]] decreased by 90%. [[Trade]]rs and [[faction base]]s do not buy tainted apparel nor accept them as gifts, but tainted clothing may be sent to them via [[transport pod]] for [[goodwill]] at their reduced market value. &lt;br /&gt;
&lt;br /&gt;
The apparel that is worn by a pawn as they are resurrected by a [[resurrector mech serum]] become untainted. There is no other way to untaint apparel.&lt;br /&gt;
&lt;br /&gt;
While tainted apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty. &lt;br /&gt;
&lt;br /&gt;
If truly unwanted, tainted apparel can be [[#Disposal|disposed of]] via a variety of means - one easy way is to create an outdoor stockpile for tainted apparel where they will deteriorate over time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 14em&amp;quot;&lt;br /&gt;
! Num. Items !! Debuff&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 2 &lt;br /&gt;
| {{--|8}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 3 &lt;br /&gt;
| {{--|11}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 4+ &lt;br /&gt;
| {{--|14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
Apparel can also be destroyed via a &amp;quot;Burn apparel&amp;quot; bill at a [[crematorium]] or a [[campfire]] or destroyed at an electric smelter. Apparel containing [[metallic]] resources can instead be smelted at an [[electric smelter]], for a return of 25% of the metallic resources used to create them. Note that things such as [[component]]s will similarly be reduced to their base metals. In either case care must be taken in selecting the allowed items to destroyed. &lt;br /&gt;
&lt;br /&gt;
A ''burn pit'' provides a quick way to dispose of large quantities of burnable apparel. Place a [[stockpile zone]] on non-flammable [[terrain]] or [[floor]]ing, designate the zone for all apparel you wish to dispose of - suggested settings are tainted and non-smeltable apparel only, remove the automatically created [[home zone]] around the stockpile to prevent colonists extinguishing the fire, and manually attack the pile with an incendiary weapon such as a [[Molotov cocktail]]. [[Fire]] will spread from item to item and the unwanted apparel will be destroyed with minimal colonist work.&lt;br /&gt;
&lt;br /&gt;
Another alternative is to simply dump all unwanted apparel onto water or marsh tiles, which will rapidly speed up its [[deterioration]] rate.&lt;br /&gt;
&lt;br /&gt;
Finally, unwanted apparel can be sold or gifted for [[goodwill]] if [[#Tainted apparel|untainted]]. If disposing of apparel because it becomes worn, disposal at 60% HP will retain significantly more market value than waiting for 50% and the first worn moodlet to apply. Any item, including tainted items, can be sent as gifts via [[transport pod]]s to [[faction base]]s. For the majority of items, the reduction in market value from tainting makes this not worth the resources to make and launch the transport pod. For items with high base values, like hyperweave clothes occasionally found on raiders, it can still be worthwhile.&lt;br /&gt;
&lt;br /&gt;
== Outfit selection ==&lt;br /&gt;
{{Stub|section=1|reason=General and also how the automatic apparel selection works. most info commented out below}}&lt;br /&gt;
Colonists can be instructed to automatically equip items from a whitelist selected in the [[apparel policies]]. Pawns will attempt to select items based on a number of factors and the stats of the items available for selection - they will occasionally update their selection as &amp;quot;better&amp;quot; options become available or they are required to remove items per the apparel policy. Pawns can also be instructed to &amp;quot;force&amp;quot; wear an item, in which case they will continue to wear the item regardless of apparel policy or the statistics. &lt;br /&gt;
&lt;br /&gt;
The logic for the apparel selection is based on a numerical value given to all apparel on the map at the time the selection check is made. This check is made between every 0.1 - 0.15 days.{{Check Tag|Verify}} The apparel item with the highest selection value is selected for wearing.{{Check Tag|Worn clothes?|Does it check the clothes that its wearing?}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The selection value is calculated as follows:&lt;br /&gt;
* If the pawn is physically capable of wearing the item, the value has a base value of 0.1&lt;br /&gt;
* If the apparel has the &amp;lt;code&amp;gt;&amp;lt;MechanitorApparel&amp;gt;True&amp;lt;MechanitorApparel&amp;gt;&amp;lt;/code&amp;gt; tag, and the pawn is not a [[mechanitor]],{{BiotechIcon}} the value is set to -10.&lt;br /&gt;
* If the apparel has the &amp;lt;code&amp;gt;&amp;lt;slaveApparel&amp;gt;True&amp;lt;slaveApparel&amp;gt;&amp;lt;/code&amp;gt; tag, and the pawn is not a [[slave]],{{IdeologyIcon}} the value is set to -10&lt;br /&gt;
* Some apparel then defines a &amp;lt;code&amp;gt;&amp;lt;scoreOffset&amp;gt;&amp;lt;/code&amp;gt; that is added to the score. For example, most{{Check Tag|Verify}} [[utility]] items, [[airwire headset]],{{BiotechIcon}} [[array headset]],{{BiotechIcon}} [[mechcommander helmet]],{{BiotechIcon}} [[mechlord helmet]],{{BiotechIcon}} [[locust armor]],{{RoyaltyIcon}} [[grenadier armor]],{{RoyaltyIcon}} and [[phoenix armor]],{{RoyaltyIcon}} all have a bonus of +4, while the [[torture crown]] has a malus of -10. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the sharp + blunt armor rating is added to the score. Note this is done as a value from 0-1, not 0-100, which means the bonus of 4 makes it 4x more &amp;quot;valuable&amp;quot; than an apparel piece that gives 50% sharp and 50% blunt armor.&lt;br /&gt;
If the apparel is damaged to the point of being considered frayed, the score is multiplied by some value between 0.2-0.3. If it's tattered, this drops to between 0 and 0.2. The exact value depends on how damaged it is.&lt;br /&gt;
Shield belts get a bonus between 0.25 and approximately 2.0, depending on how much max charge they can hold.&lt;br /&gt;
If it's going to be cold, apparel that gives insulation against the cold gets a bonus score between 1 point and 8 points (for 30 degrees celsius of insulation)If it's tainted, the score is decreased by 0.5 and then multiplied by 0.1 if it's still positive.&lt;br /&gt;
If it's human leather and the pawn doesn't like human leather, again -0.5 then x0.1&lt;br /&gt;
If it's considered &amp;quot;wrong gender&amp;quot; apparel the score is multiplied by 0.01.&lt;br /&gt;
If there is apparel that is required for e.g. royal title, its score is multiplied by 25. If it's &amp;quot;allowed&amp;quot; by some special circumstance (allowedTags in various places like royal titles) it's multiplied by 10.&lt;br /&gt;
If the pawn's royal title defines a min quality, and the apparel is below that quality, the score is multiplied by 0.25.&lt;br /&gt;
if the score the pawn would gain by switching apparel (i.e. the score of the new apparel - the sum of scores of any apparel that needs to be taken off to wear it) is &amp;lt; 0.05, the pawn &amp;quot;doesn't care&amp;quot; and doesn't switch&lt;br /&gt;
if apparel can be equipped without replacing anything, its relative score is multiplied by x10 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;if it's going to be cold&amp;quot; is specifically defined as &amp;quot;if the average temperature in the current twelfth is more than 4 degrees (celsius) below my comfortable min temperature&amp;quot;  twelfth = month = 5 days --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
A number of Materials are available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.&lt;br /&gt;
&lt;br /&gt;
=== Armor materials ===&lt;br /&gt;
These materials are primarily used for armor. It includes any metal and in rare cases, even wood. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Stuff Category::Metallic]] OR [[Stuff Category::Woody]]&lt;br /&gt;
| ?Stuff Category&lt;br /&gt;
| ?Market Value Base = Market Value&lt;br /&gt;
| ?Beauty Factor&lt;br /&gt;
| ?Beauty Offset&lt;br /&gt;
| ?Work To Make Factor&lt;br /&gt;
| ?Max Hit Points Factor&lt;br /&gt;
| ?Flammability Factor&lt;br /&gt;
| ?Armor - Sharp Factor&lt;br /&gt;
| ?Armor - Blunt Factor&lt;br /&gt;
| ?Armor - Heat Factor&lt;br /&gt;
| ?Insulation - Cold Factor = Insulation - Cold (&amp;amp;deg;C)&lt;br /&gt;
| ?Insulation - Heat Factor = Insulation - Heat (&amp;amp;deg;C)&lt;br /&gt;
| limit = 100&lt;br /&gt;
| link = subject&lt;br /&gt;
| mainlabel = Material&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Clothing materials ===&lt;br /&gt;
See [[Textiles#Material Effects]].&lt;br /&gt;
&lt;br /&gt;
== Common combinations ==&lt;br /&gt;
{{Rewrite|section=1|reason=Currently a C&amp;amp;P from clothing. Needs adaption to all apparel, general analysis, suggested combos need some TLC. Whole section needs TLC}}&lt;br /&gt;
Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here.&lt;br /&gt;
&lt;br /&gt;
=== Skin Layer ===&lt;br /&gt;
In the early game, this layer is dominated by two options: [[tribalwear]] or [[button-down shirt]] + [[pants]].  The [[t-shirt]] is an inferior (and negligibly cheaper) version of the button-down shirt and should be avoided.&lt;br /&gt;
&lt;br /&gt;
[[Tribalwear]] offers the best thermal insulation and is cheaper.  [[Button-down shirt]] + [[pants]] has the same armor values but also covers the shoulders, arms, and neck.  When made of the weakest textiles like [[cloth]], the armor is so low that enemy weapons' AP completely nullifies it, making the coverage irrelevant, so you might as well use the cheaper tribalwear.  But as you acquire stronger textiles, the armor coverage becomes more valuable, and insulation becomes more plentiful as you give everyone a full set of clothing, so the button-down combo becomes the better choice usually early to mid game.  Note that, if you're using [[duster]]s/[[cape]]s/[[jacket]]s—which have higher armor values—then your strongest textiles are best spent on upgrading the outerwear first.  (For example, a [[thrumbofur]] duster and [[plainleather]] shirt+pants protects better than a plainleather duster and thrumbofur shirt+pants.)&lt;br /&gt;
&lt;br /&gt;
[[Flak pants]] are available mid-game; they give 40% sharp protection, about the same as [[hyperweave]] and [[thrumbofur]] pants, but are cheaper and easier to source (note again that you should spend those textiles on dusters first—hyperweave dusters give 60% sharp protection to legs)—at the cost of -0.12 move speed.  Whether this is worthwhile depends on your combat style.  Flak pants also occupy the Middle layer for legs, making them incompatible with power armor, and therefore not used in the late game.&lt;br /&gt;
&lt;br /&gt;
The [[formal shirt]]{{RoyaltyIcon}} will replace the button-down for [[noble]]s{{RoyaltyIcon}} of a certain rank, but provides no benefit to other pawns. The rare [[eltex shirt]]{{RoyaltyIcon}} is useful for [[psycast]]ers{{RoyaltyIcon}} but provides little protection.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} have three options: [[kid tribalwear]], [[kid shirt]] + [[kid pants]], and [[kid romper]].  All have the same armor values; kid tribalwear provides the best insulation and the least armor coverage, kid romper is the opposite, and shirt+pants is in between; material costs are 30, 40, 30 respectively.  So it's a similar tradeoff as for adults, but children's needs are somewhat different.  First, heat insulation is more difficult for children because there is (currently) no kid duster or jacket, although there is a [[kid parka]].  Second, players will usually keep children out of combat situations to the extent possible (though unusual events and social fights do happen), so the armor values on their clothing will matter much more rarely than for adults.  Thus, the case for tribalwear is stronger in children's clothing, especially in hot climates.&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The middle layer is primarily the realm of Armor, with the [[Eltex vest]] {{RoyaltyIcon}} and [[Corset]]/[[Formal vest]] {{RoyaltyIcon}} being the only Clothing items that use it. What option is selected here will depend on the stage of the game and military strategies employed.&lt;br /&gt;
&lt;br /&gt;
=== Head Layer ===&lt;br /&gt;
This layer can mostly be divided into three categories: hats (textile), masks (wood/metal), and helmets.&lt;br /&gt;
&lt;br /&gt;
Among textile-based hats, the [[hood]] gives the best social impact of +20%, as well as 0.2x armor.  The [[broadwrap]]{{IdeologyIcon}} offers the highest armor value among textile hats (0.25x, tied with [[headwrap]]{{IdeologyIcon}}), and also gives the widest coverage of all headwear, protecting even the neck and shoulders.&lt;br /&gt;
&lt;br /&gt;
The [[visage mask]]{{IdeologyIcon}} has generally higher armor values than textile hats (although [[devilstrand]] or [[hyperweave]] broadwrap beats it in sharp protection).  The [[war mask]] is a more expensive version of a wooden visage mask, but also gives +10% pain shock threshold.&lt;br /&gt;
&lt;br /&gt;
Helmets have the highest armor values; even the most basic [[steel]] [[simple helmet]] is stronger than [[plasteel]] visage masks, and is comparable to hyperweave broadwrap; though they don't cover the eyes, nose, or jaw.  Power armor helmets do cover the full head, and, once you have the tech and the resources, the [[marine helmet]]—or [[cataphract helmet]],{{RoyaltyIcon}} if you can get it—is the best.  (Broadwrap still provides wider coverage than power helmets—to the neck and shoulders—but that can be addressed with a [[flak vest]] or other armor.)  The prestige versions of the power helmets are useful for psycasters.&lt;br /&gt;
&lt;br /&gt;
Temperature-wise, the [[tuque]], its equivalent [[flophat]],{{IdeologyIcon}} and its [[leather]]-based equivalent [[tailcap]]{{IdeologyIcon}} protect best against cold, while the [[cowboy hat]] and [[shadecone]]{{IdeologyIcon}} protect best against heat.  The cowboy hat is better than the shadecone for colonists, though since it decreases slave suppression you might give slaves the shadecone.&lt;br /&gt;
&lt;br /&gt;
For pawns that require noble apparel, the prestige power helmets give the best armor, while if you want a social impact bonus you may need to use the [[top hat]]/[[ladies hat]], or the [[coronet]] for royal pawns.&lt;br /&gt;
&lt;br /&gt;
There's a variety of special-purpose hats, most of which provide little to no armor (and all of which are weaker than [[recon helmet]]s).  [[Eltex]]{{RoyaltyIcon}} hats boost psychic abilities, [[psychic foil helmet]]s reduce them, the [[gunlink]]{{RoyaltyIcon}} increases shooting, there are several mech-bandwidth-enhancing hats, etc.  Whether the special abilities are worth the armor reduction depends on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
The Outer layer is primarily for armor and additional clothing layers. They can be combined with shirts, [[flak pants]], and [[flak vest]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Parka]] is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values. &lt;br /&gt;
&lt;br /&gt;
The [[Duster]] is a cowboy attire. Aside from good heat insulation, it also offers decent protection. The [[Cape]] is the Noble apparel statistical equal of the duster.&lt;br /&gt;
&lt;br /&gt;
The [[Jacket]] is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.&lt;br /&gt;
&lt;br /&gt;
For slaves, the slave body strap occupies this slot, unless the biome is extremely cold or hot, due to it increasing the slaves suppression, while providing nearly no protection.&lt;br /&gt;
&lt;br /&gt;
=== Suggested apparel progression ===&lt;br /&gt;
What constitutes the &amp;quot;correct&amp;quot; apparel for pawns depends on a variety of factors including game-stage, [[biome]] both for available [[materials]] and [[temperature]] concerns, [[difficulty]], strategies employed, the presence or absence of [[DLC]] and even what a player considers acceptable risk. &lt;br /&gt;
The suggested loadouts presented below represent a rough timeline suitable for [[Biomes#Warm Biomes|comfortable biomes]] and moderate difficulty, and with some common sense modifications will fit most playstyles.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Early''':&lt;br /&gt;
The [[synthread]] apparel you start with should suffice for the early game. Start hunting and begin crafting [[button-down shirt]]s and [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Mid''':&lt;br /&gt;
The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without significantly compromising the movement speed of a pawn.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Late''':&lt;br /&gt;
The best combo for the late game is a pair of pants and a button down shirt on the bottom layer,  a [[marine armor]] set for ranged pawns, or a set of [[recon armor]] with a [[shield belt]] for melee pawns. For [[Royalty]] {{RoyaltyIcon}} owners, [[cataphract armor]] is recommended for ranged fighters, and a set of [[locust armor]] and a shield belt is suggested for melee brawlers because of the installed [[jump pack]] that frees up an utility slot for the shield belt.&lt;br /&gt;
&lt;br /&gt;
For pawns with 2 arm replacements, flak vest with devilstrand duster is generally better than marine armor. With hyperweave or thrumbofur dusters, it's better than cataphract armor. This assumes that they all have the same quality level.&lt;br /&gt;
&lt;br /&gt;
'''Royal Fighter {{RoyaltyIcon}}''':&lt;br /&gt;
Royal pawns that are also fighters should wear the [[prestige armor|prestige]] versions of the Industrial - Late combo.&lt;br /&gt;
&lt;br /&gt;
'''Royal Psycaster {{RoyaltyIcon}}''':&lt;br /&gt;
Pawns that are [[title|nobles]] and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an [[eltex skullcap]], an [[eltex robe]], an [[eltex vest]], and an [[eltex shirt]]. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest.&lt;br /&gt;
&lt;br /&gt;
== Comparison tables ==&lt;br /&gt;
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers. &lt;br /&gt;
&lt;br /&gt;
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[flak pants]] and the [[flak vest]] which both occupy the middle layer do not cover the same body parts, and thus can be worn together.&lt;br /&gt;
&lt;br /&gt;
The hands and feet, across all layers, are NOT covered by any apparel present in base game.&lt;br /&gt;
&lt;br /&gt;
Since some armor covers multiple layers, they are present in multiple tables as well.&lt;br /&gt;
&lt;br /&gt;
=== Headgear ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Headgear}}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Eyes}}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Skin}}&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Middle}}&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Outer}}&lt;br /&gt;
&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Apparel Table | type=Body Parts | layer=Internal}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel [[mood|thought]] added.&lt;br /&gt;
* Beta 19 or earlier - Traders will no longer accept tainted apparel.&lt;br /&gt;
* Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
*  Beta 19/1.0 - Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns &amp;quot;upgrading&amp;quot; to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawns now try a lot harder to avoid wearing tattered apparel.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&amp;diff=180802</id>
		<title>RimWorld Wiki:To-do</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&amp;diff=180802"/>
		<updated>2026-06-10T13:02:03Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with {{t|Stub}} to make our job a bit easier.&lt;br /&gt;
&lt;br /&gt;
If you want to suggest something that needs to be done, '''sign your post with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])&lt;br /&gt;
&lt;br /&gt;
==Pages that need rewrites, creation, content, or updated/more images==&lt;br /&gt;
=== Pages to be rewritten ===&lt;br /&gt;
{{#ask: [[Category:Pages to be rewritten]]&lt;br /&gt;
 | limit = 20 | ?Rewrite Reason | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#20''' pages out of '''#{{#ask: [[Category:Pages to be rewritten]] | format = count}}''' designated as in need of rewrites. For a complete, see [[:Category:Pages to be rewritten]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Image(s) wanted===&lt;br /&gt;
{{#ask: [[Category:Pages that need images]]&lt;br /&gt;
 | limit = 50 | ?Image Wanted Reason | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages that need images]] | format = count}}''' designated as in need of images. For a complete, see [[:Category:Pages that need images]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pages wanted === &lt;br /&gt;
[[Ancient container]] should be [[ancient container (medium)]] [[ancient container (small)]] and maybe [[ancient container (large)]]&lt;br /&gt;
 &lt;br /&gt;
* [[mechanoid relay]]&lt;br /&gt;
* [[crashed mechanoid relay]]&lt;br /&gt;
* [[ancient blast door]]&lt;br /&gt;
* [[ancient grav reactor]]&lt;br /&gt;
* [[ancient grav engine]]&lt;br /&gt;
* [[ancient security terminal]]&lt;br /&gt;
* [[egg sac]]&lt;br /&gt;
* [[ancient stockpile entrance]]&lt;br /&gt;
* [[mechanoid drop pod]]&lt;br /&gt;
* [[ancient terraformer]]&lt;br /&gt;
* [[destroyed cerebrex core]]&lt;br /&gt;
* [[cerebrex stabilizer]]&lt;br /&gt;
* [[surveying scanner]]&lt;br /&gt;
* [[mechhive birther]]&lt;br /&gt;
* [[cave entrance]]&lt;br /&gt;
* [[sulfur spout]]&lt;br /&gt;
* [[burrow wall]]&lt;br /&gt;
* [[ancient vent]]&lt;br /&gt;
* [[ancient emergency light]]&lt;br /&gt;
* [[ancient light]]&lt;br /&gt;
* [[mechanoid light]]&lt;br /&gt;
* [[outfit stand]]&lt;br /&gt;
* [[kid outfit stand ]]&lt;br /&gt;
* [[ancient research bench]]&lt;br /&gt;
* [[ancient electric smithy]]&lt;br /&gt;
* [[ancient electric stove]]&lt;br /&gt;
* [[ancient fueled stove]] &lt;br /&gt;
* [[rusted filing cabinet]]&lt;br /&gt;
* [[ancient ammo box]]&lt;br /&gt;
* [[broken autocannon turret]]&lt;br /&gt;
* [[busted mortar]]&lt;br /&gt;
* [[ancient shelf]]&lt;br /&gt;
* [[ancient small shelf]]&lt;br /&gt;
* [[ancient destroyed console]]&lt;br /&gt;
* [[ancient destroyed console]]&lt;br /&gt;
* [[grassland]] (Odyssey biomes that only exist as redirects)&lt;br /&gt;
* [[glacial plain]]&lt;br /&gt;
* [[lava field]]&lt;br /&gt;
* insect sludge, ancient tile, ancient concrete, ancient wood floor, broken asphalt, shallow lava, deep lava, cooled lava, volcanic rock&lt;br /&gt;
* [[Raised rocks]]&lt;br /&gt;
* [[Monument]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Burning power cell]]&lt;br /&gt;
* [[Burnout low-shield]] {{IdeologyIcon}}&lt;br /&gt;
* Stone family disambiguation pages with links to all the blocks, terrains, walls, etc. &lt;br /&gt;
** [[Granite (disambiguation)]]&lt;br /&gt;
** [[Limestone (disambiguation)]]&lt;br /&gt;
** [[Marble (disambiguation)]]&lt;br /&gt;
** [[Slate (disambiguation)]]&lt;br /&gt;
** [[Sandstone (disambiguation)]]&lt;br /&gt;
* Information panel - find the actual name used in-game if one exists, if not use one from the patch notes.&lt;br /&gt;
&lt;br /&gt;
===Stubs===&lt;br /&gt;
{{#ask: [[Stub Reason::+]]&lt;br /&gt;
 | limit = 50 | ?Stub Reason | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Stub Reason::+]] | format = count}}''' designated as in need of additional content. For a complete, see [[:Category:Stubs]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pages that need fact checking or details ===&lt;br /&gt;
{{#ask: [[Category:Pages that need fact checking]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages that need fact checking]] | format = count}}''' designated as in need of fact checking or additional details. For a complete, see [[:Category:Pages that need fact checking]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages to be Moved===&lt;br /&gt;
{{#ask: [[Category:Pages to be moved]]&lt;br /&gt;
 | limit = 20 | ?Move Reason | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#20''' pages out of '''#{{#ask: [[Category:Pages to be moved]] | format = count}}''' designated as in need of moving. For a complete, see [[:Category:Pages to be moved]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages to be Split===&lt;br /&gt;
{{#ask: [[Category:Pages to be split]]&lt;br /&gt;
 | limit = 20 | format = category | ?Split Reason | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#20''' pages out of '''#{{#ask: [[Category:Pages to be split]] | format = count}}''' designated as in need of moving. For a complete, see [[:Category:Pages to be split]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages to be Merged===&lt;br /&gt;
{{#ask: [[Category:Pages to be merged]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be merged]] | format = count}}''' designated as in need of merging with other pages. For a complete, see [[:Category:Pages to be merged]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages to be Recoded===&lt;br /&gt;
{{#ask: [[Category:Pages to be recoded]]&lt;br /&gt;
 | limit = 20 | format = category |?Recode Reason| order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#20''' pages out of '''#{{#ask: [[Category:Pages to be recoded]] | format = count}}''' designated as in need of recoding. For a complete, see [[:Category:Pages to be recoded]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages using duplicate arguments in template calls===&lt;br /&gt;
{{#ask: [[Category:Pages using duplicate arguments in template calls]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages using duplicate arguments in template calls]] | format = count}}''' designated as in need of recoding. For a complete, see [[:Category:Pages using duplicate arguments in template calls]].''&lt;br /&gt;
 | default = This [[:Category:Pages using duplicate arguments in template calls|category]] is currently empty. Good work! {{Check}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pages with wrong property definitions ===&lt;br /&gt;
{{#ask: [[Has improper value for::+]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Has improper value for::+]] | format = count}}''' designated as in need of recoding. For a complete, see [[Property:Has improper value for]].''&lt;br /&gt;
 | default = This category is currently empty. Good work! {{Check}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unverified articles ===&lt;br /&gt;
{{#ask: [[Category:Unverified_articles]]&lt;br /&gt;
 | limit = 10 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#10''' pages out of '''#{{#ask: [[Category:Unverified_articles]] | format = count}}''' that have not been [[Template:Verified|verified]]. For a complete, see [[:Category:Unverified_articles]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Category checks ===&lt;br /&gt;
==== Page category check ====&lt;br /&gt;
{{Main|Template:Page category check}}&lt;br /&gt;
The following pages (ordered by ''Modification date'') only have a maintenance category defined and lack a content category:&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[:+]] [[Modification date::&amp;gt;21 January 2024 02:10:00]]&lt;br /&gt;
 | limit = 500 | format = template | template = Page category check | link = none&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | ? = page&lt;br /&gt;
 | ?Category = Category&lt;br /&gt;
 | ?Modification date = Date&lt;br /&gt;
 | sort = Modification date&lt;br /&gt;
 | offset = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The last checked page has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}&lt;br /&gt;
&lt;br /&gt;
==== File category check ====&lt;br /&gt;
{{Main|Template:File category check}}&lt;br /&gt;
The following files (ordered by ''Modification date'') don't have a file category set:&lt;br /&gt;
{{#ask: [[File:+]] [[Modification date::&amp;gt;10 February 2024 20:30:50]]&lt;br /&gt;
 | limit = 500 | format = template | template = File category check | link = none&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | ? = file&lt;br /&gt;
 | ?Category = Category&lt;br /&gt;
 | ?Modification date = Date&lt;br /&gt;
 | sort = Modification date&lt;br /&gt;
 | offset = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The last checked file has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[File:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}&lt;br /&gt;
&lt;br /&gt;
=== Copyright checks ===&lt;br /&gt;
==== No license ====&lt;br /&gt;
{{Main|Template:Copyright check}}&lt;br /&gt;
The following files (ordered by ''Modification date'') don't have a license template:&lt;br /&gt;
{{#ask: [[File:+]] [[Modification date::&amp;gt;10 December 2022 01:53:28]]&lt;br /&gt;
 | limit = 500 | format = template | template = Copyright check | link = none&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | ? = file&lt;br /&gt;
 | ?License = License&lt;br /&gt;
 | ?Modification date = Date&lt;br /&gt;
 | sort = Modification date&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The last checked page has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[File:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}&lt;br /&gt;
&lt;br /&gt;
==== Incomplete license ====&lt;br /&gt;
{{Main|Property:License incomplete}}&lt;br /&gt;
The following query returns up to '''#10''' out of '''#{{#ask: [[File:+]] [[License incomplete::true]] | format = count}}''' random files that have a license template but with incomplete information:&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[File:+]] [[License incomplete::true]]&lt;br /&gt;
 | limit = 10 | order = random&lt;br /&gt;
 | default = There are currently no files with incomplete license information. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General To-do List ==&lt;br /&gt;
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)&lt;br /&gt;
&lt;br /&gt;
* Deathrest capacity is reset when gene splicing even if its replaced in the new pack.&lt;br /&gt;
* Should [[Template: Intricate template]] be rolled out and, if so, to which templates?&lt;br /&gt;
* Changelogs imply mech commanders can be summoned when the mechanoid faction is disabled. Confirm and add to pages.&lt;br /&gt;
*'''Defs''': Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. [[Colonist]]). I've only covered a small amount of defs (see [[:Category:Defs]] for a list), and that was ''a year ago''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC) &lt;br /&gt;
&amp;lt;!-- Can always just consider these ideas for now, which can be thrown out --&amp;gt;&lt;br /&gt;
* '''Properties''': Need to have descriptions added to pages - some of the older ones have unknown purposes and some documentation, even if it appears obvious, would be good. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 01:07, 14 October 2021 (UTC)&lt;br /&gt;
* '''Goodwill template:''' Some way of expressing the variabliltiy of goodwill gains due to their scaling that can be easily linked in-line. The need for this arises out of the scaling for changes that brings them closer to their neutral position whether that be hostile or not. So if a player is relying on a good action getting their ally from 80 to 100, then they might do the action on the wiki's recommendation and then only get part of what they expect. Part of the issue is that this system is not fully understood/detailed on the wiki. Can't explain, or even decide what needs to be done, when you don't understand yourself. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:37, 17 October 2022 (UTC)&lt;br /&gt;
* ''Insectoid pollution stimulus:'' effects need to be added to the relevant insectoid pages, and possible [[ailments]].  - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:24, 12 November 2022 (UTC)&lt;br /&gt;
* ''Pyromaniac mood boosts'': different firey objects add stacks to a moodlet for [[pyromaniac]]s. these stacks should be noted on the individual pages.&lt;br /&gt;
* [[Floor]] pages have a lot of pages that don't fit the format standard, lots of summary info in the intro etc. Creating and implementing standards accorss these pages would be good.&lt;br /&gt;
* Terrain pages, and associated nav box. see [[:Category: Terrain]] and [[Terrain]]&lt;br /&gt;
* Audio for a mumber of pages - no music  but weapons and animals would be a good start. see [[harp]] and [[dromedary]] for implementation examples&lt;br /&gt;
* [https://rimworldwiki.com/index.php?title=Hemogen_amplifier&amp;amp;diff=next&amp;amp;oldid=148125 fuel infobox example] - make sure all fueled buildings are set up similarly.&lt;br /&gt;
* Insectoid nav template similar to [[Template:Nav/mechanoids]]&lt;br /&gt;
* New terrains and floors added by Odyssey&lt;br /&gt;
* A pass on all thingSetMakerTags&lt;br /&gt;
* Fert egg page summaries dont mention mechanics of hatching&lt;br /&gt;
* A nav for insectoids like [[:Template:Nav/mechanoids]] - not just the bugs themselves but hives, cocoons, the pitgate equivalent whose name is escaping me rn etc.&lt;br /&gt;
* [[psychic emanator#Acquisition]] - container table on other similar pages&lt;br /&gt;
* Container superpage and loot table standardisation.&lt;br /&gt;
* Egg draw sizes and graphic paths may be incorrect and need verification&lt;br /&gt;
* [[Heavy bridge]]s are resistant to explosions so better for ied pathing traps. Should be noted o  that page and [[bridge]]&lt;br /&gt;
&lt;br /&gt;
== Content templates ==&lt;br /&gt;
The following need [[:Category: Content templates|content templates]] made for them  - i.e. standardized pieces of text for use on several pages with a shared attribute that can be updated from one centralized page. These typically aren't hard to code but do have the basics of template design so are great for anyone beginners and veterans to attempt. Most of the skill is in writing the actual prose. please see the category linked above for lots of examples to copy. Also feel free to reach out to me if you need a hand - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Suggested page !! Suggested pages !! Suggested content&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Containment Note]] || [[Entity]] pages || {{Error|Page created but template not started}}.&amp;lt;br&amp;gt;Containment requirements, maybe graph of escape rate/containent, bioferrite harvest rate, Electroharvester yield etc. In the vein of [[Template: Acquisition]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Egg Summary Note]] || Egg pages || Suggest having two modes - one for fert one for unfert. Have fertilisation mechanics, tempersture ruining, laying, egg boxes, use as meat replacement, hatching eetc.&lt;br /&gt;
|-&lt;br /&gt;
| ??? || Apparel selectable as ideoligious  || That it can be selected, link to the relevant sectiok of [[ideoligion]], mood effects for selection using the [[Template: Thought]] as appropriate.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Noble Apparel Note]] || All clothes that are appropriate clothing for nobles || templatize the spiel on [[coronet]] et al and then roll out to the prestige armor pages. cover moodlets, who requires each rank, coverage weirdness, etc.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Turret Summary Note]] || Turret pages || A default spiel for player turrets covering the shared mechanics of turrets. Targeting, power requirement, ammo requirement, accuracy, smoke interactions etc. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Maintenance Note]] || Not a set of pages, but for things that occasionally break down and need a component to fix ||  A standardized format for the Summary sections is needed (as well as an entry on [[Component]]).&lt;br /&gt;
See [[Breakdown]] for details. &lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Body Part Installation Note]] || Artificial body parts and body part pages || &lt;br /&gt;
* install ticks&lt;br /&gt;
* uninstall ticks&lt;br /&gt;
* install medicine amount&lt;br /&gt;
* uninstall medicine amount&lt;br /&gt;
* install medicine amount&lt;br /&gt;
* uninstall medicine amount&lt;br /&gt;
* install skill&lt;br /&gt;
* uninstall skill&lt;br /&gt;
* implant (e.g. [[Knee spike]])&lt;br /&gt;
* If it can't be uninstalled&lt;br /&gt;
* Ghoul exclusive implants&lt;br /&gt;
* Fleshbeast spawning for flesh parts&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Dryad Acquisition]] || Dryad pages || Just a short outline of how dryads are acquired. Bulk of detail can be left ot the gauranlen and/or dryad pages but the basics need to be covered on each page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Updates and maintenance needed on the Wiki ==&lt;br /&gt;
* Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)&lt;br /&gt;
* Update some of the default footer pages, as they seem outdated currently --&amp;gt; &amp;lt;code&amp;gt;Partially done&amp;lt;/code&amp;gt; by Pangaea&lt;br /&gt;
* Given a fitting license, borrow content from other wikis and improve and expand our Help sections&lt;br /&gt;
* Add articles for each technology and skill, with fitting templates&lt;br /&gt;
* &amp;lt;s&amp;gt;Purge outdated SMW entities: (see [[Special:Statistics|Statistics]])&amp;lt;/s&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;DONE&amp;lt;/code&amp;gt; by Hypolite&lt;br /&gt;
* Edit or make new screenshots without (so many) UI elements, as seen for instance in the [[Events]] page&lt;br /&gt;
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the &amp;quot;c_01&amp;quot; values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats  native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (UTC)&lt;br /&gt;
* Finish the page [[Help:Templates#Creating_a_template]].&lt;br /&gt;
&lt;br /&gt;
== Suggestions ==&lt;br /&gt;
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Extension:LinkSuggest LinkSuggest]: Useful for new users to easier create links without knowing the ins and outs of the page names.&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Extension:RandomSelection RandomSelection]: This can be neat on the main page for various gameplay tips and such, which then get randomly selected. Not sure if there would be a good use for it with this game, but I have seen it used to good effect on other wikis, such as [https://witcher.gamepedia.com/Witcher_Wiki Witcher 3].&lt;br /&gt;
&lt;br /&gt;
==Large projects==&lt;br /&gt;
The following page groups need to have a standardized format with adequate detail decided, have that standard applied over the entire group, and then brought up to quality. These are all relatively large, multi-page jobs, many including many pages that aren't just non-standard but outright stubs, but it can be done piecemeal. The important part is getting a suitable standard first.&lt;br /&gt;
&lt;br /&gt;
I'm not sure anyone will take this on, but I'd appreciate any help, even if its just adding suggestions to the suggested standards below [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:50, 3 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Adding contributors for volunteers to sign up with. There is no pressure to take on the entire project but if you add your name, I'll know to ask your opinions/keep you apprised, and help you in any way to get these projects moving. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:54, 19 March 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Page type !! Suggested detail/sections !! Contributors&lt;br /&gt;
|-&lt;br /&gt;
| Console edition pages || Console has ceased updating which means pages are becoming &amp;quot;outdated  for ir as the rest of the game development continues. likely best move is to create console versions of the affected pages. &lt;br /&gt;
|-&lt;br /&gt;
| Rituals and accoutrements || Ritual mechanics to be finalized in a comprehensive state and then rolled out properly to all the pages about ideoligion items. &lt;br /&gt;
* [[Rituals]]&lt;br /&gt;
* [[Small altar]]&lt;br /&gt;
* [[Medium altar]]&lt;br /&gt;
* [[Large altar]]&lt;br /&gt;
* [[Grand altar]]&lt;br /&gt;
* [[Cannibal platter]]&lt;br /&gt;
* [[Christmas tree]]&lt;br /&gt;
* [[Drum]]&lt;br /&gt;
* [[Effigy]]&lt;br /&gt;
* [[Ideogram]]&lt;br /&gt;
* [[Incense shrine]]&lt;br /&gt;
* [[Kneel pillow]]&lt;br /&gt;
* [[Kneel sheet]]&lt;br /&gt;
* [[Lectern]]&lt;br /&gt;
* [[Lightball]]&lt;br /&gt;
* [[Loudspeaker]]&lt;br /&gt;
* [[Pew]]&lt;br /&gt;
* [[Pyre]]&lt;br /&gt;
* [[Reliquary]]&lt;br /&gt;
* [[Ritual spot]]&lt;br /&gt;
* [[Sacrificial flag]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Categories/All || The grand recategorization and retyping - checking all page types and categories and reordering them in the same pattern as the stockpile/bills menu. Requires recategorisation, page moves, new categories etc||  Contributors&lt;br /&gt;
|- &lt;br /&gt;
| Plants || &lt;br /&gt;
Plants need a consistent format standard that applies to all pages - plantables and non plantables, crop plants, decorative plants, wild plants, special plants eetc.&lt;br /&gt;
This also involes ensuring every page has a variant gallery and has all the stats in the infobox&lt;br /&gt;
Some suggestions (more needed):&lt;br /&gt;
* For plantables: Growing section using [[Template: Grow Table]] &lt;br /&gt;
* For plantables: Economy - Proper analysis on their production compared to other producers of the same type (e.g. Food or Wood plants), as well as economic concerns - profitabiltiy with and without crafting, work/product, work/silver, tiles/product/day, tiles/silver/day etc.&lt;br /&gt;
* Production strategies, e.g. how worth each is to put in hydroponics, greenhouses, whether to wall in, esp relevant for devilstrand&lt;br /&gt;
* [[Toxipotato plant#Analysis]] has some nice formatted automated comparisons with other plants.&lt;br /&gt;
* [https://rimworldwiki.com/index.php?title=Agave&amp;amp;oldid=175054 Here] might be an interesting basis.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Animals || &lt;br /&gt;
* Trainability, diet, habitats, combat skills and analysis (seriously lacking atm), production economy, stragegies for combat/acquisition/use&lt;br /&gt;
* It may be possible to automate comparisons for the analysis re: ranking of food efficiency, wool efficiency, etc. &lt;br /&gt;
* Can fish for food&lt;br /&gt;
* Can fly&lt;br /&gt;
* Special abilities&lt;br /&gt;
* moveSpeedFactorByTerrainTag - water and insect at least, possibly more&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|Weapons|| Largely have a functional standard following the traditional Acquistion/Summary/Analysis/Quality Table method, but pages are all out of date and in need of massive updates. &lt;br /&gt;
|-&lt;br /&gt;
|Production facilities || Workbenches like the smithy, tailoring becnh etc.&lt;br /&gt;
* Acquisition - self evident&lt;br /&gt;
* Summary - general information about it use, with both the use of [[Template:Recipe List]] to what is produced there (except when theres only 1 thing produced there) and a list of bills as not everything is a recipe for that list.&lt;br /&gt;
** Whether it supports a chair in front&lt;br /&gt;
** What work type works at the bench.&lt;br /&gt;
* Analysis - how vital is it to get, and comparison between fueled/hand version vs electric. &lt;br /&gt;
* [[Template:Building Stats Table]]&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Diseases||&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Recreation|| Standardized recreation comparison - tables with time to recreate etc.&lt;br /&gt;
|-&lt;br /&gt;
| Traps || IEDs and spike traps. Standardisation and comparisons - see [[Security]] table for start.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sculpture || [[Sculpture]], [[Small sculpture]], [[Large sculpture]], [[Grand sculpture]], [[Terror sculpture]]&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Factions]] ||&lt;br /&gt;
*Lore&lt;br /&gt;
*Variants&lt;br /&gt;
*Ideologies&lt;br /&gt;
*Pawns (from pawn tables where needed)&lt;br /&gt;
*Faction Bases&lt;br /&gt;
*Raid &amp;quot;rewards&amp;quot; (raid leaders will often carry silver, drugs, jade, resources etc as a reward, this is dependent on the faction)&lt;br /&gt;
*Caravans?&lt;br /&gt;
*Reinforcements?&lt;br /&gt;
*Raid types and constitution? &lt;br /&gt;
And then add other sections and subsections as needed.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Artificial body parts]] || Almost all of them need a dedicated summary section of their mechanics&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Illumination area|| Add similar images in style/quality/content to [[Standing lamp#Illumination area]] by [[User:SyntaxTerror]] to all items that put off light. Torch lamp, sun lamp, wood fired generators, mech nodes, the ancient lamps from ideology, etc.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Materials and resources || Materials and crafting resources have a rough standard with Acquisition/Summary (where necessary)/Usage/Analysis however there are nonstandard mat pages, and there is a lack of standardisation in Usage beyond the use of [[Template:Ingredient List]]. There also is discussion needed on how to display stuffables on stuff pages. Its possible that another template similar to Ingredient List but for stuffables (Talk to [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) if interested) is needed to display all items that can be stuffed with the material in question. Materials don't just occupy one or the other e.g. some recipes require Gold and others require any metal including gold.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ore and nature wall pages || Vein sizes expected with yields per vein, spawning mechanics, locations, lrms spawns, Odyssey mechanics, mention lack of ore spawning on temp maps and decrease on subsequent maps, anything else relevant.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Ruins || Needs a standard format to be created to be dropped onto all the ancient items. Some hwve some interesting stat combinations, but generally they just need a copy paste spiel developed to place on all of them. Occurence is the one trip up - it might occasionally be relelvant but how items spawn isn't clear. &lt;br /&gt;
&lt;br /&gt;
Notable things format has to account for:&lt;br /&gt;
* Some have additional effects [[Ancient lamp]] is a perpetual light source, [[ancient bed]] is a bed. &lt;br /&gt;
* Some spawn in specific places or in specific patterns - e.g. [[ancient lamp]]s in complexes, mechstrider bits only on the starting map, [[ancient nav beacon]] in the shape and presence of a landing pad, war walker parts together etc.&lt;br /&gt;
* Some are copies/variants of existing things e.g. [[ancient nav beacon]] and [[Ship landing beacon]]&lt;br /&gt;
* Some are quest related or are interactable: [[Ancient terminal]]s, [[Ancient exostrider midsection]], [[Ancient enemy terminal]], [[Ancient comms console]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Raid strategies&lt;br /&gt;
| Given the detail that can be gone into, the length of [[Raiders]] as is, the analysis that applies to each raid type, it might be best to split them into their own pages. This could be all major threats. &lt;br /&gt;
* [[Psychic ritual siege]]&lt;br /&gt;
* [[Shambler swarm animals]]&lt;br /&gt;
* [[Shambler swarm]]&lt;br /&gt;
* [[Shambler assault]]&lt;br /&gt;
* [[Hate chanters]]&lt;br /&gt;
* [[Fleshbeast attack]]&lt;br /&gt;
* [[Sightstealer arrival]]&lt;br /&gt;
* [[Small shambler swarm]]&lt;br /&gt;
* [[Mech cluster]]&lt;br /&gt;
|-&lt;br /&gt;
| Raw foods&lt;br /&gt;
| What they do, food poisoning chance (inclduing how chances are rolled when eating more than 1 piece), how they are cooked into meals, how nutrition is used (e.g. eating, making into meals, making into biofuel, biosculpter pods etc), what diets and what nutrition types relate to what foods (e.g. animal diets and what is used for fine meal vs carnivore meal vs vegetarian, ideological constraints etc), and unique meat mechanics (harbinger trees, wargs and ghouls) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Butchery project == &lt;br /&gt;
There are a factors to butchering that need to be verified '''by actual in-game testing''' (not just assumptions, word of mouth, or trusting current page information and/or version histories) '''in the current version''', have their specific mechanics determined,  and then disseminated to the various relevant points including:&lt;br /&gt;
* [[Butcher spot]]&lt;br /&gt;
* [[Butcher table]]&lt;br /&gt;
* [[Animals#Slaughtering]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* [[Orders#Slaughter]]&lt;br /&gt;
* [[Meat Amount]]&lt;br /&gt;
* [[Leather Amount]] &lt;br /&gt;
* [[Malnutrition]] (Maybe, see below)&lt;br /&gt;
* [[Butchery Efficiency]] (Only if the factors affect the pawn stat)&lt;br /&gt;
&lt;br /&gt;
The following are the things to be checked - don't delete wrong issues, mark them with a {{Cross}}. Feel free to add issues you think need to be checked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Issue !! Issue Confirmed !! Mechanics !! Mechanics Confirmed&lt;br /&gt;
|- &lt;br /&gt;
| Difficulty affect butchery yield || {{Check}} || By default only Blood and dust (80%) and Losing is fun (90%) have values lower than 100%. Custom difficulties can change it from 0-500% || {{Check}}&lt;br /&gt;
|- &lt;br /&gt;
| The 66% multiplier for damaged corpses applies to both meat and leather || {{Check}} || ''As stated in issue'' || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;euthanize by cut&amp;quot; [[operation]] doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) || {{Check}} || ''As stated in issue'' || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| The throat cutting done when an animal is tagged for hunting and downed but not dead doesn't cause 66% multiplier for damaged corpses if the animal was downed by some non-damaging means (such as a [[psychic shock lance]] that does not cause a brain burn) || {{Check}} || ''As stated in issue'' but also what methods for causing that downing without damage and if any of them aren't damage but do cause it? || The function StatPart_NotCarefullySlaughtered checks all Hediffs of the pawn, looking for injury types. The only ones that do not trigger this are &amp;quot;Execution cut&amp;quot; and permanent injures (ex: scars). Killing a pawn w/o injures would also not trigger this.&lt;br /&gt;
&amp;lt;!-- The relevant function is in StatPart_NotCarefullySlaughtered. A little convoluted, but the section that search for injures is (it checks all hediffs of this pawn):&lt;br /&gt;
			if (hediffs[i].def != HediffDefOf.ExecutionCut &amp;amp;&amp;amp; typeof(Hediff_Injury).IsAssignableFrom(hediffs[i].def.hediffClass) &amp;amp;&amp;amp; !hediffs[i].IsPermanent())&lt;br /&gt;
			{&lt;br /&gt;
				return true;&lt;br /&gt;
			}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The Animal Sacrifice ritual {{IdeologyIcon}} doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) || {{Check}} || ''As stated in issue'' || {{Check}}&lt;br /&gt;
|- &lt;br /&gt;
| Malnutrition causes lower meat returns || {{Check}}, so do missing limbs and body size || Multiplier scales linearly between 0% at 0% malnutrtion up to 40% at 100% malnutrition is 40% || {{Check}}; linear scale, 6% less meat for every 10% of malnutrition, up to 60% less yield at 100% malnutrition&lt;br /&gt;
|-&lt;br /&gt;
| If above is correct, does Malnutrition also affect leather yield || [[File:ex.png|24px]] || ''As stated in issue'' || The base leather is 40 for most animals. Exceptions are humans (75), goose(36), insectoids, driads, chickens, ducks and mechanoids(0). This values is directly modified by missing limbs and body size (larger animal species, young). See below for &amp;quot;Multiplier for missing body parts&amp;quot; stat. Malnutrition does not affect leather yield.&lt;br /&gt;
|-&lt;br /&gt;
| Lost body parts reduce meat yield || {{Check}} || What are the mechanics of this? Is it body part coverage based? || &amp;quot;Multiplier for missing body parts&amp;quot; stat, used by both meat &amp;amp; leather yield. Each body part has it's own % of total meat/ leather. A human missing a leg (+foot) = -14% leather and meat yield, an arm (+hand and all fingers) = 9%. Internal organs (1 lung = 3%) and eyes (both = 1%) contribute to both meat and leather yield. Artificial limbs are considered missing entirely, for all intents and purposes. &lt;br /&gt;
|-&lt;br /&gt;
| Ideology changed mood penalty for butchering humans. Instead of flat -6 it now stacks 5 times and depend on cannibalism precept. || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tl;dr there is conflicting reports scattered around the wiki. We need to collate them, check them, and then disseminate them to all the relevant places. Potentially templatize them if necessary.&lt;br /&gt;
&lt;br /&gt;
== Odyssey and 1.6 ==&lt;br /&gt;
Weather updates&lt;br /&gt;
add room type and weight to infobox&lt;br /&gt;
add vaccum resistance to every apparel that has them&lt;br /&gt;
add airtight to all buildings&lt;br /&gt;
&lt;br /&gt;
=== animal training ===&lt;br /&gt;
Abilities needed to be added to pages&lt;br /&gt;
* Spelopede - Dig&lt;br /&gt;
* Megasloth - Dig&lt;br /&gt;
* Megavole - Dig&lt;br /&gt;
* Larva - Sludge Spew&lt;br /&gt;
* HiveQueen - Egg Spew&lt;br /&gt;
* Thrumbo - Thrumbo Roar&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Grizzly Bear/Polar Bear- Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cougar/Panther - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cat - Comfort&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Dogs - Comfort&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monkey - Comfort&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Elephant - War Trumpet&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Megaspider - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pig/Boar - Forage&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Raccoon - Forage&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Warg - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Timber/Arctic Wolf - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Crow - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Seal - Comfort&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Locust - Forage&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bog Hound - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Mastodon - War Trumpet&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Alpha Thrumbo - Terror Roar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gorilla - Forage&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Panda - Comfort&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==1.6.4850==&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Added ancient bridges and ancient heavy bridges which have a market value of 0. This prevents large wealth spikes when landing on maps that generate ruins over water.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Updated Royalty preview images.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Updated player creative content.&lt;br /&gt;
===Fixes===&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] -  Fix: EMP rounds on unique weapons weren't breaking low-shields.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Deliver resources jobs issue causing pawns to not take any job.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Pawns passing friendly and enemy blockers.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Glower dialog can't be configured not to force a color value.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Construct cache not respecting forced orders.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: macOS installations on non-Apple filesystems would try and load the generated ._ prefixed XML files.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Incorrect threat reaction radius for enemies defending a location.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Rectangle drag designators displayed the total number of designated cells on screen rather than the actual number of cells in the dragged rectangle.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Performance issues with lots of unbuildable blueprints.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: AI inconsistencies when trying to move around blocking pawns.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Removed some old back compatibility code that is causing issues with mods.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fixed several typos.&lt;br /&gt;
&lt;br /&gt;
== 1.6.4630 ==&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Optimisation to JobGiver_BoardOrLeaveGravship.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Animals can't fish on ocean water in some circumstances.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Shuttles arriving to pick up a pawn on a pocket map will now land on the parent map instead.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Grav engine floating orb graphic cut off at the top.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Void structures could end up with negative progress.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Shuttle leaving if all pawns on map enter a pocket map.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pawns sometimes wandering to (0, 0), especially with fleshmass hearts.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Void provocation fails silently on maps which can't support harbinger trees.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Void provocation wasn't bypassing earliest day requirements for incidents.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect label on ghoul/shambler discovery.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error in GameComponent_PawnDuplicator when running without Anomaly.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: LanguageWorker_Italian missing a null check in WithIndefiniteArticle method.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Techprints in loot (e.g. ancient danger) don't respect techprint commonality.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Possible error if a ritual spot is deleted while a ritual is in progress.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Metalhorror fifth timer not respecting VTR, causing gray flesh to take much longer to spawn.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error attempting to generate creepjoiner relations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Z-Clipping with some world object textures.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Raided thought not getting applied in some quests.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Gravcore quest sites were not settleable (not retroactive).&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Maps weren't considered a player home if a gravship landed on it after it had already generated.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Several issues with transporting fleshmass hearts on gravships.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Infant illness doesn't change phases due to an oversight.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Labyrinth teleporting targets to non-origin maps if origin Obelisk was destroyed.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pawns getting stuck when running while on fire if blocked by an enemy.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Seeds not always being deterministic.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pawn apparel using map biome vacuum flag rather than planet layer flag.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Removing world layers not removing connections or destroying world objects.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Shuttles sometimes landing out of bounds.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Wasp stuns no longer affect mechs or turrets.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pawns could plant special seeds outside their allowed area.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Performance issue when selecting a lot of beds on a late game map.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Prisoner and non prisoner beds can get mixed up when loading save if rooms are separated by paste dispensers.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Errored ship jobs now clean themselves up properly.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Turret top offset is (erroneously) rotated by turret angle.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Bills on launch map get set to drop on floor when gravship leaves.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Some explosive buildings explode twice when the wick ends.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Shuttles could disappear when landing if their contents were bugged.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Missing null check in DirectXmlCrossRefLoader.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Updated player creative content.&lt;br /&gt;
&lt;br /&gt;
== 1.6.4566 ==&lt;br /&gt;
&lt;br /&gt;
Gravships have received some quality-of-life changes.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - The new gravship launch interface lets you get your colony's animals and mechanoids onboard, and kicks visitors out. This makes takeoffs feel better and prevents accidental kidnappings.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - The pilot console now has a &amp;quot;view range&amp;quot; tool that shows your gravship's range without going through the whole launch process.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Shuttles can now safely land on items, and they no longer obliterate a ton of roof when landing inside buildings - only the necessary roof.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - When you’re in orbit, colonists won't automatically take off their life-saving, vacuum-resistant apparel if they're in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Mechanitors can summon the mechanoid bosses… in spaaaace!&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - We rebalanced the starjack xenotype to make them more useful in space - they have a new low gravity adapted gene which makes them faster and better workers while in orbit.&lt;br /&gt;
Other improvements include a new category for fishing in the work tab, tree sowing research allows you to grow timbershrooms in the glowforest, and the sentience catalyst now stops farm animals from roaming away.&lt;br /&gt;
And just in time for the colder seasons, there are new snowy visuals for trees and some plants!&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added snowy visuals for trees and some plants when they’re in a sufficiently snowy area.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added a “low gravity adapted” gene to the starjack xenotype, as well as rebalanced the starjacks genes. Requires Odyssey and Biotech expansion.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Bridges built in space now have unique art for their borders.&lt;br /&gt;
=== Improvements &amp;amp; Balance Changes ===&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fishing now has its own category in the work tab.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Pursuing mechanoids in the gravship scenario now arrive in two massive raids per gravship map and then stop.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - The final mechhive raid will now be 50% stronger.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Improved rewards for destroying the mechhive. You now gain +50 reputation with all factions, and the colonist that destroyed the mechhive gains a larger and longer-lasting positive moodlet.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Insect lair entrances are now collapsable.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added the ability to sow timbershrooms in glowforests with tree sowing research.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Shuttles are no longer blocked from landing on items.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Passenger shuttles no longer destroy more roof than they need to when landing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Allow quests to retarget themselves to suitable maps if they generate targeting an unsuitable one. In orbit, this allows you to accept quests that don’t work in space by flying down to the planet.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - The gravship scenario now requires you to start with at least one colonist capable of intellectual work. This prevents you from becoming immediately stranded.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Worshipful village raids now occur every 24 hours and are smaller in size.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Planning designator shows map boundary outline in space.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Increased perceived path cost of shallow lava to discourage dangerous pathing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - More pawns from the Royalty and Ideology expansions can now spawn as starjacks.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Hermit crabs no longer walk sideways. They also live considerably longer.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Removed forced low-power mode for vac barriers when they're not in space, allowing them to still function while on the planet.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Prevented meteors from landing directly on top of grav anchors.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Improved credits layout to reduce the vertical size.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Updated links in the main menu.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Updated creative content rewards.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Reduce time required to load a 100% world save file.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Reduce time to generate a 100% world by about 40%.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added the ability for mods to load textures from DDS files, which should load significantly faster than PNG files and potentially at higher quality.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added custom atlas packing implementation which should allow the game to start slightly faster, while using less memory.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Improve performance when hovering a world tile out of gravship range.&lt;br /&gt;
=== Technical &amp;amp; Modding ===&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Unify all MayRequire and IfModActive checks to strip suffixes, trim, and lower-case package IDs&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Improved the moddability of animal abilities. It is now easier for modders to add abilities to player animals without using the Special Trainables system. Additionally, adding multiple abilities through Special Trainables is now supported.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Increased max radius of GenRadial to 80 and optimize radius calculations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - We now run back-compat code if the active mod list has changed, so that when adding expansions, all needed data is added to objects.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: plant.wildBiomes wasn't checking for duplicate entries in biomes. (Only affects mods.)&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Modded things with non-North default rotations not being placed correctly on gravships and prefabs&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Traders guild faction no longer mentions giving gifts in their hostility letter.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Outfit stands are once again minifiable and correctly drop their inventory contents when deconstructed while minified.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Can't sell weapons held in outfit stands.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pawns using the incorrect seat on couches when socially relaxing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Properly fail strange signal quest if player loses their home map.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Animals not checking reservations on fishing cells.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Animals able to fish through foundations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Unable to remove pawns from being the target on certain psychic rituals.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Freeze or crash on boot for players with specific AMD integrated GPUs.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Out of bounds error trying to determine shuttle landing position when few options are possible.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Combat log occasionally mentions flesh-related injuries for mechanoids.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Shuttle load list getting reset after launching.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Lava emergence could go through walls in specific situations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pawns not getting comfort from chairs while fishing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Raiders pathing directly through doors to trash newly blocked things.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Loot on settlements spawning in inaccessible locations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Vac barriers not exchanging temperatures properly when off.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Disabling mining via scenario not disabling vein mining.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect description on burst shot count stat.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Corpses spawning in some occupied settlement room types.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Clarify attack target description.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Game not switching to appropriate map when gravship cutscene happens.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: GenDraw.WorldRadiusRing issue with ShipJob_Wait.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Certain sites not receiving incidents when landed at via gravship.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Mining charges yielding only one mineable resource per tile.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Space world objects not showing the orbital ITab.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Basic gravtech appearing in schematics.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Out of bounds error when launching gravship.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pursuing mechanoids scenario part now handles gravship anchors better.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Lag when imperial shuttle is on map with lots of haulables.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Bad temperatures preventing gravship launch.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Bestowing ceremony couldn't be started if recipient has no free cells around them.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Autocut in pens sometimes including plants that are the same nutrition as grass.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect venerated animal message when no colonists capable of hunting.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Mechhive now spawns a border of platforms around buildings to prevent inaccessible areas.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Mech booster rendering behind other buildings.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Shuttle in hospitality quests not arriving on map of required pawns (fix not retroactive)&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Some apparel being incorrectly set to medieval tech level.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pawns with no food type or need being able to be told to eat something from their inventory because it's considered a drug.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Cloudwatching in space now always says stargazing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Several quest sites that were previously not able to be settled are now settleable after clearing all active threats.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Labyrinths returning pawns to a different map than the one they were on.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Wall blueprints not getting removed when attached wall blueprint is removed.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: 1 in 5000 chance for error when generating map during gameplay (e.g. ancient stockpile).&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Several issues with shuttle and transport pod range calculations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Concurrent thread modification exception when accessing map pawns.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Confusing UI/messages when trying to use mortars in blind fog.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error trying to move onto a layer with no valid settlement locations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: No fuel information given when targeting player settlements during gravship launch.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Improve gravship placement logic on mechhives.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect apparel mentioned in thought for wearing ideo wanted apparel.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error with bandit camp pawn lend quest with multiple maps.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Ideo buildings have incorrect names unless regenerated manually.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: UI icons for ores weren’t rendering correctly (e.g. in search).&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Certain quests in saves converted from 1.5 were instantly expiring.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Space settlement cannon connections were replacing interior terrain.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Archonexus quests in space were using incorrect world object for new faction settlements.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Small differences in move speed weren’t being reflected accurately over long distances.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Drop pod raids were failing to execute in space with low threat point values.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Colony animals were choosing to nuzzle friendly shamblers &amp;amp; ghouls.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Collection modified error when starting gravship launch while animal is rescuing a colonist.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Things carried by lifters &amp;amp; animals are now counted for the purposes of bills.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect entries in empire town names.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Mechhive quest was taking a long time to refire after failing it.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Allow roof punching if pursuing mechanoids can't find any non-roofed cells.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Duplicate gravship wreckages were able to fire if you wait long enough without a grav engine.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Biosculpter pods weren’t curing scaria infections.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Animals were attempting to fish at 0, 0 if every water cell on the map is frozen.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Was possible for shuttles to get lost in specific set ups when merging two caravans.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Was possible to toggle auto-refuel on refuelables that don't allow it, via hotkey.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Gravships weren’t able to land on outposts.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error generating trade request quests in space.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Animals with 0% wildness were requiring level 1 handling skill.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect plant weights on maps with limited fertile terrain.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Several gravtech and mechtech researches could still appear in schematics.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Quest lords were being added to incorrect maps in some circumstances&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Typo in mastodon description.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Player shuttle could be lost if settling/camping on map with not much land.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect inspect string on thruster if it's broken down.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Grav engine was rendering behind some buildings north of it.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Mech relay was rendering behind buildings north of it.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: In some cases, mechs were trying to do all work types.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error from bugged zones when landing ship.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: &amp;quot;Vegetarian disliked&amp;quot; precepts descriptions are now more accurate.&lt;br /&gt;
&lt;br /&gt;
== 1.6.4543 ==&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Quest shuttles no longer attempt to land on water, which was causing issues where they would warp into your base and destroy your buildings.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Pawns now move more rapidly when pathing to water in order to go swimming.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Dormant mechs no longer block pawn paths.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Gravship facilities on invalid substructure are no longer considered connected.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - The game will now attempt to clean up invalid scenario parts when loading a save.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Improve translatability of orbital trader names.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Updated the French language worker.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Royalty shuttles were able to land on unsuitable terrain, potentially losing their contents.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Psychic drones/soothes not affecting space maps.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Sounds in mods failing to load on Linux if there's a space in the file path.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Inability to search for items on corpses.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Certain wardening workgivers (take to bed, execute, interrogate, etc.) couldn't be prioritized when the prisoner/slave was already reserved.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: &amp;quot;Can't accept this quest in orbit&amp;quot; preventing accepting joiner from ideology ritual done on planet surface, if there is an orbit map.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Vacuum resistance stat not being cached, causing significant performance issues with lots of blueprints on the map.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Gravship wreckage quest not being allowed to generate after archonexus if using gravship scenario.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Error when launching with mech cluster building on ship.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Torrential rain flooding through bridges.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Vacuum overlay not updating after gravship takeoff.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Scribe_References unable to save reference to the World, breaks incident queue for incidents targeting world.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Incorrect lerping in HitFactorFromShooter.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: GraphicData copy method doesn't copy cornerOverlayPath, throwing an error if used for a building which can be player- constructed.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: RangedWeapon_WarmupMultiplier stat not actually being applied.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Pawns that are immune to rot stink still get the moodlet for exposure to it.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Confusing letter for left-behind world pawn giving birth.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: &amp;quot;Meme shipborn is not allowed&amp;quot; when trying to load a saved ideology into the traders guild faction's ideoligion.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Rottables rot in settlement trade inventory.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Pawns are deleted if dryads are taken on gravship without their gauranlen tree.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Several apparel packs (cerebrex node, turret packs, etc.) were not allowed to be taken during the archonexus restart.&lt;br /&gt;
&lt;br /&gt;
== 1.6.4535 ==&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Made crater descriptions more generic.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Clarified the gravcore description.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Made ritual text more generic to fit more situations.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Added flooring to subroom prefabs on orbital platforms.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Reduced the chance of the gravship landing spot being over deep water.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Prevented hospitality quests from being acceptable in space due to it causing various bugs.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Removed unnecessary PawnRenderNode_Apparel cast in Apparel dynamic setup for modders&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Prevented traps spawning next to exterior doors.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Prevented outfit stands from being uninstalled because they destroy their inventory if deconstructed while minified.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Updated some player names per request.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Corner punching turrets, buildings through corners affecting room roles, beds becoming prisoner beds through corners, and enemies setting fire to buildings through corners.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Flickables are reset to be powered on when gravship launches.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Power connections are scrambled on gravship launch.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Diagonal walls could incorrectly leak room vacuum.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Issues with shuttle crash quest after moving maps.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Issues with nomadic precept not saving/loading properly (resetting to poor mood on load).&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Areas previously occupied by gravship weren’t being updated by the pathfinder, so pawns would appear to walk over empty space.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Roof overlay not updated after gravship leaves grav anchored map.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Roof zones are left on map after gravships leave.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Lava emergence causing freezes in very specific circumstances.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Mechanoid signal quest sometimes didn’t drop the grav engine.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Draw styles were using area instead of selected cell number.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: VTR issues with frenzy field and sleep suppression.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Gravship overlapping prison cell for &amp;quot;prisoner willing to join&amp;quot; quest.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Pawns standing on the same cell as another building (most commonly doors) can take friendly fire when within safe range.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Issues with age reversal demand time not being set correctly from chronophagy, and reset on save/load.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Wolverine wasn't configured to be a predator despite having prey size.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Orbit layer not using correct world size if loaded into an existing 1.6 save.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Strange signal quest disappearing if target map is destroyed.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Pawns won't fish if the closest water body to them has no fishable cells.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Error in PawnsAvailable quest part after switching maps.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Improve fallback for spawning shuttle on map from caravan.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Shuttles now properly apply peace talk outcomes on landing.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Issues with using gravship scenario ScenParts outside of odyssey scenario.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Cypress tree being destroyed by floodwater, unlike all other trees.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Archonexus reset does not reset grav engine inspected status (prevents the gravship quest from being obtained again, so no gravcores can be obtained).&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Slow startup performance (InitializeShortHashDictionary) with lots of modded content.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Ancient mechanitor complex can fail to generate on a map where it should be able to fit.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Map gen exception and broken UI if ancient reactor fails to find a place to spawn, adjust order so they fail to find a place less often.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Training decay time not taking into account sentience-catalyst-adjusted wildness.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Quest pawn arrival could break in space.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: UI cascade error when pawn targeted with skip dies.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Tended goodwill being reset if the pawn is downed again after being tended.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Error when accepting bestower quest.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Incorrect index calculations in river flow code.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Loading non-Biotech save with Biotech enabled creates record-related errors.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Abandoning a map with an ancient exostrider on it doesn't count as abandoning your chance to get a mechanitor, so the complex never generates.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Linux build didn’t inherit launch arguments configured in Steam.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Apparel setup was not passing parent tag def into render node.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Enemies in Odyssey structures will now respond better to colonists being unreachable.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Pawns with ranged weapons missing melee attack float menu option when in melee range.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Error when slave rebellion tries to trigger while slave is in gene extractor.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Strange signal quest was acceptable in space.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Apocriton doesn't have parts for heavy shield apparel.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Incorrect message when trying to set prisoner as pilot.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Typo in plant grove description.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Typo in mechhive location description.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Typo in lava snail description.&lt;br /&gt;
&lt;br /&gt;
== 1.6.4528 ==&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Vultures are more resistant to rot stink and other environmental toxins.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Reduced cover effectiveness of passenger shuttle&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Animals specialist now increases fishing speed and fishing yield.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - &amp;quot;Fungus preferred&amp;quot; precept is now compatible with the darkness meme, allowing more options in glowforest.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - In the glowforest, reduced caravan movement difficulty and disease occurrence.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Disabled gravship landing on worshipful village.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - No longer possible to open the world map during the gravship cutscene.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Clarified the basic gravtech description.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Clarified how gravship substructure is removed.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Added “remove foundation” to the floor architect category.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Updated some player names per request.&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Performance improvements in the glowforest.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Improved load times on Mac.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Add debug checks to strip out several heavy profilerblocks.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Improvements to world pawn GC algorithm, and debug tools for logging world pawn information.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Significant performance drop when the world map is open.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Higher-than-necessary memory usage during texture atlas baking (causing memory issues with lots of mods).&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Bad performance in royal title quest when throne room isn't enclosed.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Significant performance drop when the terrain tab on the world map is open.&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Gaining soaking wet thought when swimming for recreation.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Pawns left behind with a grav anchor lose their allowed areas.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Added fallback check to prevent obtaining multiple grav engines from mech signal quest.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Interior courtyard loot rooms could generate cutoff.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Typo in Odyssey AncientOrbitalCorridor def name.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Ancient garrison corridor spawning life support units.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Possible exception in quest info if player silent faction is null.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rare pathfinding exception with missing faction.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: &amp;quot;Type [name] does not have a method named LoadDataFromXmlCustom, but we are trying to create a parser for it using that method.&amp;quot;&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Mechhive assembler last raid tick not saved.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Can't repair conduits through blocked corners.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Can't extinguish fires on walls that are only diagonally reachable.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Gravship rotation code not respecting default placing rotation of modded content.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Fire on full impassable edifices exposed to vacuum not decaying.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Error when trying to enter pocket map with no home map.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Shuttle mass doesn't update when using “unload all” gizmo.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Collection modified error on gravship launch.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Possible to have gravcore subquest fire while in flight.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Potential fix for trader stock getting cleared.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Quest breaks when mechanitor transponder is decrypted in pocket map.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Ancient mercenaries spawning outside building on cave maps.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Incorrect drop pods are used for pursuing mechanoids from scenario.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Bugged quest generation with refugee betrayal offer after changing maps.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Steam geysers can spawn too close to insect lair entrance, rendering them unusable.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Clean room float menu option is now visible in ancient stockpile.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Modded substructure variants not linking properly.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Flesh tentacle on statue no longer moves.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Prevent hostile minifiable things (hunter traps) from being taken when reforming caravan.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Terrain blueprints showing up during gravship landing.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Can no longer switch between pawns during gravship cutscenes using hotkeys.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Fuel radius ring breaking when in space viewing fuel radius on the planet's surface.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Power grid not updating properly when gravship leaves map with grav anchor.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Translation issues in credits.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Splashes and watermills were not respecting river flow direction.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Ideo apparel no longer overrides vacsuits in pawn generation.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Several issues with fish changing and other water body logic.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Error when camping after merging shuttle caravans.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Outdated description on ancient mining charges and ancient explosives crate.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Throne room requirement error spam on gravship jump.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: In the new gravship scenario, children now spawn with vacsuits and babies are no longer allowed.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Ancient and mech drop pod textures not consistent.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Prevent vacsuits from spawning on planetary pawns.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: XML tags are now stripped out of search results.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Possible for pawns to fish through bridges/substructure.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Mechs can get grav nausea.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Typo in cerebrex node description.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Issue with baking atlases that are smaller than 512x512.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Possible manhunter quest generation error on polluted ice sheet.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Beam repeater not considered ultratech for ideology.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Mechanitor bandwidth not cleared when mechs are left behind on gravship.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Passenger shuttle skyfallers wrong size.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Clean up some cutscene vars causing error on load.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Dev hack gizmo not firing quest event signals.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Error while loading mech resurrection bills without a mech.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Prevent workarounds allowing removal of substructure beneath grav buildings.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Prevent archean trees from being planted on ice.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Gravship shield generator not blocking mortars.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Minified electric inhibitor produces error.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Pawn went catatonic during scarification ritual, leading to infinite stacking scars.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Dormant charging mechs aren't loaded into shuttles.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Birds don't fly out of the map when trapped and starving.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Added back-compat support for infestation quests loading with invalid maps.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: New xml reader does not read the &amp;quot;Class&amp;quot; attribute on dictionary elements.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Some textures are invisible on Linux.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Potential fix for grav engines being destroyed due to landing under a mountain.&lt;br /&gt;
&lt;br /&gt;
== Version 1.6 ==&lt;br /&gt;
&lt;br /&gt;
== New stuff - base game ==&lt;br /&gt;
&lt;br /&gt;
=== Better planning ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Plans can be recoloured to help differentiate them.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Plans now work like zones: contiguous regions of the same color are joined together, and can be selected as a whole.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Plans can be copied and pasted. You can double-click a specific plan, or use the “copy selection” command to draw an area over all of the plans you want to copy.  You can rotate these copied plans with the Q and E keys (rebindable).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Plan regions can be renamed to remind you what they’re for.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - When right-clicking plan or zone gizmos, a dropdown appears where you can hide or show all plans and zones.&lt;br /&gt;
&lt;br /&gt;
=== Designator draw styles ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Many designators (like orders, placing walls and floors, painting, etc.) now have a switchable “draw style” that changes how they behave when you click and drag them. These can be cycled through with the Q and E keys (rebindable).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The draw styles include:&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Line: The normal wall drag behavior.&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Angled line: A line at an angle you control.&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Filled rectangle: The normal floor drag behavior.&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Empty rectangle: A rectangular outline.&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Filled oval: A circular shape within the bounds of the dragged area&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Empty oval: A circular outline within the bounds of the dragged area&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Note that designators don’t always have all of the draw styles. For example, wood-chopping in a diagonal line is not useful.&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Squares (and circles) are now easy to make - holding the control key while using certain designators forces them into a square.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a “remember draw styles” game option. When enabled, the last draw style you used for a particular designator will be remembered. For example, if you were to use the empty oval draw style to build circular walls, the next time you place wall blueprints, the empty oval style will still be selected.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Blueprints can now be placed over similar buildings, letting you easily change material or upgrade a building.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - This applies to walls, conduits, doors, sandbags, barriers, fences, chairs, and beds. For example, you can place a plasteel wall blueprint over an existing wooden wall, or place a double bed blueprint over a single bed.&lt;br /&gt;
&lt;br /&gt;
=== Caravan camps ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Caravans can set up camp while travelling. This creates a temporary map to play on that can be quickly abandoned. This allows you to pause your caravan’s journey and stabilize in cases of injury, starvation, or sickness.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Camps will be attacked if the caravan is not reformed after 4 days.&lt;br /&gt;
&lt;br /&gt;
=== Map generation ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rivers, mountains, caves, and coasts are now considered “map features” which will show in the tile inspect pane and information window on the world map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rivers should generally look smoother and curve more nicely. Rivers that cut through rock will have walkable areas on either side and larger rivers will create canyons. Rivers will also do a better job at matching the angle of the river on the world map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rivers in certain biomes now generate with riverbank terrain, which has high fertility.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rock generation is now more varied and interesting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Coasts have more interesting shapes, and are no longer constrained to the four cardinal directions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Mountain directions are no longer constrained to the four cardinal directions, and will be slightly more varied in shape.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added support for plants that grow in water. Cypress trees now grow in mud and marsh.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Insects hives always spawn surrounded by glow pods.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Maps generated for quest sites are now all at least 200x200.&lt;br /&gt;
&lt;br /&gt;
=== Flight ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some birds can fly! This includes chickens, ducks, and geese.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Flying increases a creature’s movement speed, ignores terrain move speed penalties, and allows passing over some obstacles like fences. Flying creatures do not trigger traps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Flying animals can enter the map by flying, landing anywhere on the map, instead of arriving at the map edge.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Flying animals can also leave the map by flying. This can happen naturally, or if they’re startled (for example, by a gunshot).&lt;br /&gt;
&lt;br /&gt;
=== Search improvements ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The in-game search bar is better at finding things. It now searches for def names, thing labels, and renamed things.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The search bar now looks in pawn inventories and containers.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The in-game search bar can be used on the world map to find things.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Increased the maximum search characters from 15 to 30, so you can type more into the search bar.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a search bar to save and load menus.&lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Made improvements to the water shader so it shows the sky’s reflection.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added water ripples when pawns walk across water.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Updated art for large desiccated birds.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Updated sandbag filth texture&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Ducks, bears, and devourers now have unique visuals when moving on water.&lt;br /&gt;
&lt;br /&gt;
=== UI ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a “Jump to…” gizmo to the world map which shows player colonies, caravans, and quest locations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - World objects with active maps now have a green border around them.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - World objects which are searched now have a yellow border around them.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added separate toggle on world screen for important world objects such as colonies, quest locations, and active maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added debug options to show TPS and FPS counters and a memory usage breakdown.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a “Make default” button for policies.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - New settlements are now tracked on the history graph.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Bills can now be renamed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - In the &amp;quot;manage areas&amp;quot; window, you can now change the color of an area by clicking the colored square.&lt;br /&gt;
&lt;br /&gt;
=== Quality of life ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a deconstruct conduits designator.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Colonists can now be ordered to dress other pawns, including prisoners.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a toggle to special trees to prevent them from being cut down by the cut plants/harvest plants designator.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a toggle to hackables to mark them as auto-hackable. Colonists assigned to research will automatically hack them.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a gizmo to pod launchers to toggle auto-building transport pods.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a gizmo to order a pawn to eject fuel from refuelable buildings.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a cooldown to the message that occurs when an item deteriorates in a storage zone. Now you won't get spammed if you're throwing old clothes in a river.&lt;br /&gt;
&lt;br /&gt;
=== Performance===&lt;br /&gt;
We made major performance optimizations targeting mid-to-late game colonies. On an example machine, we saw 20-30% additional TPS in late game colonies. We rewrote many systems to spread out their workload. The pathfinding system is now fully multithreaded and batched, and the lighting system is also multithreaded. Pawns/Things are now ticked less often in certain circumstances (e.g. when off camera). There are also several optimizations to minor systems and fixes to major memory leaks.&lt;br /&gt;
&lt;br /&gt;
We significantly reduced game launch times in version 1.6! For example, on our development machines version 1.5 previously launched in 18.57s with all expansions. Now version 1.6 launches in 4.66s - and that's with an additional expansion!&lt;br /&gt;
&lt;br /&gt;
Note that your startup times and TPS improvements may differ from our tests due to bottlenecks unique to your PC or mods. &lt;br /&gt;
&lt;br /&gt;
=== Insect behaviour improvements ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed a number of inconsistencies and issues with insect behaviour. Their AI should now generally be less buggy. 🪲&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improved several targeting and hostility issues with insects.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improved insect behaviour if they lose their group AI or are spawned without it.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed insects losing their group AI after they went to sleep or were downed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed insects losing aggression when the last hive on the map is destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed insects fleeing gunshots.&lt;br /&gt;
&lt;br /&gt;
===UI===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Relevant icons now display on float menu entries. This should help you quickly find the right option in a crowded menu.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Disabled float menu entries are now more verbose, and there should be less generic disabled messages.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Remaining equipment charges (e.g. utility packs) are now shown in tooltips.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added some red text beneath the list of ingredients for a surgery in the tooltip, detailing prosthetics that would be replaced, if the surgery would replace any existing prosthetics.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Merged automatic refuel toggle, current fuel display, and configuration of target fuel into one gizmo.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improved move speed stat report for current terrain.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added cooler and vent as related build commands for walls.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Removed alert for hunters with non-ranged weapons. Added a message when designating animals to be hunted with either no hunters or no hunters with ranged weapons.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawn headgear is no longer shown in the “create characters” screen.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Various buildings now show “off” on their inspect pane when not working.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Add “features” row to world tile inspector (alt key).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Planet &amp;amp; terrain tabs are now shown when selecting sites and settlements.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Speed controls are now disabled while the game is force paused.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added warnings when trying to settle in several extreme biomes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added/disabled needs from traits now show in that trait’s tooltip.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Animal training checkboxes are now paintable (click and drag)..&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Shuttle/transport pod “cancel load” gizmo now displays as “unload all” if there is nothing left to load.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Made improvements to trainability stat readout.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Adjusted ordering of world map toggles.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Made minor UI tweaks to ritual dialog.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improved readability of disabled gizmos.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Accept hotkey (return) now works in more places.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reward preference checkboxes are now paintable (click and drag).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The growth speed information on a plant’s inspect pane is now more condensed.&lt;br /&gt;
&lt;br /&gt;
=== Quality of life ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Joiners from quest rewards now display their highest skill instead of not providing any information.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Steam geysers are now highlighted when placing geothermal generators.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Sarcophagi are now prioritised higher than graves by default.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Items will now be moved out of the way before pawns construct doors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawns with hauling disabled will still return books to bookshelves.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Medical drugs are now excluded by default from the “burn drugs” bill.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - You can order colonists to extinguish other burning colonists via a right-click command.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Items with no quality are now ignored by quality settings in filters. Previously, these items were treated as normal quality. This created issues if, for example, you wanted to create an apparel policy that only used good or better quality apparel.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - If all colonists are downed on a temporary map (like a quest location), the map will no longer close. Instead, these maps will be closed if all colony-controlled pawns die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Room balance changes===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a small mood buff to mediocre bedrooms, and reduced the mood debuff of awful bedrooms.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some production buildings now have a work speed penalty if they are not in the correct room. E.g. Research bench works best when it's in a laboratory. (This makes it more rewarding to create reasonable-looking bases with purpose-specific rooms instead of cramming everything into a single giant room.)&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Updated several building work types.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Adjusted room type calculations to deprioritize store rooms, and prioritize more important rooms.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Capped the contribution from medical beds towards a room becoming a hospital. This prevents a medical bed from turning a barracks into a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Other balance changes ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Surgery success chances benefit more from sterile conditions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Construction failure is more forgiving. A minimum of 1 of each resource is always returned after a botched construction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Subsequent maps after the player’s starting map will now have fewer mineable resources and a lower chance of ancient dangers. This is adjustable via a slider in the storyteller settings.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Sieges can now happen after reaching 500 threat points (down from 700).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Slightly increased ancient soldier initial resistance.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Shaman merchants will now buy animal parts like tusks and horns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reduced time before pawns defending an enemy settlement decide to launch an assault down from 4.2 days to 10 hours.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Workbenches that are outdoors now get an 80% workspeed multiplier (from 90%).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reduced the beauty penalty for natural filth (rock rubble, sand, dirt) if it's outside.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Ancient beds now provide slightly less comfort (0.55 down from 0.75).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Colonists now read slower in darkness.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous  ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pathfinding will be significantly more accurate, especially at larger distances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Changed plant generation to ensure that some plants can always spawn on extremely hot maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - More junk can be deconstructed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Attack option is no longer shown when ordering drafted pawns to move to ancient junk on hostile maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Scatterables no longer render on top of floors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some animals like ducks will now seek out bodies of water. They will also no longer prefer to path over land more than water.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fertilized eggs now turn into unfertilized eggs upon being ruined. Added unfertilized versions of all eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The player’s starting spot now chooses a buildable location in the largest contiguous open area.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Agarilux no longer die from the cold.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Cleaned up the pawn stat panel.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reduced the speedup at 3x speed when the player has no active maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Non-colonist pawns attempting to exit the map can now use map portals if they are on a pocket map. For example, they will exit the pit gate when trying to leave instead of just wandering forever.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Colonists are more likely to feed kibble to downed animals. No more feeding lavish meals to sick iguanas!&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Royalty ===&lt;br /&gt;
==== Miscellaneous  ====&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rebalanced the number of pawns required for pawn lend quests (it should generally be lower now).&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Ideology===&lt;br /&gt;
====Improved ancient complex generation====&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Ancient complexes now have more interesting and realistic layouts. You'll find hallways, living areas, workshops - along with all the same deadly traps!&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improved ancient complex generation.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The “Small spaces: Don’t care” issue has been renamed to “Indoors: Preferred” to better represent the actual gameplay function, and has also been changed to medium impact.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The indoors need no longer requires an overhead mountain to raise the need past 50%.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The float menu to add precepts has been reorganised. For example instead of adding “precept/Execution: Required” it is now “precept/Execution/Required”, and is now sorted alphabetically.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawns will now play drums for recreation.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - You can now see the name of a colonist's favorite color by hovering over it in their bio.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Biotech=== &lt;br /&gt;
==== New gene - Webbed phalanges ====&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Ignores movement speed penalties from water terrain.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Decreases manipulation by 5%.&lt;br /&gt;
&lt;br /&gt;
==== New gene - Indoor dweller ====&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Disables the outdoors need.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous====&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Children who are learning a lesson will now display who is teaching that lesson on their inspect pane (to make it easier to figure out who the teacher is if they are not attending the lesson).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - When deconstructing wastepack atomizers, the nano structuring chip is now returned.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Growth tier 8 now provides 3 or 4 passion choices (up from 3).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added scrollbar to selected gene list in xenotype editor.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The gene extractor’s &amp;quot;Insert person&amp;quot; float menu is now ordered by colonist/prisoner and then alphabetically.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reduced market value of xenogerms to avoid easy money with high-skilled pawns.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Anomaly ===&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Scaled up brain damage from chronophagy significantly at old ages, as effects like tough or robust can reduce it.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Minor improvements to undercave generation.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - &amp;quot;Need holding platforms&amp;quot; alert can no longer occur before day 4 to reduce early-game noise. The alert title is also consistent with similar alerts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added lab coat to default worker apparel policy.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reduced the radius of deadlife IED traps.&lt;br /&gt;
&lt;br /&gt;
=== Dev tools===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added dev tool to set the stuff of a thing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added dev tool to set a tile’s biome.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed dev tool options not updating when switching between world and map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added dev command to generate maps on world tile.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added noise visualisation tools to map and world.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added debug output for trader animal tags.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added dev tools to unlock all apparel.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added prefab creation and spawning tools.&lt;br /&gt;
&lt;br /&gt;
=== Technical=== &lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Updated from Unity 2019.4.30 -&amp;gt; 2022.3.35&lt;br /&gt;
&lt;br /&gt;
=== Terrain=== &lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added new “foundations” terrain layer which sits above natural terrain but below floors. Bridges are now in the foundation layer.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added new “temporary” terrain layer which sits above floors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Biomes can now define several terrain types to be used by the map generator when generating beaches, water, etc.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Terrain can now be a light source and heat source.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added dynamic setup nodes, state driven node graphics, curve driven animations, and optimizations to the pawn render system.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Dynamic node setup allows for easy addition of render nodes on a pawn at runtime with scripts. For example, apparel, hediffs, traits, genes, ect.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Graphic states allow for the quick changing of a pawn’s graphics during gameplay, for example, in animations. You can tag a keyframe with a graphic state and the renderer will use that graphic to render by default. You can also specify graphics for each graphic state in the render node per pawn as required.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Curve driven animations allow you to define animation data in a way more familiar to animators, rather than setting exact offsets. You can now express changes in offset/angle/scale as curves over time, allowing for much smoother animations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added support for plants that grow on any terrain regardless of fertility.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The float menu has been rewritten to be much more modder friendly and fault-tolerant.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Mutants have been rewritten to be more modder friendly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Refactors to map portal/pocket map code to be more modder friendly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Allow mod authors to declare alternative package IDs for mod requirements.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Moved world pather into layer to prevent out of range exceptions in modded content. We previously had a global pathfinder, whereas in 1.6 we require you to specify the exact layer you want to pathfind on to prevent simple scripting mistakes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added support for different fog colors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Plants can now have unique min and max growth temperatures.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Several game systems now have a variable tick rate (VTR), which means they run less often depending on their state, and the player's view state. With this Things in the game can now easily contain delta based logic, running as slow as 4Hz (compared to the standard 60Hz update rate).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Significantly reduced game launch times.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rewrote pathfinder to be entirely multithreaded and batched, using Unity’s burst technology.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rewrote the glow grid to be burst multithreaded.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized caravan foraging calculations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized egg-laying pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized caching statistics.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized many alerts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized multiple ideology precepts and royal title requirements.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized the hauling system.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized animal pen food calculations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Multiple other smaller optimisations across many systems.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed multiple long-standing memory leaks which could result in reduced performance and available system resources, especially on long play sessions or sessions which involve frequent reloading of saves.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Very minor optimization to pawn cell sharing logic.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Massive lag spike related to caravans with lots of food.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Major stutter when pawns are trying to exit the map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimisations to holding platforms.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - All modding-related changes can be found in the [Public] Modder Primer for 1.6.&lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added new visuals for immature trees that are leafless.&lt;br /&gt;
&lt;br /&gt;
===UI===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - When using the search feature, items that are equipped by a pawn or in a container have a special icon.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Items in caravan animals' inventories now show up in map search.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - On the world map, the fuel range for launchables is now shown in addition to their max range.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The deathpall “corpse raised” message now has a 24-hour cooldown so it's less spammy.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Show all range indicators when hovering &amp;quot;attack&amp;quot; gizmo for multiple pawns with different weapons.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added Vietnamese language support.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Loosened watermill placement rules to make them easier to place on diagonal rivers.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - When hovering over an entry in the &amp;quot;add operation&amp;quot; list, show if it would restore a missing body part.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Update prison cell thoughts to reflect the changes to awful and mediocre bedroom thoughts.&lt;br /&gt;
&lt;br /&gt;
===Technical/Performance===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a new XML loader which loads defs roughly 40% faster.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The game now targets your monitor's refresh rate instead of 60fps (this may be overridden by driver settings).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some performance optimizations, particularly to maps with lots of pawns or things needing hauling.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Increase log message count cap, cap stacking errors at 99.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added filters to the log window to filter by severity.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - All room types can be bigger. This prevents a big room from having a &amp;quot;none&amp;quot; role.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Add error if def type is missing when loading XML.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - New compute shader texture compression is disabled on lower VRAM graphics cards, can also be disabled manually using  –disable-compute-shaders command line argument.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Minor improvements to XML load time from file.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Small optimization to RadialCellsAround.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Small optimization to hostility checks (avoiding calling IsPsychologicallyInvisible where possible).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Changed static resources to only be disposed upon game exit.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawn.ExitMap is now virtual for modding purposes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Make a couple methods in Building_TurretGun virtual for modding purposes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improve error message when failing to load a list item due to an invalid class name.&lt;br /&gt;
&lt;br /&gt;
=== Dev Tools ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a dev tool to spawn drop pod raids at a location within a radius.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a dev gizmo to fix break downs.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Many fixes to quests not supporting nomadic and multiple colonies.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Several misc string adjustments and typos fixed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixes for Anomaly content while the Monolith is despawned.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Smart raiders now correctly avoid some traps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Nearsighted accuracy factor being applied incorrectly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Corpses can spawn in unwalkable areas.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;SpacedroneSelfDestructsIn&amp;quot; translation key in wrong expansion.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cached incidents being skipped if the target is the wrong type. E.g. Ambush.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Non-home maps no longer get deleted when all pawns on it enter a pocket map&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Things that are supposed to draw offscreen do not.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Raid strategies forced into parms aren't used when they're considered &amp;quot;incompatible&amp;quot;.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Incorrect average medicine quality on medical bills.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Factionless quick target buildings not quick targetable.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Neurotrainer use label was forced lowercase.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Index out of range error when giving disease to pawn on pocket map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Animal gets stuck &amp;quot;standing&amp;quot; when trying to be roped.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Child cannot capture entities unless designated first.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when selecting a quest pawn that hadn't landed yet.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Crafting bills can go into negative amounts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception in DrawThoughtGroup for IdeoBuildingDisrespected.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add disabled float menu text for rescuing pawn with medical care disabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Clean room&amp;quot; job doesn't detect if there's no path available.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Activation float menu option for void monolith appears but does nothing if pawn cannot reach monolith.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Unsuitable food appearing in float menu on pawns with ideo restriction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Baby icon rendering.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: BuildingBase defaults to Item altitudeLayer.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Colonists unable to place certain items on certain terrain.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Child pocket maps aren't considered when checking if map can be removed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Crash to desktop when testing if a trade request can occur.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Improved spawn selection in maps with structures.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Enumeration error when destroying buildings.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Shelves spawned in ruins no longer have storage enabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error in meditation pulse shader.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Minor correction to pocket map wealth.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: After childbirth in a shared bed, husband won't sleep in it until reassigned.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns would sit at unclaimed chairs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Drop pods coming through thick roofs in some situations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns from other factions walking directly over sleeping mechanoids wakes them up.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns think ritual seating isn't the ideo style.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Animals without a food need are now tameable.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Drop pods not giving message error if destination is out of range.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various skyfallers landing on unaffordable terrain.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Factions with xenotype occasionally fail to generate pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Reference to mechanitor corpse in letter lost when saving.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Combat command throwing exception when pawn leaves map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Refugee betrayal causing exception if not on original map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Creepjoiner letter breaks if unspawned.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Strange Signal quest spawning monolith in fogged area.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns could haul from fogged cells.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Unknown mech gestation job state UI error.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when attempting to extinguish fires which have been destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Possible to carry bestowers to shuttles when not downed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Several joy jobs could select fogged cells.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Properly clear stat caches when starting a new scenario (for pawn generation).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Labyrinth layout being flushed incorrectly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns can refuel fogged generators.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Screen breaking in screenshot mode when loading game.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Animal graphics using wrong shader.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: World UI label in incorrect pos at high UI scales.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Biosculpter select gizmo shows wrong rotation and scale.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Distress signal building faction not cleared.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error cleaning up ritual with dead target.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ingest error if no spot is available.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Jobgiver error on emptying waste from standard recharger.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Settlements/outposts sometimes having unfogged rooms.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mountain graphics overlapping on smaller world tiles.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawn AI attempting to flee when no exit is possible.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: UI thing icons not supporting multiple materials, fixed color issue with UI textures.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add missing Anomaly preview in mod page.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Blueprints disappearing on save load in specific circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Self-tending NPCs don't reserve themselves.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Collection was modified&amp;quot; error when springing trap.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: World map icons are now sorted correctly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: AI casting on barricades.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Colors for blueprints incorrect in UI icons.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns now prioritise reading on tables over other surfaces.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Devourers/jumping pawns couldn't land on legal cells.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns placing materials in far away blueprints in certain circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when opening ornate door.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Book thing set maker now respects qualityGenerator.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Self-shutdown mechs are now carryable like other pawns via float menu.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Issues with downed/crawling pawns and lords.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Being roped now ends roaming mental state.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prevent xenogerms from spawning in cargo pods.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Sleeping mechanoids getting removed from lords.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception in pawn health tracker.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Complex shader not clipping in UI.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Refuelables using power when flicked off.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Refueling could use fogged chemfuel.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Loudspeakers showing needs power icon even when flicked off.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ingest reservation warning.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Emancipating slaves/prisoners on pocket maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns no longer unload stocked medicine when returning from caravan/pocket map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prioritized work/job queue is now cleared on entering a map portal.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Update rules around deconstructability of mech buildings.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Traders exiting the map immediately if they can’t find a path to the colony.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Openable container graphics being visible under empty graphics.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when reinstalling wall lamp on wall that was just deconstructed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Reduce scale of several styled helmets.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various bugs and inconsistent behavior with invalid scenarios.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Bugged settlements are now removed from the world.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Audio clips not streaming on non-Windows platforms.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Double designate if pressing hotkey and gizmo on same frame.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hidden cable connectors not drawing in power net mode.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Alpha for non-complex UI icons.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Arresting a colonist no longer cares about that colonist's allowed area.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error on mine vein designation.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pollution dump quests will now stack wastepacks as much as possible.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Explosions moving through closed doors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various indestructible buildings shouldn't be targetable.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Fogged items are no longer counted on resource readout.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Precious lumps now avoid structures.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Light level stat offset applying to move speed stat on non pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Self tend now checks reservations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Rare case where pawns can meditate in another pawns room.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when pawn with no hunger need is on a shuttle.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Can't force warden to release reserved prisoner via float menu.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Carried pawns can no longer be stripped.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Raiders attacking junk.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Numerical animal names are now capitalised properly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Refugee doesn't properly join faction if they're the last refugee.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: New game Anomaly threats tooltip now updates as you move the slider.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error if tantrum target is hauled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Moonwalking pawns during ritual.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: No speaker showing leader role filled in ritual dialog.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Monolith proximity letter no longer fires if player has already activated monolith.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Destroying bases can select wrong strings for message.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Wastepack producers now show the correct count of wastepacks.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Expiring quest alert now shows quest closest to expiry.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Possible for bestower to stand in location where bestowing ceremony can't take place.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pack animals not unloading some items.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Loading before chronophagy cancels ritual.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Doors now block wind.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Align meal stacking rules with meal colour rules, fix animal product + veg meals being considered green meals.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when assigning prisoner bed against their ideo.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Issues with loading apparel abilities.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Despawned ghouls are now shown on colonist bar &amp;amp; schedule tab.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hauling things inside containers breaking job.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Map portal transferrables not updating when editing to load list.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Incorrect arrest float menu item for wild man.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Feed patient float menu option no longer shows for prisoners if a warden could do it.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Trapped underground&amp;quot; thought was occurring under thin roof.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Bug where pawns can be left out of drum dance party.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns kicked out of bed after vomiting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Double reservation on bed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: World edge marker visibility adjustments.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception during floordrawing job.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: No drawing appears when child does floordrawing on a bridge.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns attempt to CarryToBuilding when they cannot reach building or pawn.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Fingerspike corpses are no longer left on distress signal maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Using psychic slaughter on a large animal voids excess meat.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when body part is removed via death acidifier.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns avoid fog if player-controlled and undrafted.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prison break interval not showing on wild people.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cocoon spawned insects do not have the correct faction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hit point percentage is not shown on books in trade window.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Remove transferrables separated by rot progress causing hauling/loading bugs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Plant growth percentage now rounds down.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Outposts no longer always spawn directly in the centre of the map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Babies can still get tentacle arms from unnatural healing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when settling map from caravan.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Allies in fog unable to target enemies causing 10 jobs error.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Growing zone plant age text missing &amp;quot;year&amp;quot;.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Remove instant load from shuttles.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 jobs in 1 tick during cultist psychic ritual.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Entity transfers can interrupt another entity transfer job.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Random mental states on animals caused by hediffs will now always be manhunter.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prison error when right clicking on meal in deep water.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Shelf item rendering changing when region regenerated.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Nociosphere AI error if target is not hittable.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Resource pod crashes now avoid water.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when despawned royal dies.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Bug in updating to load list on transporters.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns not drawing if leaning out of a fogged cell.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 ticks error when pawn tries to attend ritual at the position they were already standing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various exceptions and missing labels with scenario quest parts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Reduce the cover effectiveness of some Anomaly buildings that were unreasonably high.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prevent history graph recordings if the player has no home map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Tainted clothing dyeing loop if the same color is set twice.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error accessing map floor wealth in weird circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns could select fogged resources for construction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Factions with raids disabled will no longer be used for timed detection raids.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Unfinished items could not be stored.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Missing weapon information on hediffs in health tab.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mech allegiance overlay not working without biotech enabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error if pawn lost haul carry capacity during a haul job.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Gray pall not occurring in ambient horror mode.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cloned royal title memories causing NREs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Correct plural label for muffalo. (It’s like buffalo.)&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Timed raids not showing alert in some scenarios.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when deleting last world planner node.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when factionless animal tries to cast ability.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Spectator preview not showing if ideology isn't installed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Defoliator and Psychic Droner sleeping mechs don't wake when melee attacked.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: No hack option with drafted pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Immutable stat caching error on tutorial start.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Thing icons being flipped if they were horizontal.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawn mass stat not showing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Untranslated shuttle string when Royalty disabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Shuttles couldn't land on hidden conduits.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Fogged pawns counted as active threats on map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Collection was modified error in TryIssueJobPackage for BringBabyToSafety.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various sources of non-deterministic map/world generation.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Symbol resolver using out of bounds rects, added warning when trying to modify out of bounds terrain.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Some jobs could select fogged destinations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cube sculptures consumed inspirations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various apparel and pawn kinds missing their toxic environment resistance if Biotech is not loaded.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Turkish language worker implementation of WithIndefiniteArticle is incorrect.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when trying to open new colony menu with invalid scenario.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Biome terrainPatchMakers are now prioritised in the order defined in XML.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Small memory leak from Gizmo_GrowthTier.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns unloading food incorrectly when returning from a caravan/transporter.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when dead manhunter is cause of death for faction pawn.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Possible enumeration exception in giving died thoughts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns trying to pack food into their inventory when they're already over encumbered.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Stage then attack timer is lost on Save-Reload.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Allow holding open of factionless doors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Can't paint floors under buildings if unaffordable terrain beneath.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add egg reward weighting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: No incidents occurring on destroyed hostile settlements until claimed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Stage and assault strategy could throw error.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Turkish language worker implementation of WithIndefiniteArticle is incorrect.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Randy not respecting max threat interval correctly in new colonies.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Stat effect factors on hediffs not appearing in tooltip.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Null pawns could be returned from pawn map queries.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Wick animation not removed when explosive doesn't destroy itself.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Conduits no longer cause monument destruction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Items sometimes showing up twice in “enter map portal” dialog (e.g. enter pit gate).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception that occurs sometimes when leaving pocket map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Lodgers now show up in leave pocket map dialog.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Caching bugs with regions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Transferring silver in gift dialog now properly updates mass usage.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Double newlines in a couple of alerts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Last weather being stuck upon loading.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Accidental access of disabled work type in illegal case in genes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Faction has null relation with&amp;quot; spam.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Strange signal quest no longer ends if it hasn't been accepted before moving maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception in AttackTargetFinder with no EquipmentSource.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: “Can't finish loading” message not firing on shuttles after first time.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Shuttle mass not updating when removing items via load dialog.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Anima tree shadow volume.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Improved opportunistic hauling from valid zones.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Sickly world pawns can get diseases and die, and send funeral letters.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cancelling all mine designations now cancels mine vein designations too.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add a check right before entering transporters in case something was added to the load list.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Was possible to target world map transporters when launching transport pod.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prevent animal hospitality quest from running if you have no pawns capable of animal handling.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Waiting royal shuttles now consider pocket maps when checking if their pawns are there.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ground penetrating scanner no longer works on sea ice biomes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ground penetrating scanner no longer finds ore under bridges.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Civilians dying doesn't end shuttle crash quest.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mech clusters should no longer ever break through mountain roofs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Open gray box rendering upside down.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns leaving rituals are not properly removed from assignments.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: False alert about needing a doctor if a baby is hungry.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Texture loading memory leak.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Relationship letter revealing fogged pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception triggering manhunter from turret damage.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Some gizmos grouping when multiple selected.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Implied defs (and some others) don't set up defNameHash.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: NRE when generating prisoner willing to join site.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Improve thing set maker logic so the first option doesn't have to reach the min value.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Constructed TargetInfo with no map&amp;quot; when pawn with no corpse dies to a partially-blocked attack.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Haul to cell doesn't cancel when the destination position becomes forbidden.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Creepjoiners could depart on maps without an exit.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Adjust shadow offset for biotech trees to better match the tree's position.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Debug quests always having 10000 points.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Dye flammability was missing. It now matches tinctoria plant.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Colonists not unloading food that their policy does not allow.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns get stuck merging items in a zone which has a target item outside of allowed area.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;CompUseEffect_SpawnFleshbeastFromTargetPawns requires a CompTargetable&amp;quot;.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hovering over some memes could produce errors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Possible exception when carried thing is nulled after loading.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Close any opened main tabs when jumping to or from world map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Errors when pawns are locked in 1x1 rooms in some scenarios.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;round&amp;quot; capitalization issue.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Several inconsistencies with “Load Transporters” dialog.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: If a texture defined in modded content cannot be loaded, the game now ensures it always has a default “missing texture” instead of potentially breaking the game.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Tribalwear and kid clothing were missing from several default clothing assignments.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Eating/Babies feeding don't show as gaining food in needs tab.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Animals with complex cutout shaders not drawing correct rot color, added support for life stage rotting graphics.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Was possible to queue up multiple persona weapons for bonding.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Doctor not taking newborn baby to mother.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mutually hostile check not working if instigator or target were destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Throne alert showing for non-player thrones.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cannot release prisoners with the same faction as warden in un-exitable maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add cover to buildings that were missing it (genebank, nature shrines).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ritual shaders and their masking behaviour.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Bonded animal died thought is no longer removed when their corpse is destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Royal Ascent was still mentioning 'count' rather than 'archon'.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Royalty crashed shuttle quest showing title/bedroom requirements of endgame quest.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Genies are no longer disproportionately selected for early game raids.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The growth points progress bar on children now renders properly instead of always rendering as if no progress to the next tier had been made.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mechanitor complexes would fail to fire if exostrider quest never completed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Favorite colors pulling colors from the wrong place.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Anything reading policy bloating savefiles.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Missing unit on max power output stat (4000 -&amp;gt; 4000 W).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cancelling burnable rituals no longer triggers the outcome.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Several instances where abilities treated entities as animals for targeting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: A number of animals were missing eating / hearing capacities.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Turning off dev mode while dev palette is open causes it to still block input as though it were open.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Same Ideology faction relation offset no longer applies when Ideology is disabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Friendly exited map tended goodwill offset never firing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Deadlife dust not resetting shambler lifespan if Biotech not enabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Atmospheric heaters continued working after they ran out of fuel.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Not possible to capture held entity if it stops being downed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Quest gen could sometimes have an invalid map, causing bugged quests.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Some corpses have their relations hidden when resurrected.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Wastepack infestations will now fallback to a cell near where the wastepacks were destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when metalhorrors hibernate.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Terrain not displaying on correct layer.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Possible error generating relations for creepjoiners.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: ModLister double-initializing and taking 2x as long as it should.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when game can’t find a starting pet due to low animal handling skill.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns can’t ever sow plants on maps where the biome temperature wouldn’t let them be sown, even if actual temperature is fine.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Non-QWERTY keyboard camera dolly keys not rebindable.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mech tab is visible for a few seconds at the start of a new game.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mechs tab does not reappear instantly when switching to a map with a mechanitor.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Nociosphere pain range radius not being accurate on non-square maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hemogen target not save/loading correctly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when no terrain scatter alternatives exist.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error due to unfinished things after minifying crafting bench.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error with sacrifice/execution rituals due to slaughtered pawn being removed from ritual.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Inverted logic for checking if banishing someone on an inhospitable tile.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Shuttles and transport pods now tick their contents.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Babies no longer prevent &amp;quot;Uniform thoughts&amp;quot; thought.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Opportunistic hauling issues when storing item from bill.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Visiting sick pawns not causing interactions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Large body special filter not appearing in configs correctly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception in BreadthFirstTraverse due to hauling.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cleaning translation files for English deletes Keyed files with no replacement..&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Incorrect newlines in Building_PlantGrower inspect string.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error about null map when egg in egg box is ruined.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Lung rot not working without Biotech or Anomaly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: ToxicEnvironmentResistance incorrectly locked behind Biotech DLC.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Missing new lines in quest reward text.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Manhunters not attacking factionless humans.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Small issues with caravan report strings.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: HediffGiver_RandomDrugEffect would never fire.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error with nature running due to allowed areas.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Performance issues when targeting far away tiles on launchables.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Player can no longer reform caravans if one of their colonists is in an aggressive mental state.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hospitality quest able to target maps with no colonists on them.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns walking through open forbidden doors circumstantially.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 jobs 10 ticks error could incorrectly fire in very specific circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns meleeing sleeping insects unprovoked.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error trying to capture entities with zero manipulation capacity.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns could try to attack targets from disallowed positions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Gather for child birth gizmo not showing in some circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error with monolith after resettling from Archonexus quest.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Some creepjoiner downsides not firing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Rituals can be interrupted if pawn becomes undowned.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Farskip map radius showing on caravan.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Attack begun&amp;quot; letters firing erroneously at some quest sites.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Several things rotatable when they shouldn’t be.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Clean up bugged rituals in ideo on load.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Incorrect log file location in settings on Mac.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when attempting to call mech boss group with no mech faction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error during sacrifice ritual if sacrificee reference is lost.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: ManTurrets job only firing one mortar shell.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Condition causers don't have a faction set.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Wanderer joins event doesn't give information on best skill.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 jobs 10 ticks error when suppressing platform surrounded by chunks.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Equipped weapons with a Normal ticker are having their verbs ticked twice.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 jobs 10 ticks error attempting to satisfy drug dependency when drug is on fire.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Destroying assets is not permitted&amp;quot; warning when changing language in editor.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Generalize gizmo descriptions for leaving / cancelling rituals.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Rocketswarm turret cannot be reloaded nor fired if not fully fueled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawn generation error when generating new map after changing language.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ambush during ancient complex looting does not attack accessible sleeping player pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Royal tribute collector stuck in infinite loop.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 jobs 10 ticks error from pawns trying to carry drugs when over mass limit.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mute ideo leader capable of begin leader speech by using float menu.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Sizing of UI Icons for sculptures.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Research hidden prerequisites don't show if no non-hidden prerequisites exist.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Incoming transporters/gravships will now prevent maps from being removed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Bill permanently reserved after canceling job authors work.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Multiple active gizmo sliders all move if one is moved.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prioritize deep drilling with mech gives exception.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Assaulters could try and flee or leave from unexitable maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ancient mech gestator tank missing top altitude bias.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Start bestowing ceremony fails if bestower is self-tending at that time.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Equipping weapon tutorial can't be completed if starting with a baby.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Forced traits in scenarios do not apply their skill bonuses.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Changing a xenotype to highmate in the tutorial breaks the game until you generate a new world.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: It's possible to be attacked by a sightstealer in the tutorial before you're allowed to draft pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Update the text for nudity precepts to clarify that clothing can be worn during unsafe temperatures.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when hauling mechs to mech charger.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 'Horn' has a space before it when randomizing ideo relic names.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Scheduling an operation to give go-juice to a guest with dependency says it'll make the faction hate you, it doesn't.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Apparel issues with mods that add colonists with different body parts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Books are lost when a book shelf is uninstalled and destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mechanoids need babysitting to deep drill.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Unnatural corpse fails to explode on death.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add handling for things made from stuff being loaded without stuff.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Weapons with abilities that don't run out of charges (fire EMP) are listed as 0/0 charges.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Confusing message about &amp;quot;no hunter has a valid hunting weapon&amp;quot; when designating hunt with all hunters sick.&lt;br /&gt;
&lt;br /&gt;
== Anomaly DLC ==&lt;br /&gt;
Need nav for entities - all entities, pawn and non pawn, and then on pawn pages, icnlude animals nav as well.&lt;br /&gt;
&lt;br /&gt;
== Post 1.5 release versions ==&lt;br /&gt;
&lt;br /&gt;
They need to be hunted down and added both as individual pages but also here for implementation.&lt;br /&gt;
&lt;br /&gt;
== Version/1.5.4062 == &lt;br /&gt;
&lt;br /&gt;
=== New stuff - base game === &lt;br /&gt;
&lt;br /&gt;
==== Mechanoid water emergence and slag chunks ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Mechanoids can now emerge from bodies of water to attack your colony.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)&lt;br /&gt;
&lt;br /&gt;
==== Crawling ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.&lt;br /&gt;
&lt;br /&gt;
==== New wanderers after a “game over” ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony. This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game. This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.&lt;br /&gt;
&lt;br /&gt;
==== UI and art ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a 12 / 24 hour clock option.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Redesigned the prisoner tab.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Redesigned the health tab.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - New and improved weapon art.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improved plant art and added immature and leafless variants.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added “Clean room” command for colonists.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added &amp;quot;Mine vein&amp;quot; designator. This command orders colonists to mine out all connected mineral of a single type with one click.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added separate &amp;quot;smooth walls&amp;quot; and &amp;quot;smooth floors&amp;quot; designations to structure and floor architect tabs. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added the ability to dismiss traders.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added new options on the world map to easily send caravans.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added new SFX for animals eating.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added new jungle night ambience SFX. This removes the old high-pitched noises.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added and updated SFX for melee &amp;amp; ranged hit impacts.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - You can now dismiss messages by right clicking them.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - base game ===&lt;br /&gt;
==== Pawns ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Allowed capturing carried pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improved construction hauling.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Ensure beggars never show up with the requested item in their inventory.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Confused wandering has a max duration of 2 days.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Non-player faction animals with no lord eventually leave the map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Increase target prone accuracy modifier from 20% to 50%.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added north and south facing artwork for all dessicated animals. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Tending to non-hostile factions improves goodwill.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Killed leavings are deterministic instead of random on death.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Invisible pawns no longer block hostiles from pathing through them.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improved firefighting so colonists prioritize putting out nearby fires.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Starting colonists have a chance to spawn with possessions related to their traits.&lt;br /&gt;
&lt;br /&gt;
==== UI and art ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improved research UI.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improved policy UI.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Changed visuals for tainted apparel&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a corpse color modifier and changed rotting corpse colors.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Display progress on research projects in project tooltip.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Research benches display research speed factors on the inspect pane instead of work speed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Clicking the &amp;quot;Need research&amp;quot; alert opens the research tab.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Draw the light radius of torches, braziers and lamps in yellow when placing or selected.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - New pawns will always be placed to the right side of the colonist bar.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Allow targeting via the colonist bar.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Adjust stat names slightly so they fit better in tooltips.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Zones are renamed by the button on the inspect pane instead of by the gizmo.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Add thought title to thought tooltip in case it's too long for the needs card.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Food now shows its ingredients in the tooltip in caravan/trade dialogs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Ingredients in menus are now sorted from highest quantity to lowest.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added research project info to research bench inspect panes.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Egg box has a &amp;quot;select contained thing&amp;quot; gizmo.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Replaced X button texture with trash can for all &amp;quot;delete&amp;quot; instances.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - List &amp;quot;efficiency&amp;quot; of added parts in point form like other hediff effects.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Relabel misc injury to &amp;quot;wound&amp;quot;.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Remove &amp;quot;shot by X&amp;quot; in tooltips if the pawn is player controlled and not drafted.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - “Select contained thing” gizmo now displays the thing as the icon.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Update Ludeon logo on main menu links.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Reorganized some buildables on the furniture architect tab.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Allow creating storage groups for single shelves by clicking the &amp;quot;rename&amp;quot; button on the inspect pane.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Show message when various abilities' cooldown ends.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Undergrounder trait description mentions pawns will be unhappy outdoors.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added an option to increase/decrease the number of autosaves the game will keep (1-25)&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Infestations now refund/minify any buildings they destroy.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Update bridges to be the same color as wood floors.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Moved natural hair ColorDefs to Core from Ideology.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Meteorite strikes will no longer hit monuments.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fires produce light.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Things to load into transport pods can now be changed at any time.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Numpad enter can now be used in dialogs the same way that return can.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Scale damage to buildings from fire/burn damage by their flammability.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Removed some spot building exploits.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Adjusted some backstories to align with universe canon.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improve descriptions of hediffs for prosthetics.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Rephrased grid excess/stored inspect string for clarity. Now &amp;quot;Grid excess: X (Y stored)&amp;quot;. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Updated flame damage to scale with building flammability.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added &amp;quot;resources to make&amp;quot; stat entry for buildables.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Created an &amp;quot;ingredients&amp;quot; stat entry for craftable ThingDefs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a duplicate area button to the area management window.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added new Core tips.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Royalty ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Bestower and guards exit the map more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Ideology ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Ideoligion pawn column is not drawn in Ideology disabled mode.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Trader inventories try to use the styles available for their primary ideoligion.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Update drug policy records when pawn leaves biosculptor pods.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Moral guide abilities now wake up sleeping pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - &amp;quot;Unlocked by X&amp;quot; -&amp;gt; &amp;quot;Origin X&amp;quot; for building styles from memes in precept edit dialog.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Biotech ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Adjusted wastepack incident to consider pollution.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - 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;
* [[Version/1.5.4062|1.5.4062]] - Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Remove reference to damage over time in acid spray gene description.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Displayed a stat entry for turrets attached to pawns, such as heavy mechs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Displayed when a mechanitor is required to start the next cycle in gestator inspect strings. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Berserk and similar psycasts no longer work on bosses.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Babies in caravans now ignore drug policies like they do on map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added float menu option to take baby to a safe location.&lt;br /&gt;
&lt;br /&gt;
=== Dev tools ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added “Start game with dev palette on” settings option.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Only show names for official mods in incident chances debug output.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added more columns to incident chances debug output.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added tools for unfogging and refogging rects of the map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improvements to the &amp;quot;change style&amp;quot; tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added debug tool for spawning pawns of a specific lifestage.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added tool for tending all bleeding hediffs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added &amp;quot;destroy part&amp;quot; option to apply damage dev tool.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added pinnable &amp;quot;add hediff&amp;quot; debug action.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Dev palette entries no longer re-cache their labels.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added &amp;quot;None&amp;quot; option for &amp;quot;Set faction&amp;quot; dev tool.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added an editor window for authoring SimpleCurve objects.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added contents in braces to &amp;quot;add hediff&amp;quot; debug table for hediffs with names shared by another.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Smooth surface applies instantly if in godmode.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fires are now spawnable with the &amp;quot;Spawn thing&amp;quot; tool. Spawning fires on top of existing ones will increase the size.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added &amp;quot;Recalculate threat points&amp;quot; debug action. &amp;quot;Current threat points&amp;quot; output recalculates before logging.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added “Music debugger”&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Implemented asset hot-reload for developer/modder ease.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added support for maps which don’t have a corresponding world tile.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added new virtual relationship record system. Maintains relationship information without bloating save files.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Pawn rendering is now multithreaded.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a new super-fast dynamic thing culling system.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added support for wall attached buildings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Optimizations to various alerts.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Small optimizations to beauty calculations.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Optimize food searching for animals in pens.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Minor performance improvements for tending WorkGivers.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Add dev gizmo to manually toggle building power. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Damage effect pawn tinting is done in material property block instead of copying a new material.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Tick equipment on pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Removed redundant burning stump spawn check.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Small optimization for gas section layer setup. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Replace BackstoryDef's &amp;quot;baseDesc&amp;quot; with Def's &amp;quot;description&amp;quot; field.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Made xpGainAmount from skilltrainers configurable.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Gas rendering now sends density values to the shader and color and texturing is resolved there.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Hediffs can now override the skin shader.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Disabled work types use a cached value instead of recalculating every call. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - More control over flecks/motes via XML.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Renamed classic -&amp;gt; classicExtraMode and hiddenIdeoMode -&amp;gt; classicMode.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - If a customizer is defined, rule selection for &amp;quot;p=&amp;quot; acts like priority instead of weight.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Increased float range serialization precision.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Allowed areas are now per map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Reduce the base maxRemembered value of history events to alleviate some save file bloat.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Meteorites leaving stone change terrain after save/load cycle.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Many pawns in a small space can cause heat to build up forever.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Psychic suppressor constantly being reapplied at edge of range on world map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix translation issue: Wrong surgery outcome texts without Biotech.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Lodgers can farskip and enter ancient complex shuttles.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mineable steel generation in tutorial.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Smeltable thing filter allowing wooden apparel to be smelted.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Unfogging working incorrectly for large buildings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ink black hair not rendering the correct color.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Nudists trigger “need warm clothes” alert.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error getting null target for throne/bedroom requirements alert explantation.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Whitespace on claw injury label.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Gatherings could select invalid organizers.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Team skills showing disabled skills.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mech bosses can be called one after the other within a 2 second window.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Consumable items can appear as relics.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Installation blueprints render behind things.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ancient fences and wire not deconstructible.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hediff iteration not correctly accounting for hediff removal.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Targeting circle not displaying above some thing overlays.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prevent wall raise from being used on indestructible things.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Precept_Role.apparelRequirements potential NullReferenceException.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Organ traded/sold/installed thoughts have &amp;quot;organ harvested&amp;quot; label.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Drugs being considered with the fresh filter.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Learning rate being applied on tech print XP bonus.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when looking for a spectate cell.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when mining smoothed wall for door blueprint.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Incorrect stack count when looking for food to train animals&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Remove wake up trigger if lord or pawns don't exist.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Saved references to destroyed relic/removed ideo/precept.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns no longer analyze items at unpowered research benches.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Notifications are sent about guests that are leaving the map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Trying to save discarded pawn reference in BattleLogEntry.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Gender specific apparel does not show gender in their info tab.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Research bench &amp;amp; techprints don't respect allowed area.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ability cooldown text cutoff in windowed mode.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Deathresting pawns don't display life threatening hediff alerts.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Firefoam pop pack: Wrong stat name and description.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Colonist backstories getting generated on any pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pen marker nutrition calculation not working in some circumstances.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns can hack even with hacking stat disabled.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Dates on history tab can be cut off if too long.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Multicell things beauty counted once per cell.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Float menu error if construction is blocked by trees marked for extraction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Desired color not saved if apparel has not been colored before.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Goodwill from guest average mood not being applied. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Targeting gizmos now deselect any active designators.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Unable to strip prisoners that were quest lodgers.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Simple meal gizmo doesn't display correct texture.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Inconsistencies with random graphics when installing minified buildings&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Empire hostile to beggar temp factions.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Randomized graphics not maintained across blueprint -&amp;gt; frame -&amp;gt; building&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Art bench: The word &amp;quot;make&amp;quot; is missing for ideoligion sculptures.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error trying to breastfeed a baby inside a gene extractor.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mech cluster mortars can be roofed over without any penalty.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Sanguophage meetings sometimes skip implantation.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Red error attempting to plant held Gauranlen pod.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Gather for childbirth gizmo showing on beds when ritual has already started.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Sanguophages don't know how to react to hunters being captured.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Line connecting pawn under combat command goes off map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Minor typo in ThreatReward_Manhunters_ItemPod.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Fixed pawns praying during labor interrupting the ritual.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Errors when social fight interrupts dyeing clothing.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prevent colonists from eating at a fogged table.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Lesson giving reservation bug.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prisoner interaction mode is reset upon being released.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Traders spawn with incorrect food need value.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Berserk warcalled animals will not attack hostile turrets. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Filters not applied correctly on ingredients/products in recipe tooltip.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Invalid spectate cells can be picked when the ritual room is too small.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Recalculate product counts more reliably.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Blueprints now maintain the correct random graphic when being installed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error during archonexus quest.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error trying to execute colonists after banishing them. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Power conduit frames appear below walls.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Gene loss shock is healed before scars and injuries when using healing serum.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Cannot release wild man after arrest.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Various high tech research projects missing research bench requirements.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prisoners who were former colonists still follow what was set on their schedule tab.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Some ThingDefs, including meals, didn't display correct &amp;quot;created at&amp;quot; stat entries. These ThingDefs also display ingredients stat entries now.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error on pawn hatching from egg on caravan.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Breastfeeding not clearing idle tag.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Spray attacks can't target open door cells.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Acid and foam spray affected cells don't take into account leaning past cover.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mechanoids on caravans may throw an &amp;quot;out of bounds&amp;quot; error when trying to automatically shutdown on arrival if the landing zone is crowded.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Draw quest info minimized in character card if it would stack to 3 lines.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Temporary factions not in map attack target cache.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Unrecruitable pawns from slave purchases can join as colonists.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Fix error when projectile tries to hit a pawn that has just changed map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Wrong save mode for inSignalsRemovePawn.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Light mechs have sensors and arms described as &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;, even though they don't have multiples.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Priority work not clearing for hauling&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns can die from going from extreme -&amp;gt; serious toxic buildup due to consciousness differences.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Exception while recalculating various thoughts for passing ship pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hemogen farm does not take into account brain damage consciousness reduction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Handle scenarios where items set to load are null&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Rot stink gas doesn't cause lung rot without Biotech.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Uncaptured pawns now have the “No meds” medical care setting.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Waster pawn kinds default to normal pirate faction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Frame version of shelves missing copy and paste settings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when changing a sanguophage to a baby on scenario setup.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mech slag not maintaining graphic index over saves.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when trying to generate a quest with no colony.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - 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;
* [[Version/1.5.4062|1.5.4062]] - Fix: Can tend to temporarily hostile refugees.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Caravan errors if pawn can path but animal cannot.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: &amp;quot;Herder&amp;quot; childhood backstory doesn't have any animal skill.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Animal pen auto cut not working in some circumstances.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Dev palette error with mental breaks on the bar and no colony.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Non optional materials selectable in bill details. Eg. components.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: The &amp;quot;run wild&amp;quot; mental break can occur on unwaveringly loyal pawns, causing them to be tameable.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Charged abilities can be cast via queuing into negative charges.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error with mechanitor corpses causing gizmos to be hidden.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Secondary use item targets are reserved when first ordering usage.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Herd migration ignoring pollution.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Wardens with nil suppress rate get stuck suppressing.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawn duty being cleared during childbirth.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Add appropriate work to make tox packs. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Drafted pawns now respect forbidden doors.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Disallowed filters are now checked before allowed filters.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hostile pawns can no longer be placed in beds.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Faction goodwill not giving full reward.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Cast ability job fails if ability goes on cooldown.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Potential error during throne speech.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Stone bill menu text cutoff.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Resurrected stillbirth thought remaining.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Extract skull job isn’t ended if designation is removed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Show disabled option if pawn is incapable of hauling to shuttle.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Duplication of &amp;quot;sold slave&amp;quot; opinion offset if Ideology is active.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Warcall animals not hostile to all threats.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when placing a blueprint near the edge of the map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Issues reserving spots for gatherings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Warning when reserving stack of food.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Deliver food causing reservation errors rarely.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Designations on minified things are maintained once they have been installed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Need meditation spot notification typo.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Temporary factions can be selected for some quests.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mechs are able to open hermetic crates if multiple pawns are selected.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - 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;
* [[Version/1.5.4062|1.5.4062]] - Fix: Missing Ideology check for Beggars PawnKindDef.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Empire hussar cataphracts for quests come with no go juice.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Trader Kind things debug output appears incorrect.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Springer of trap counts as instigator of explosion.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hide stack count warning when creating a caravan.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Allow players to order colonists to take medical drugs from their inventory.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Needs power overlay now respects draw offset.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Assigned pawn is maintained on throne reinstall.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ideoligion presets with a single &amp;quot;random&amp;quot; style option don't adhere to normal style selection rules.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Quest lodgers don't have their apparel locked properly.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Disable work and add On Duty thought to helpers for raid reward quest.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns aren't dropped when TakeToBed job is interrupted.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when an animal gives birth on a caravan.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawn can't reserve bench next to another.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns sharing seats on interaction cells.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Clear designator selected area when changing map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Caravans set to rest are considered idle.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prisoner is forbidden after ritual finished and captured again.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: NullReferenceException when trying to print replant blueprint.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Teaching not giving passion thought.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hide allow fresh on butcher config.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Stacking red error on bugged birth that won't end.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Huge lag spikes due to skygazing.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Transport pod crash refugees sometimes aren't downed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prevent colony faction prisoners from participating in childbirth.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: GenDrop trying to place things on filled cells.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Shadows not affecting trees.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: 'Conversion resentment' gives separate instances instead of stacking.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Potential error while using comms console.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Slaves in mental states (not rebelling) display &amp;quot;X is rebelling&amp;quot; on ideoligion ritual dialog.  &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Cancel jobs upon load if item forbidden.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prisoners getting unsafe hemogen bill.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: End wick if explosive thing is despawned.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Quest lodgers no longer count towards idle colonist count.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Dev toggles on pawn log ITab display in large font.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Beggar tense incorrect for &amp;quot;have accepted&amp;quot; gift.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: “Reduce will” not using the correct interaction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mech gestators spawning mechs early.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Marking carried animals for slaughter throws an error.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Float rounding pawn generation error.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hediff_ChemicalDependency doesn't override CopyFrom().&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawn doesn't get interrupted to join the marriage ceremony.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Cleansweeper pathing to destroyed things on load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Torch blueprint fire size incorrect.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Can order pawns to consume food that's outside their allowed area.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Arrested refugee joins faction upon release.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns with royal permits can't trade/complete trade requests.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Complexes not spawning terminals.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ideoligion persona weapon relics misnamed on thought label/description.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Animal flaps have a faint line in the center when open.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: &amp;quot;Traits sampled&amp;quot; debug output not discarding generated pawns, causing warning spam on save/load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Beards don't layer properly on thin head shapes.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ideoligion relic installation quest generated with errors.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Monument building quest spawned with several red errors and broken details.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: NREs from colonists who don't need to eat.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: PawnFlyers disappear on load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Sandbags have a small pixelated border around them.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Missing &amp;quot;create fluid&amp;quot; translation key.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prison breaking prisoners can be selected to be carried to biosculpters.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when trying to reserve the same bed for resting.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Paramedic mechs cannot tend to colonists in caravans.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hidden faction information visible on inspect pane. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns incapable of firefighting can be prioritized to fight fires.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Reference collection not scribing nulls.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Psycast meditation ending abruptly.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Chemical dependency hediff severity cannot be edited via dev tools.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hair is partially layered beneath stockpiles.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Gene extraction can be exploited via save/load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: No PawnKinds example for raid quests.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Bestowing quest broken if pawn unspawned.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Cannot search for creative reward names with spaces in them.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: &amp;quot;DEV: Complete&amp;quot; command doesn't work on unfinished things in some scenarios.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns digging out of map when they should not during kidnap duty.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hoopstone and horseshoe differ in sight capacity requirement.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Sudden light level change at midnight at north pole colonies.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns may meditate with max joy and no psylink.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Installing an archotech eye is seen as a surgical violation.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Group loading horses into drop pods will assign more weight to one drop pod.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: “Take to stockpile” bill option resetting in certain circumstances.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Constructing buildings sometimes has pawns facing the wrong direction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Downed mech can cause a mech raid site to stay active&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Increment time debug action causes errors for ended sustainer.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error on corpse destruction when completedObligations is null.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Plants dying to polluted terrain induce &amp;quot;died due rotting due to being left unharvested&amp;quot; message.  &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Refugee pod quests don't affect charity-loving ideoligion members.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Removed wastepack incident from occurring randomly.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prevent duplicate entries in precept tooltip.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hide &amp;quot;max satisfied title&amp;quot; on drugs without nutrition.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3704 ==&lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Fix: Pawns leaving map have their assignments reset. - ''&amp;quot;Does this relate to beds and caskets and such?&amp;quot; - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3682 ==&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - The bestowing ceremony lord will now be removed once the last pawn has left the map.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Update previous passion values if a child growth moment picks a skill with passion dropped by gene.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Ranged weapons that don't do bullet damage don't display &amp;quot;Headshot&amp;quot; text on head hit.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3641 == &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any. &amp;lt;!-- this needs to he verified in game before putting it up on the page - does this apply only before the join offer or at all times? --&amp;gt;&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Colonists can now put unadopted babies born to prisoners in cribs.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Ageless gene stops aging progress at 18.5 instead of 18.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Added an alert for babies from other factions which have no local caregivers and can be adopted.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720)  &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Colonist in labor letter doesn't have look target set. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Generated immediate family relationships unable to generate. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Mech global work speed is affected by darkness. Inconsistent with move speed. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Beard and genes offset incorrectly based on rotation in some situations. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Growth stat appearing on humans. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix typo &amp;quot;crytosleep&amp;quot;. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix typo: &amp;quot;means that so&amp;quot; &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix typo &amp;quot;forth body ring&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3613 ==&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Shuttles trying to land on a map that was despawned will fallback to using one of the player's home colonies instead.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Xenotype name is locked when loading custom xenotypes from gene assembler.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Removed duplicate stat entry RestFallRateFactor.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: AI trying to use tox gas on immune targets.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Some recipes missing ingredients in tooltip.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fixed issues dealing with betrayal and refugee quests around recruiting of refugees: Refugees are properly removed from extra faction lists when they are recruited. Recruiting a refugee will immediately fail the betrayal quest.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3580 ==&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Display genes regrowing duration on gene extractor float menu options if available.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Check if region has deadly danger before giving nature running learning.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Show rejected float menu option for slaves attempting to use non-slave medical beds.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Archonexus quest generates &amp;quot;Caravan lost&amp;quot; letters for any pawns left behind.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Traits selected during growth moments don't modify skills.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Child not allowed to enter shuttle called via permit. &lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Typo &amp;quot;worshiped&amp;quot;.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Children cause the &amp;quot;anima linking ready&amp;quot; alert to be active when no adults can link&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Deathless pawns who have the deathless gene removed don't have their health updated.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Some buildings able to overlap zones where nonsensical.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Wrong description and tooltip shown for custom xenotype pawns&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3563 ==&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Hospitality refugee uses the same system to determine refugee count as for beggars.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Food restrictions now respect eg &amp;quot;Allow vegetarian food&amp;quot; for instances of food and not just based on def.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: &amp;quot;Slept in cold&amp;quot; and &amp;quot;Slept in heat&amp;quot; memories don't take into account gene-related comfortable temperature offsets.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3557 ==&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Dependency genes override other drug-related genes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: 100% chance for tattoos if pawn has no ideoligion. &lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3555 ==&lt;br /&gt;
=== Changes since unstable ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Removed xenotype sets from existing MemeDefs.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a stat entry for humanlikes which displays their current age rate multiplier.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a positive &amp;quot;child not in growth vat&amp;quot; thought to &amp;quot;Growth Vats: Prohibited&amp;quot; precept.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Update the description for &amp;quot;child not in growth vat&amp;quot; to make it clearer that it relates to the colonist's child, not just any child.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Update non-combatant debug view to not draw timer on pawns which are permanently combatants.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Children attempting to draw on the floor of areas with dangerous temperatures.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Pollution goodwill loss during Archonexus questline.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Ultraheavy boss mechs are never targetable by lances.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: New joiners can spawn as the children of colonists who grew up in the colony.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Impossible relationships appearing with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Animals use human child and adult age rate multipliers.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Growth points are gained during deathrest when learning need is frozen.&lt;br /&gt;
&lt;br /&gt;
=== Big new stuff ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Single-xenotype NPC factions have a chance to generate with Preferred Xenotypes about themselves. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== Smaller new stuff ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added social thoughts for giving a lesson to a child and the child receiving a lesson.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Display recipe ingredient counts on recipe float menu option tooltip.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - We now allow the kind trait to apply in addition to other violence-related genes.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.&lt;br /&gt;
* Display recipe ingredient counts on recipe float menu option tooltip.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a &amp;quot;(disliked food)&amp;quot; parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Player is given the choice to set mechs to escort when a mechanitor leaves a map.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a thing category for mechanitor body parts (used on stockpile config etc.)&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Display conditional stat affecters from ideoligions in stats page.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Add dev tool to add ideology development points.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added description to &amp;quot;force xenogerm implantation&amp;quot; command.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added an alert which displays deathresting pawns who can be safely woken.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Custom xenotypes show up with relationships that make no genetic sense.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Hair color genes have a chance to not be passed on.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Genes requiring other genes can be skipped for child genes generation.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3542 ==&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Missing ideology check when drawing dietary type stat.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3541 ==&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Disallow baby food and hemogen packs for chemfuel creation recipes.  (Check if this means outright prevents their use or just that they're disabled by default before adding - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]))&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Adjusted power info text for deathrest buildings.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Mech debris can spawn on the anima tree.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3534 ==&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added 'humans only' option for bills.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Abandoning home doesn't unlink deathrest buildings.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Mechanitor buildings are considered &amp;quot;natural&amp;quot; by natural meditation sources.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Thrall reinforcements can be passive in certain circumstances.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Genes can be given to children who do not have prerequisite gene.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Ranged enemies come into melee range consistently when shooting positions are available.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3531 ==&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Clarify that the implant genes ability overwrites the target's xenogenes in the tooltip.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3530 ==&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Reduce growth points of generated children by ~25%.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Deathrest buildings drain hemogen enough to empty over the course of 10 days of deathrest.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Don't display pick up options for drugs that the pawn will drop immediately anyways.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Remove addictions when adding chemical dependency genes.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Babies that have fallen asleep in someone's arms no longer immediately wake up.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: With toxic fallout active, inspecting items from trade ships causes errors.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3529 ==&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Added missing fill percent for gene and mech buildings.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Highmates can create bonds with quest visitors and vice versa.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3528 ==&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Charity believing pawns will get negative thought from &amp;quot;rejecting&amp;quot; refugees when the quest hasn't even been accepted yet.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Eye cut out graphics are misaligned.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Bossgroup drop pods don't use mechanoid drop pods.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Psychic drone now properly triggers for colonists being carried.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Held babies/children will now have thoughts about how their parents are happy. &lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Save modlist saving the filtered mod list.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3527 ==&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Update tutorial end message to point players to the correct place for changing storyteller settings.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Reduced mechanitor ship combat points by half.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Babies born outside the player faction are given a real name instead of just &amp;quot;Baby&amp;quot;. Players may still change the name if they adopt the NPC baby within a day of their birth.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes. &lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Abandoning colony pawns text doesn't mention mechs. &lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3525 == &lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Disable growth moment letter for quest lodgers.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies causing bad thoughts for bigotry ideoligions. &lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit the xenotype name of parents.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3523 ==&lt;br /&gt;
&lt;br /&gt;
=== New stuff - base game ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Painting and color customization &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Choose from a large variety of colors to customize your colony!&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added many new carpet colors.&lt;br /&gt;
&lt;br /&gt;
==== Turrets, gas, gear, and medicine ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added new gas health conditions.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.&lt;br /&gt;
&lt;br /&gt;
==== UI ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Completely overhauled the options menu. Options are grouped into different tabs, including a new mod tab. Screenshake was added as a new option.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Completely reworked mods manager and mods mismatch UI.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added tile inspector. View info about a specific tile by holding the “alt” key.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added pawn icons to many menus.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Created a square grid float menu for paint and carpets.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Weapons are displayed below drafted colonist portraits.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Starting colonists can begin with certain possessions. These can come from backstories, health conditions, and rarely from a pool of items.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a toggleable heat overlay that shows the air temperature indoors and outdoors.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added &amp;quot;bald&amp;quot; hair style.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added an option to randomize the menu background every game launch.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added stats for crop growth rate, age, and lifespan.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added prisoner recruitment last resistance reduction info in prisoner tab.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added “research bench required” alert.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Drafted colonists can pick up downed people and carry them around.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - base game ===&lt;br /&gt;
==== Performance ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Major startup and load time improvements. Launching RimWorld and loading savegames are both roughly 37% faster. On an example system, this is a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Pawns ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Colonists can be ordered to re-arm turrets while drafted.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Wild people no longer get mood debuffs for sleeping outside or on the ground.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Allow amputation on body parts with scars and other permanent injuries.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Very hungry pawns now wake up if there is food available and they aren't very tired.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pawns kicked out of bed (due to healing completing, bedroom becoming a prison, etc.) are moved to the bottom of the bed to prevent them from interfering with other pawns wanting to use the same bed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Wardens take downed pawns to bed so they can medically rest for non-urgent reasons (Eg. building immunity to an infection) and urgent reasons (Eg. need tending or have an operation).&lt;br /&gt;
&lt;br /&gt;
==== UI ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Adjustments to world creation faction config. Instead of +/- buttons, there is a simple list of factions with an &amp;quot;add&amp;quot; button.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Improved pawn name rendering with &amp;quot;disable tiny fonts&amp;quot; active.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Adjust default medicine settings window. Added a title, increased the size of text and unified the space between elements.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added small circular dots around the radius of a downed projectile interceptor.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Display recipe ingredients/products tooltip when hovering over recipe float menu options.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - When multiple identical messages are sent, the original message is highlighted instead of adding a new message.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Letters are bundled together if they can’t all fit on the screen.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Carried things can now be added to caravans.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Updated SFX for a number of designators in the architect menu.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Predators limit their hunting range to the same as their scavenging range.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Reduced the rate of toxic buildup from game conditions by 20%.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Hide pawn headgear when in bed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Rename the rest need to sleep (this avoids confusion with pawns that are &amp;quot;resting&amp;quot; but not recovering the rest need)&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added stat entries to meals displaying ingredients and dietary type.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Combined hunger rate and food consumption stats.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Prevent trees marked for extraction to be cut for construction.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Growing zones and stockpiles now have a description for how many cells are in the zone.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Allow players to select Things pawns are holding by either slow clicking, using the widget when the carrying pawn is selected, or using the &amp;quot;next thing in cell&amp;quot; button.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Add command to pawns and buildings for selecting their held things.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Locked many dev gizmos behind god mode toggle.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Backstory mod source is shown if it's not from an official expansion.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved ranged weapon, melee weapon, armor, clothing and art stock gen to a tagged based system and adjusted market value selection weight for all items.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Keep selection on things which become despawned in some circumstances.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Selection is preserved as a blueprint becomes a frame and finally a finished building.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Ideology ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - “Ideology system inactive” games can set and use all styles of buildings, items and floors.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Downed pawns can perform duties in a ritual if their ritual role allows them to be downed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Allow style selection in bill configuration dialog in classic mode.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a gizmo to blueprints in classic ideology mode that allows changing the built style.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Ensure ideoligions are recalculated after an archonexus win. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Rituals are called off if the target is reserved by another pawn during the ritual.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Ritual opportunity letters are skipped for most rituals for the first 10 days of play.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.&lt;br /&gt;
&lt;br /&gt;
=== Dev tools ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a debug option &amp;quot;palette&amp;quot; that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Debug actions use a node tree for navigation.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added pin icons to the debug menu allowing users to pin multiple debug tools to the palette at once.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Implemented dev mode camera controls dialog with saveable presets.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a simple debug tool for framerate/ticks per second performance benchmarking.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added dev add/remove hediff buttons to a pawn’s health card.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added gear-related debug options to gear screen.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Replaced CrownType with headTypeDef&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Carpet defs are generated from blueprints, creating variants for each color.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pawns can now path to a destination if the destination is a Thing that's being held.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Check if food need is null in MeditationUtility.CanMeditate.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Meals with meat shown as &amp;quot;acceptable for everyone&amp;quot;.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Pawns will now try to make the largest pile possible when dropping an item instead of adding the dropped item to an arbitrary pile. This was causing a loop for pawns trying to merge two stacks in the same cell if they couldn't fully pick up one of the stacks.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Fluid ideology is loaded as non-fluid. (Only new saved ideoligions are affected) Ideoligions loaded from &amp;quot;Create custom (fluid)&amp;quot; are set to fluid. Ideoligions loaded from &amp;quot;Create custom (fixed)&amp;quot; are set to fixed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Wild people can steal ingredients while they are being cooked.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: You can shoot through some ancient buildings, but can't pass through them.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: &amp;quot;Cannot feed: No food&amp;quot; displayed while pawn has &amp;quot;nothing&amp;quot; food restriction.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Pawns will no longer drop the thing they're carrying when going to pick up another thing as part of a hauling task.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower could suffer from heatstroke with minimal goodwill loss.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Classic ideoligion pawns cannot extract skulls.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Nullified thoughts being counted against food optimality.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Rebelling slaves could be sold to tribute collectors.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Jumping resets &amp;quot;Fire at will&amp;quot; toggle.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Doctors sometimes go to bed and attempt to start surgery on themselves. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Missing feedback when trying to tame an animal with no acceptable food.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: When searching in an information panel, clicking any stat will scroll to the top&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Colonists deconstructing walls even though they are not assigned to construction.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3387 ==&lt;br /&gt;
=== Steam Deck Improvements ===&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Commands now show &amp;quot;button A&amp;quot; glyph instead of &amp;quot;A&amp;quot; label on Steam Deck.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Added &amp;quot;Keyboard mode&amp;quot; option on Steam Deck in case someone connects a keyboard to the SteamDeck.&lt;br /&gt;
&lt;br /&gt;
=== Ideology Improvements ===&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Drum and dance parties can be held in the &amp;quot;Ideology system inactive&amp;quot; mode. Party hard!&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Relics system now works in &amp;quot;Ideology system inactive&amp;quot; mode. You can do the relic chase, quests, build the reliquaries, and so on.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Colonists no longer get upset for delaying a ritual. &lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Ritual opportunity letters are skipped for most rituals for the first 10 days of play.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3326 ==&lt;br /&gt;
A lot of fixes and back end stuff, so hopefully it shouldn't be too bad to implement.....who am I kidding it'll still be here in 3 years [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:00, 7 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== UI Improvements ===&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Show accept key command hotkey on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Main buttons position change (change height instead of y).&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Don't show tooltips when the SteamDeck keyboard is open.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Change quests SteamDeck icon.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Touch screen scrolling improvements on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - It's now possible to scroll through lists by dragging your finger on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Holding a special &amp;quot;middle mouse button&amp;quot; button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Don't pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Allow more zoom on SteamDeck for better touch screen support and easier navigation.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Better time controls on SteamDeck, it's now possible to increase/decrease time speed with back buttons.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Accept key on a SteamDeck now activates the first command.&lt;br /&gt;
&lt;br /&gt;
=== Misc Improvements ===&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Tutorial now mentions the correct button names on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Added triggered modal ConceptDefs which explain SteamDeck controls.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Added controller configuration button to options on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Added an option to disable tiny fonts in options.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Added &amp;quot;Simulate using Steam Deck&amp;quot; debug setting.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3287 ==&lt;br /&gt;
&lt;br /&gt;
=== New feature ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.&lt;br /&gt;
&lt;br /&gt;
=== UI improvements ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits &amp;quot;next&amp;quot;.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - The old &amp;quot;classic&amp;quot; mode is now called &amp;quot;classic-like&amp;quot; and is one of the &amp;quot;mild&amp;quot; presets.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Meme tooltips now list all prevented precepts instead of just saying how many there are.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A &amp;quot;Show all&amp;quot; checkbox on ideo dialog shows all hidden precepts.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Updated meat eating precept and thought labels and descriptions to better match gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Tuning - General ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -&amp;gt; 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -&amp;gt; 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.&lt;br /&gt;
&lt;br /&gt;
=== Tuning - Ideoligions ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Added a debug tool for spawning meals with specific ingredients.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Loading classic mode game gives the player non-classic rituals.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Execution requires altar or ideogram in classic mode.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Research warning doesn't check for minor ideoligions.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3200 ==&lt;br /&gt;
=== Combat - Enemies ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Added a way to make special per-faction raid strategy probabilities.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.&lt;br /&gt;
&lt;br /&gt;
=== Food handling ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - We now vary meal textures depending on ingredients.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Meal inspect strings now display information regarding their ingredients and who would accept eating them.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Meal-related thoughts now display which meal caused the thought.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.&lt;br /&gt;
&lt;br /&gt;
=== Misc improvements ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress. &lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Added a loading tip describing fixed wealth mode.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Newborn animals from other factions don't leave with faction.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: High life precept description doesn't properly display mood range.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Less-restrictive nudism precepts are inconsistent with allowed gear. &lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Work speed penalty reasons formatting issues.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Meals with no ingredients cause &amp;quot;ate non-meat&amp;quot; thought.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - [[User:Cheldra]] does this affect your work with animal growth? Must be checked before this is removed from to-do list. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:15, 2 December 2021 (UTC)&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Bestowing ceremony target is undraftable even after ceremony ended.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Hackables can be instantly hacked.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Raiders attacking non-aggressive roamers.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.&lt;br /&gt;
&lt;br /&gt;
==Version/1.3.3159==&lt;br /&gt;
&lt;br /&gt;
=== Caravan improvements ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Joy decreases more slowly when a pawn is preparing a caravan.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists will now look for food in pack animal inventory if no better food sources available.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists will grab food from pack animal to feed patients if no other food available.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists can grab medicine from pack animals.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Update pen needed alert to take into account hitching post and handling skill for roping removal.&lt;br /&gt;
&lt;br /&gt;
=== Archonexus improvements ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Sort items players take to new archonexus settlement more in line with usefulness.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Tweak count of items players can bring to new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reset pawn food and rest levels when starting new archonexus colony.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Add animation after selecting new archonexus settlement to make moment feel more significant.&lt;br /&gt;
&lt;br /&gt;
=== Misc improvements ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Ideoligious buildings are no longer expected to be placed in non-home maps.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Separated &amp;quot;Weapon&amp;quot; stat category into &amp;quot;Weapon (melee)&amp;quot; and &amp;quot;Weapon (ranged)&amp;quot;.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reduced the amount of ancient junk that spawns on newly-generated maps.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Update predators hunting across fences tooltip to match current functionality.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Ensure the trigger conditions for scarification/blinding are clear to the player.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Right clicking on ancient junk with drafted pawn shows option to attack.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Unforbid items in pawn inventory if taken by caravan from temporary map.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitality quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added range values to darkness combat stats.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added charity events for not helping pilgrims.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added hacking progress stat to hackable things.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Clarify age reversal precept.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: Royal ascent shuttle can only take 1000kg of colonists&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: &amp;quot;Melee warmup time&amp;quot; is actually ranged warmup time. Melee weapons use only cooldown.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3117 ==&lt;br /&gt;
=== Multi-ideo colony viability ===&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.&lt;br /&gt;
&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - You can now randomize fluid ideos before applying changes.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - You can now randomize normal memes during fluid ideo reforming.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Blind pawns' stats are now unaffected by light and darkness.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Adjust the role tooltip area on the pawn's social tab.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Increased chance for ancient security crates to spawn in ancient complexes.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Removed min points limit on security crate spawning in ancient complexes.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - We now warn player if important plants like anima trees are marked for cutting or in grow zone.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Change to randomized memes for fluid ideo based on feedback.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Gauranlen tree miscalculates dryad count on creating seed pod.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Text of funeral ritual states bonus awards are available after randomizing name.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Totemic sculpture is pixelated.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Research command ability icon is pixelated on non-uniform ui scales.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Wild people can be enslaved while arrested.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Archonexus quest line cannot be continued if map part holder faction defeated.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Regression - Colonists no longer automatically take yayo and a few other drugs.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: You can assign a role changer of non-player ideo on the ritual config screen.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Bestower sometimes arrives malnourished. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Skip abilities don't update cover grid.&lt;br /&gt;
&lt;br /&gt;
==Version/1.3.3101==&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - The game now shows the source of each piece of content on its stats card, so you know which expansion/mod something came from. It also shows which expansion/mod each research project came from.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Add grace period where expectation levels are not increased for pawns with certain ideology roles after starting new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Add tongue body part. Tongue is removable via surgery, if you'd prefer someone not speak. The tongue won't be damaged in combat.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Add allow slave corpse toggle to various storage areas and buildings so you can separate slave corpses from colonist corpses.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added new ancient junk - additional mech parts for more visual variation, more ancient cars, wheels, etc.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added toggleable texture compression and atlas texture compression in the options menu.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Extractable trees are no longer auto-minifiable in caravan forming dialog.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - We now hide quests that are ended by starting a new archonexus settlement&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Tweaked the archonexus &amp;quot;choose items to take to new colony&amp;quot; dialog formatting.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Change ritual quality check graphics to look less like togglable ones for better UI clarity.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them. &amp;lt;!--This is on the sunblocker page, but it should be mentioned on the ideoligion page somewhere besides the version history - Harakoni ---&amp;gt;&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Add note about work to deconstruct to 'work to build' stat description.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Adjust some thought descriptions so that they still make sense for blind people.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Removed culture restrictions when choosing ideoligion&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Changed extract tree hotkey to be the same as uninstalling.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.&lt;br /&gt;
&lt;br /&gt;
===Tuning===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Reduce intensity of 'ate meat' opinion maluses for vegetarians.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Adjust mood impact of relic-in-ritual-room thought.&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Change IsPsychicallySensitive from &amp;gt;= to &amp;gt;.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Turn psychic sensitivity checks into a property. &lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second. &lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Add missing gender constants for deity, foeLeader and founder.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Colonists receive the 'colonist lost' thought when a slave is kidnapped.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.  &lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix regression: Bestower doesn't care about roof collapsing on top of him.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Mech breach raids can completely break down sometimes and just stop doing anything.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Players can take items from passing trade ship inventory to next archonexus settlement&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Dryads with replaced parts don't have the &amp;quot;missing&amp;quot; part added back.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Beggars quest sending 'charity fulfilled' history event even when quest failed.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Cannibal ideo pawns do not prefer human leather apparel.&lt;br /&gt;
&lt;br /&gt;
==Version/1.3.3087==&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Added tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can use this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Added a command for dryads that tells them to return to a healing pod. They will stay inside for three days, and emerge with their wounds healed.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Player can now do drafted tending (with and without medicine) on downed hostile or neutral pawns.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - There is now a warning while setting up a caravan if most of your food does not suit one of your caravaneers diet.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Classic ideo preset can now generate relics.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Persona weapons are no longer included in &amp;quot;allow biocoded&amp;quot; thing filters.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Upon new archonexus settlement, player now retains research up to classic start.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Colonists now get initial optimism thought after resettling in archonexus quest line&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - We no longer randomize classic ideo styles. Just use whatever is in the culture.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Dryads now rest near their connected tree, not in beds or sleeping spots.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Clicking on ideoligion certainty in social card now opens ideoligion tab&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - We now reset prevent various events from happening too early after new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Add a &amp;quot;drag to reorder&amp;quot; label on colonist creation screen for clarity.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Colorize the Tree Connection ritual icon to match the Gauranlen color.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - PawnRenderer weapon drawing now supports Graphic_Random.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Limit awaking on clamor to ancient complex insects and mechs.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Classic ideo preset can have tattoos for tribal player.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Minified trees left behind on caravans do not count as died.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Dryads listed on bed assign dialog.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Enabling disabled core mod after enabling a dlc orders the core mod to be loaded before the DLC.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: When enabling mods, they are just added to the list, not taking forceLoadXXX into account.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Techprints retained on archonexus resettlement.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Bloody dominators description typo&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Pruning hours per day readout doesn't take into account nearby player buildings.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Ancient complex insects that heard a clamor are not fully awoken.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Hunters finishing off their prey counts as slaughtering an animal.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: You can bypass ability cooldown by using queue cast after casting it the first time.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Gauranlen spawn cycle not correct after new archonexus settlement&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Item style overrides information is not shown on ideo preset screen.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Animal products are considered when generating ate meat or ate non-meat history events and thoughts.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Players can load a caravan and bring disallowed items to new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Relic destroyed notification sent when player starts new archonexus settlement if they can't bring it.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Positive goodwill reward given when labourers miss shuttle&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Mentally broken pawn appears as participant for anima linking ritual.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Tribal members do not become hostile when arrested in terminal hack quest.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Passive cave insects block bestowing ceremony.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Badly formatted relic name in relic hunt quest description.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3080 ==&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Increased plant harvest yield stats' max values. (''Note: that this needs more integration than just a update to the [[Plant Harvest Yield]] page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]))&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Pawns who prefer indoors do outdoor joy activities&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryads can bond with pawns other than the connected one.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Deserter quest doesn't count as raiding.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Rusted car only appears in north orientation.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryad can spawn over graves.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3076 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Clarified spacedrone self-destruct delay info in quest description.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Archonexus quest now warns players beforehand that research will reset&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tuned down apostate memory thoughts and adjusted labels.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Rebalance tree connector thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Fix: TreeDensityReduced thought stages are incorrectly calculated. - ''Note that this will require checking that the thought information is currently correct on that page'' - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 11:17, 26 December 2023 (UTC) &lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Fix: Tree connection meme doesn't require Gauranlen connection: Strong.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3074 ==&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Allowed saving all ideos and allowed saving ideos in-game.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Allow non-ideo members to participate in leader speech.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Beggars can now be given items when they are traveling to their wait destination.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Ideo UI Role apparel requirements float menu now lists the incompatibility reason.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.&lt;br /&gt;
&lt;br /&gt;
=== Fixes: ===&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Lovers/Spouses sharing a bed in barracks get &amp;quot;sleeping alone&amp;quot; thought.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Bestower pawns can engage in social fighting, breaking the ceremony.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3072 ==&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Having 1 or 2 colonists of a player's original [[ideoligion]] boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Auto-slaughter config allows you to control bonded animal slaughter specifically.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Dryads prioritize rest over drafted follow.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Members of a love cluster that have a single bed get &amp;quot;slept alone&amp;quot; thoughts.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3067 ==&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Blind people no longet get the darkness mood debuff.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Reduced min colony wealth to 150k for firing archonexus endgame quest.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Allow starting the bestowing ceremony via right click.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Building damage factors are drawn for projectile weapons in their info card.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Mechanoid breach raids spawn with one breacher.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Breach raids never have 'drop-in' arrival mode.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Prisoners now produce a mood malus if they escape.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Adjusted other impassable buildings so they cannot overlap zones.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns can end up with overlapping apparel requirements.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it &lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns walking over structures causes construction to halt.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Stacking building damage factors don't display if they have the same value.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixes to anima tree linking feedback for spectator role.&lt;br /&gt;
&lt;br /&gt;
== 1.3.3066 ==&lt;br /&gt;
=== Pens and animals ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pen system: Create pens for your farm animals to keep them organized and safe.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Handlers will use ropes to lead animals from one location to another, or out of a pen.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Some animals will now roam if they are not contained within a pen.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - animal filth has been reworked&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added auto slaughter system. The player can select species of animals to keep and the rest will be automatically slaughtered.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added animal sterilization. Colony animals can be sterilized to prevent them from breeding.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Tame animals can now be released to the wild.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added facial hair for pawns. The style of hair is based on the pawn’s background.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added visual wound and prosthetic overlays on pawns.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.&lt;br /&gt;
&lt;br /&gt;
=== Goodwill ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Goodwill with factions gradually shifts towards the faction’s natural goodwill.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Guest status with a faction is reset upon gifting a pawn to that faction.&lt;br /&gt;
&lt;br /&gt;
=== Animals and plants ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Raiders no longer actively attack passive colony animals.&lt;br /&gt;
* Animals tab life stage tooltip now also shows the animal's exact age.&lt;br /&gt;
* Wild plants spawned during gameplay start at 15% growth instead of 5%.&lt;br /&gt;
* Plants newly sown by players start at 0.01% growth.&lt;br /&gt;
* Improved &amp;quot;Non-ideal temperature&amp;quot; plant inspect string and prevented it from saying &amp;quot;Not growing&amp;quot; if it is in fact growing very slowly.&lt;br /&gt;
* Animals are unwilling to eat plants under 10% growth.&lt;br /&gt;
* Herbivores rebalance:&lt;br /&gt;
** Hunger rate reduced by 50%.&lt;br /&gt;
** Adult age is reduced by 33%.&lt;br /&gt;
** Gestation days reduced by 33%. (This does not include unfertilized egg layers.)&lt;br /&gt;
** Reduced toxic fallout buildup by 50%.&lt;br /&gt;
* Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.&lt;br /&gt;
* Increased meat yields by 30%.&lt;br /&gt;
* Damaged corpses give 33% less meat and leather amounts.&lt;br /&gt;
* Animals can be assigned to animal beds. These beds can be designated as medical.&lt;br /&gt;
* Releasing a bonded animal has a negative effect on mood, similar to slaughtering.&lt;br /&gt;
* Added a new category to pawn stats: Animal productivity. This category contains information pertaining to animal goods.&lt;br /&gt;
* Traders that sell animals try to generate with at least one pair of core farming animals.&lt;br /&gt;
&lt;br /&gt;
=== Combat, weapons, gear ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Grenade users are more aware of grenades they’ve thrown and do not run forward into them.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - When a pawn is drafted while eating from inventory they will return the food to their inventory.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawns can take medicine into their inventory.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Drafted pawns can be ordered to repair buildings. This is separate from the &amp;quot;prioritize&amp;quot; order.&lt;br /&gt;
* On the health tab, hovering over a specific hediff (or group of similar hediffs) provides two tooltips. One for the body part and one for the hediff.&lt;br /&gt;
* Hediff tooltips of grouped hediffs are now separated from each other.&lt;br /&gt;
* Hediff stages can now override hediff labels.&lt;br /&gt;
* Hediff tooltips of grouped hediffs are now separated from each other.&lt;br /&gt;
* Pawn growth is proportional to body resource growth speed. For example, underfed pawns grow more slowly.&lt;br /&gt;
* Rooms are no longer considered barracks if all of the pawns living in the room are in the same “love cluster”, meaning they share a spouse or lover with another pawn in the bedroom.&lt;br /&gt;
* Pawn passion generation now applies a random (gaussian) offset to how many passions are generated. The number of passion types for every pawn is totally randomized, and then these passions are applied to the pawn’s existing highest skills. Older pawns no longer have far more passions than young pawns.&lt;br /&gt;
* Changed the &amp;quot;Want to sleep with x&amp;quot; thought to &amp;quot;Sleeping alone&amp;quot;. Sharing a bed with any lover or spouse will prevent this thought.&lt;br /&gt;
* On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.&lt;br /&gt;
* Assigning pawns to beds updates the room role, if possible.&lt;br /&gt;
* Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.&lt;br /&gt;
* Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.&lt;br /&gt;
* Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.&lt;br /&gt;
* Non-cannibals dislike those that wear human leather apparel.&lt;br /&gt;
* When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.&lt;br /&gt;
* Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.&lt;br /&gt;
* Smoothed out addiction chances based on the pawn’s tolerance.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Optimized caravan automatic food selection.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Caravan speed: Caravan speed solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals (horses, donkeys, dromedaries) can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Room fog reveal occurs when a door is approximately 50% open, rather than when a door is approached.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Improved feedback on the work table. The tooltip explains why a pawn is unwilling to do a specific type of work.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added text to describe the resulting links when placing linkable buildings (such as beds, dressers, end-tables).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Buildings that are not standable and do not have a surface type have items and pawns moved off their blueprints before construction.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Build designators no longer default to def-defined default if there is none of that type of resource on the map.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Prevented important ingredient dilution when stacking/merging meals. Stacking is prohibited between meals with and without human meat.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Saving is temporarily disabled while selecting a world tile at the beginning of the game.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added debug setting: Never force normal speed.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - maintenanceCostFactor has a minimum of 1%.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Balanced distant fight points adjustment and pawn combat points.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments: Royalty ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - The bestowing ceremony is now a gathering that everyone can attend.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawns lent to another faction have their wounds tended more competently.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Monument quests aren’t failed after the map is removed.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Calling a shuttle is blocked when an item blocks its interaction spot.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Setting prisoners’ food restriction to &amp;quot;Nothing&amp;quot; will make colonists feed them ambrosia and beer.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Using the “change material” button on weapon info cards does not update stat readout.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: In peaceful mode, refugee quests can have the refugees betray and attack you.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Brawler guards can still arrive with ranged weapons. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Stun psycast does not interrupt minigun salvo.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Requested aid would not join in fights (or it would take a long time for them to join) if there were no awake hostiles when the aid spawned.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Trade caravans will approach the colony anima tree and shrines as a gathering point for trade, rather than the colony proper if they enter the colony map closer to an anima tree.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Pawn having a mental break on entering a hostile map is drafted.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Pawn having a mental break on caravan is drafted upon entering a map.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Some monument buildings have enclosed floored areas.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Lent pawns tended to horribly by the host faction.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Rescue shuttle lands on crashed shuttle and wipes it.&lt;br /&gt;
&lt;br /&gt;
== Update 1.2.2753 ==&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - &amp;lt;s&amp;gt;When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.&amp;lt;/s&amp;gt; DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - We now automatically add appropriate bedrolls to caravan.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Added a warning confirmation for calling for resources that would cause the caravan to be immobile.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Allow quick loading via permit shuttle from non-home maps with no hostiles.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Make pawns count as guilty while in aggro mental state.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Food and medicine renamed to travel supplies&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Apparel with utility now has a score offset to make AI more likely to automatically wear it.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Colonists and pack animals unload inventory automatically once farskipped to a player home map.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Added quest look target when bestowing ceremony cannot be accepted due to threat.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - &amp;lt;s&amp;gt;Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.&amp;lt;/s&amp;gt; Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Member stripped goodwill penalty increased from 10 to 40.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Colonist with a sick thought won't meditate at all.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Meditation preventing pawn from attending a gathering or giving speech.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Condition causer can be spawned ontop of power conduits (wiping them).&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: If the &amp;quot;Insect spawning rate&amp;quot; custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Animals refusing to eat reachable food when restricted to an area.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Can't rescue invisible colonists.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Sick pawns falling out of bed because of trying to do meditation for joy&lt;br /&gt;
&lt;br /&gt;
== Version/1.2.2719 ==&lt;br /&gt;
===New stuff: Base game===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).&lt;br /&gt;
&lt;br /&gt;
=== New stuff: Royalty expansion ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Underground resources readout now shows what resource is in each underground cell and how many there are.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Quest helpers no longer spawn with the greedy trait.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Sort transporter contents list so humans are unloaded first, followed by animals, then by items.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns interrupting their throne meditation for other jobs.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Peace talks can generate for factions with goodwill rewards disabled. &amp;lt;!-- That turning off goodwill rewards outright disables peace talks should be explicitly mentioned in the text --&amp;gt;&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Banishing quest lodgers causes &amp;quot;banished&amp;quot; thoughts.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawn in cryptosleep requires bedroom.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Some [[raid]] pawn kind defs allow Brawler trait while having ranged weapons.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: It's possible to use doors as electricity-less coolers.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Wild men who are incapable of violence can hunt animals for food.&lt;br /&gt;
&lt;br /&gt;
== Version/1.1.2654 ==&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.&lt;br /&gt;
&lt;br /&gt;
=== Tuning ===&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - &amp;lt;s&amp;gt;Double the rate of nuzzling by animals to buff mood-oriented pets.&amp;lt;/s&amp;gt; Already done. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 08:13, 22 September 2021 (UTC)&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Extend the thought for when you buried someone in a sarcophagus.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduce monument sizes about 15%.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Toxic fallout: Reduce base chance from 0.14 to 0.12.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduce chance for diseases in caravans by 4x.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Min market value for neuroformer quest rewards reduced from 720 to 600. &lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduced the selection weight of hostile factions as quest askers to 15%.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Disabled paralysis in hospitality quests.&lt;br /&gt;
&lt;br /&gt;
== 1.1 Update ==&lt;br /&gt;
Here we go again. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 06:24, 17 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== New features ===&lt;br /&gt;
* [[Version/1.1.0]] - Added heatstroke alert for colonists and tame animals.&lt;br /&gt;
* [[Version/1.1.0]] - Added fertility overlay, which shows terrain fertility in an easy-to-see way.&lt;br /&gt;
* [[Version/1.1.0]] - Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.&lt;br /&gt;
* [[Version/1.1.0]] - Added an option to choose which kinds of letters pause the game.&lt;br /&gt;
* [[Version/1.1.0]] - Added recipes to burn entire stacks of drugs at once.&lt;br /&gt;
* [[Version/1.1.0]] - Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.&lt;br /&gt;
&lt;br /&gt;
=== Adjustments ===&lt;br /&gt;
* [[Version/1.1.0]] - Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.&lt;br /&gt;
* [[Version/1.1.0]] - Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.&lt;br /&gt;
* [[Version/1.1.0]] - Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.&lt;br /&gt;
* [[Version/1.1.0]] - Trade interface now shows the next restock time for settlements. &lt;br /&gt;
* [[Version/1.1.0]] - Colonists attending a party gain recreation value.&lt;br /&gt;
* [[Version/1.1.0]] - Player can now inspect the contents of cryptosleep caskets on a new tab.&lt;br /&gt;
* [[Version/1.1.0]] - Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).&lt;br /&gt;
* [[Version/1.1.0]] - Rebalanced mechanoid bodypart coverages&lt;br /&gt;
* [[Version/1.1.0]] - Tattered apparel and unhappy nudity alerts now shows how many are affected.&lt;br /&gt;
* [[Version/1.1.0]] - Smelting, burning and destruction review. Can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Manhunting animals could attack doors without seeing anyone going through them.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Can’t give a rescued addict their drug without angering their faction.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Prisoner gets mood debuff when colonist euthanized.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Crashed ship parts that land on bridges are instantly destroyed&lt;br /&gt;
* [[Version/1.1.0]] - Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Insects can be tamed and hunted after their hives are destroyed.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Manhunter pack incident not working on high wealth or difficulty.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Military commissar backstory missing Social bonus.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Allies can sometimes push player pawns out of cover during combat.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Player can start with pets his pawns can’t keep tame.&lt;br /&gt;
&lt;br /&gt;
== Beta 19/1.0 Update ==&lt;br /&gt;
Like before, a list of changes that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== New features ===&lt;br /&gt;
* Improved caravaning:&lt;br /&gt;
** Added Caravan tab with caravan loading progress&lt;br /&gt;
** Redesigned &amp;quot;Form caravan&amp;quot; window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better&lt;br /&gt;
** Added &amp;quot;Remove from caravan&amp;quot; command: remove people or animals from the caravan even if it hasn't left the map yet&lt;br /&gt;
** Added &amp;quot;Load into caravan&amp;quot; right-click option: designate extra items to be picked up by the caravan before leaving&lt;br /&gt;
* New designators: Mass-forbid and unforbid&lt;br /&gt;
* New type of attack: Kick sand/water in eyes&lt;br /&gt;
* Added &amp;quot;Show what will buy&amp;quot; window which shows all items a trader will buy&lt;br /&gt;
* Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed&lt;br /&gt;
* Checkboxes are now &amp;quot;paintable&amp;quot;: you can mass-select all checkboxes by clicking and dragging the mouse over them&lt;br /&gt;
* Colonists now opportunistically haul things while working if their current target is roughly in the same direction&lt;br /&gt;
* It's now possible to mass-cancel all designations with a designator's right-click menu&lt;br /&gt;
* It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu&lt;br /&gt;
* You can now drag and reorder colonists in the colonist bar&lt;br /&gt;
* Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.&lt;br /&gt;
&lt;br /&gt;
=== Adjustments ===&lt;br /&gt;
* Doctors can draw medicine from the same stack at the same time&lt;br /&gt;
* Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)&lt;br /&gt;
* Insects will no longer attack the colony when harmed by raiders&lt;br /&gt;
* Hives will no longer spawn close to enemy bases&lt;br /&gt;
* No more random deaths from meteorites falling on colonists&lt;br /&gt;
* Caravan members now slowly gain social recreation when the caravan is not moving &lt;br /&gt;
* Plant cut/harvest time now depends on the plant's growth&lt;br /&gt;
* Adjusted doctors and patients work priorities a bit so they do urgent work first&lt;br /&gt;
* Most crafting benches are now uninstallable and reinstallable&lt;br /&gt;
* Ores mined by non-colonists (e.g. insects) now spawn forbidden&lt;br /&gt;
* Animals' melee damage now scales with life stage&lt;br /&gt;
* Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one&lt;br /&gt;
* Pets and bonded animals no longer disturb sleep&lt;br /&gt;
* When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave&lt;br /&gt;
* Enemies no longer use single use rocket launchers during caravan ambushes&lt;br /&gt;
* Various floors now require research. &lt;br /&gt;
* Projectile impacts now wake up nearby people and animals&lt;br /&gt;
* Explosive weapons now explode when set on fire&lt;br /&gt;
* Improved following behavior so animals following their master will now try to stay close to him&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
* Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.&lt;br /&gt;
* World quest destinations appear 10% closer to the player bases.&lt;br /&gt;
* Table search radius 25 -&amp;gt; 32&lt;br /&gt;
* The “expectations” thoughts progress more rapidly.&lt;br /&gt;
* Wounds are 50% less likely to become permanent scars.&lt;br /&gt;
* Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.&lt;br /&gt;
* Small adjustments to some [[biome]] [[disease]] frequencies and animal densities&lt;br /&gt;
* Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.&lt;br /&gt;
* Increased base infection chances.&lt;br /&gt;
&lt;br /&gt;
==== Plants ====&lt;br /&gt;
* Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.&lt;br /&gt;
&lt;br /&gt;
==== Animal ====&lt;br /&gt;
* Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.&lt;br /&gt;
* Adjusted many animal market values and movement speeds.&lt;br /&gt;
* Animals leather amount increased 50% across the board&lt;br /&gt;
* Animal train chance reduced 25%.&lt;br /&gt;
* Animal train chance wildness factor range: 0.05~2.00 -&amp;gt; 0.50~1.50.&lt;br /&gt;
&lt;br /&gt;
== Version/0.17.1546 ==&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).&lt;br /&gt;
** Information on how to use def modifiers is in this forum thread: [[https://ludeon.com/forums/index.php?topic=32735.0 https://ludeon.com/forums/index.php?topic=32735.0]]&lt;br /&gt;
* Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).&lt;br /&gt;
* GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki maintenance]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravship&amp;diff=180801</id>
		<title>Gravship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravship&amp;diff=180801"/>
		<updated>2026-06-10T13:00:39Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason= New feature in recent release. General but also fuel usage}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{For|the endgame ship|Ship}}&lt;br /&gt;
{{For|trade ships|Trade ship}}&lt;br /&gt;
&lt;br /&gt;
'''Gravships''' are a new method of traversal and living introduced by the [[Odyssey DLC]]. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| {{Icon Small|Grav engine|100}}&lt;br /&gt;
| {{Icon Small|Gravship substructure|100}}&lt;br /&gt;
| {{Icon Small|Gravship hull|100}}&lt;br /&gt;
| {{Icon Small|Small chemfuel tank|100}}&lt;br /&gt;
| {{Icon Small|Large chemfuel tank|100}}&lt;br /&gt;
| {{Icon Small|Small thruster|100}}&lt;br /&gt;
| {{Icon Small|Large thruster|100}}&lt;br /&gt;
|- &lt;br /&gt;
| width=100px height=50px | [[Grav engine]]&lt;br /&gt;
| width=100px height=50px | [[Gravship substructure]]&lt;br /&gt;
| width=100px height=50px | [[Gravship hull]]&lt;br /&gt;
| width=100px height=50px | [[Small chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Large chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Small thruster]]&lt;br /&gt;
| width=100px height=50px | [[Large thruster]]&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon Small|Pilot console|100}}&lt;br /&gt;
| {{Icon Small|Grav field extender|100}}&lt;br /&gt;
| {{Icon Small|Signal jammer|100}}&lt;br /&gt;
| {{Icon Small|Gravcore power cell|100}}&lt;br /&gt;
| {{Icon Small|Fuel optimizer|100}}&lt;br /&gt;
| {{Icon Small|Gravship shield generator|100}}&lt;br /&gt;
| {{Icon Small|Pilot subpersona core|100}}&lt;br /&gt;
|-&lt;br /&gt;
| width=100px height=50px | [[Pilot console]]&lt;br /&gt;
| width=100px height=50px | [[Grav field extender]]&lt;br /&gt;
| width=100px height=50px | [[Signal jammer]]&lt;br /&gt;
| width=100px height=50px | [[Gravcore power cell]]&lt;br /&gt;
| width=100px height=50px | [[Fuel optimizer]]&lt;br /&gt;
| width=100px height=50px | [[Gravship shield generator]]&lt;br /&gt;
| width=100px height=50px | [[Pilot subpersona core]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[File:Gravship minimum.png|250px|thumb|right|The absolute minimum a gravship needs to fly.]]&lt;br /&gt;
&lt;br /&gt;
A functional gravship requires various parts in order to be flightworthy. A gravship begins with a [[grav engine]], and various structures and walls can be connected to the grav engine via [[gravship substructure]], which acts as the floor of the gravship. Anything built on the connected substructure will be considered part of the ship and brought along upon launch.&lt;br /&gt;
&lt;br /&gt;
At the very minimum, a gravship requires only one [[small thruster]], one [[small chemfuel tank]], a [[pilot console]] and a grav engine with enough gravship substructure to connect all of the mentioned parts. A gravship of this calibre is able to travel between tiles of the world map, akin to a portable [[transport pod]] or [[passenger shuttle]] / [[imperial shuttle]].{{RoyaltyIcon}} It is possible to go into [[orbit]] at any time, but attempting to do so without [[vacuum]] protection (like [[oxygen pump]] + airtight walls or [[vacsuit]]s) will be met with a swift end.&lt;br /&gt;
&lt;br /&gt;
A list of fundamental parts are listed below:&lt;br /&gt;
* [[Grav engine]]&lt;br /&gt;
* [[Gravship substructure]]&lt;br /&gt;
* [[Pilot console]]&lt;br /&gt;
* [[Small chemfuel tank]] or [[Large chemfuel tank]]&lt;br /&gt;
* [[Small thruster]] or [[Large thruster]]&lt;br /&gt;
&lt;br /&gt;
A gravship also comes with various limitations and constraints:&lt;br /&gt;
* The grav engine can only initially support up to 500 tiles of gravship substructure, all of which can only be built within a radius of 19 tiles around the grav engine originating from its center.&lt;br /&gt;
** This limitation can be improved using [[grav field extender]]s. Each one added to a gravship increases this limit of buildable tiles by 250 tiles, up to a maximum of 2000 supported tiles with 6 grav field extenders. Grav field extenders themselves have a supported radius of 17 tiles.&lt;br /&gt;
* Any substructure built beyond the limit supported by a grav engine will be left behind upon launch, including anything or anyone standing on said substructure.&lt;br /&gt;
&lt;br /&gt;
There is no weight limitation, and any number of pawns can travel on a gravship together.&lt;br /&gt;
&lt;br /&gt;
===Launching===&lt;br /&gt;
A functioning gravship can be sent to any tile within its maximum range. By default, each tile traveled consumes 10 {{Icon Small|Chemfuel}} [[chemfuel]], with a minimum cost of 50 {{Icon Small|Chemfuel}} [[chemfuel]].{{Check Tag|Orbit?|Fuel cost traveling between surfance and orbit needed}} Each [[fuel optimizer]] (max. 2) reduces fuel consumption by {{---|30%}} additive, or -3 {{Icon Small|Chemfuel}} chemfuel/tile per optimizer, but the minimum cost remains 50 {{Icon Small|Chemfuel}}.&lt;br /&gt;
&lt;br /&gt;
The max distance depends on the number of thrusters, assuming there is sufficient fuel loaded into Small or Large Chemfuel tanks:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Structure || Maximum structures || Range per structure || Maximum range&lt;br /&gt;
|-&lt;br /&gt;
| Small thrusters || 4 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large thrusters || 6 || 16 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Total || || || 136&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Landing on a tile that is not a quest site or faction base will immediately create a new colony. Landing on a [[quest]] that generates a temporary map (e.g., prisoner rescue, bandit camps, [[work site]]s{{IdeologyIcon}}) will enter the map, which can be settled on after threats are cleared. Landing on a [[faction base]] will initiate an attack, with no option to trade. Gravships cannot land on tiles containing the [[peace talks]] quest or on an impassible tile, and require a [[signal jammer]] to enter certain maps in orbit.&lt;br /&gt;
&lt;br /&gt;
When landing on a tile, it is possible to choose a location on the map where the gravship is placed, even if the tile is occupied by another faction. The gravship may be rotated before landing. It cannot land on tiles containing walls or other impassible tiles like [[deep water]], furniture items like [[stele]]s, roofs, [[steam geyser]]s, or tiles containing [[toxic wastepack]]s.{{BiotechIcon}} It can land if the thrusters would be blocked (represented by the orange area), but the obstructing objects will need to be cleared before launching again.&lt;br /&gt;
&lt;br /&gt;
===Launch ritual quality===&lt;br /&gt;
After landing on a tile, there is a cooldown to launch the ship again, and a mishap may occur. The cooldown and chance of a mishap is dependent on the Launch Ritual's quality:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=2 | Source || % per || Maximum || Maximum quality gain&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Crew count || 2% || 5* || 10%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Small thruster]]s || 1% || 4 || 4%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Large thruster]]s || 3% || 6 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Pilot subpersona core]] || 15% || 2 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Pilot's [[piloting ability]] || 10% || 0% || 1 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 20% || 1 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| 250% || 30% || 1 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Co-pilot's piloting ability || 10% || 0% || 1 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 10% || 1 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 250% || 15% || 1 || 15%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;You may have additional crew on-board, but they will not contribute to the Launch Ritual quality&lt;br /&gt;
&lt;br /&gt;
Launch quality is capped at 100%.&lt;br /&gt;
&lt;br /&gt;
Launch Cooldown is based on Ritual Quality:&lt;br /&gt;
&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Quality (%) | yAxisTitle = Cooldown (days) | type = line | x = 0, 25, 50, 80, 100 | y1 = 10, 5, 2, 0.5, 0.33}}&lt;br /&gt;
&lt;br /&gt;
====Gravship Landing Mishaps====&lt;br /&gt;
When landing a gravship, there is a chance for a mishap depending on the launch ritual's quality. All mishaps are equally likely.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Incident name || Description || Result&lt;br /&gt;
|-&lt;br /&gt;
|Minor Gravship Crash&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; accidentally disengaged the grav engine too early, causing the gravship to free-fall for several feet. Some buildings on the gravship have sustained light damage from the crash.''&lt;br /&gt;
|Some buildings on the ship will have taken damage and will need to be repaired.&lt;br /&gt;
|-&lt;br /&gt;
|Thruster Breakdown&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; overheated the ship's thrusters, frying valuable components. The thrusters will need to be repaired before they can be used again.''&lt;br /&gt;
|Thrusters will be broken down and will need components to be fixed.&lt;br /&gt;
|-&lt;br /&gt;
|Overheated Grav Engine&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; over-engaged the grav engine, causing it to overheat. The grav engine will take longer than normal to cool down. In the meantime, the gravship can't be launched.''&lt;br /&gt;
|Grav engine cooldown will be extended longer than expected.&lt;br /&gt;
|-&lt;br /&gt;
|Grav Nausea&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; was forced to do an emergency maneuver, resulting in an intense and prolonged deceleration. The experience has left your colonists feeling extremely nauseous. The effects will quickly fade.''&lt;br /&gt;
|Colonists on the ship will suffer from [[Grav nausea|grav nausea]] for 2-5 hours.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance of any Gravship landing mishap is based on ritual quality:&lt;br /&gt;
&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Quality (%) | yAxisTitle = Chance of landing mishap (%) | type = line | x = 0, 50, 100 | y1 = 100, 25, 2}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
===General===&lt;br /&gt;
Gravships enable a nomadic playstyle. This is practically forced by [[scenario system#The Gravship|The Gravship scenario]], which sends mechs after staying in one place for too long. They are also possible to use in a permanent, stationary colony, but a [[grav anchor]] is required so the ship does not destroy the tile.&lt;br /&gt;
&lt;br /&gt;
For short trips, such as trading and non-gravship quests, the [[passenger shuttle]] is superior: it has a shorter launch cooldown, can visit settlements directly to trade (the gravship can only land nearby), costs less [[chemfuel]] per trip, and doesn't destroy the tile it's in. In addition, if a [[shuttle engine]] can be obtained via [[empire]]{{RoyaltyIcon}} or [[sanguophage]]{{BiotechIcon}} quest, the shuttle will be cheaper than a gravship + [[grav anchor]]. However, the gravship has no weight limit, meaning it can carry any number of items and pawns, and can carry buildings that can't be uninstalled, making it better for extended stays and nomadic colonies. Additionally, nothing prevents you from placing a shuttle on a gravship and using the gravship as a carrier.&lt;br /&gt;
&lt;br /&gt;
A gravship-focused colony is worth a lot of [[wealth]], due to every tile requiring [[steel]] and [[gravlite panel]]s, resulting in larger raids. On Losing is Fun and higher, prudent [[wealth management]] is recommended for gravship colonies.&lt;br /&gt;
&lt;br /&gt;
===Obtaining a Gravship===&lt;br /&gt;
To start building a gravship, a [[grav engine]] must be obtained, either by beginning the game with the gravship start scenario, or obtaining the grav engine via a quest that will cause a grav engine to fall onto the map from space. The grav engine can then be inspected and reinstalled at a more convenient location in order to further expand it. This quest will always appear early into a new game.&lt;br /&gt;
&lt;br /&gt;
To add structures and walls such as [[gravship hull]]s, [[gravship substructure]] must be placed underneath and must be connected to the grav engine. Gravship substructure can be built using [[gravlite panel]]s, which are given in limited supply from the initial grav engine quest as well as further gravship quests. Gravship substructure acts like a floor, and everything must be placed on substructure for it to travel with the gravship.&lt;br /&gt;
&lt;br /&gt;
However, gravships have a limit of 500 tiles of substructure, and all substructure must be placed within a 19-tile radius of the engine. Building [[grav field extender]]s will ease both of these limitations, increasing the tiles and build radius. Any attempt to build beyond the max supported limit of substructure will result in excess substructure, and anything placed upon them, to be left behind on launch. Any invalid substructure tiles will be highlighted in red to indicate that they are not supported and will be left behind.&lt;br /&gt;
&lt;br /&gt;
If a gravship leaves a tile with no [[grav anchor]] installed, then the map will be deleted, and cannot be returned to. Any pawns left behind will be lost. [[Toxic_wastepack|Wastepacks]] left on the map will be dumped.&amp;lt;!--Can this be avoided by burning wastepacks before launch?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expeditions ===&lt;br /&gt;
Make sure to always bring enough resources to survive. Especially important are chemfuel, food, medicine and components to fly, eat, heal and repair.&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
Landing the gravship at a [[site]] owned by another faction is always a raid against that site. Raiding with the grav ship allows most or all of the player's resources to be deployed to the raid and ready for use on arrival. However, there is a risk that all raiders will suffer grav nausea from a mishap.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Landing the gravship directly at a [[faction base]] is a hostile act, and landing nearby (within 4 map tiles) creates a [[colony]], which may impose [[goodwill]] penalties{{Check Tag|Needs Detail|When does first penalty apply?}}. Nevertheless, landing at the minimum permissible distance will ensure a reasonably short caravan. Using the gravship it is possible to reach previously distant faction bases for trade in a reasonable time frame. Once [[passenger shuttle]]s are unlocked, there is nothing stopping the player from having them on the gravship for more convenient trade.&lt;br /&gt;
&lt;br /&gt;
=== Additional modules and buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[Pilot subpersona core]]: Increases piloting efficiency by 15 percent, up to a maximum of 30.&lt;br /&gt;
* [[Fuel optimizer]]: Increases fuel efficiency by 30 percent, up to a maximum of 60.&lt;br /&gt;
* [[Gravcore power cell]]: Passively generates electricity on the ship.&lt;br /&gt;
* [[Signal jammer]]: Allows the gravship to land on heavily-defended orbital locations.&lt;br /&gt;
* [[Gravship shield generator]]: Generates a shield with a radius that blocks incoming ground level and overhead projectiles.&lt;br /&gt;
* [[Oxygen pump]]: Generates breathable air in enclosed areas on the ship.&lt;br /&gt;
* [[Vac barrier]]: Does not block entry, but prevents transfer of gases/vacuum and reduces transfer of temperature.&lt;br /&gt;
* [[Heater|Heaters]]: Generates heat, which is important when travelling to orbit.&lt;br /&gt;
&lt;br /&gt;
===Protecting the Gravship===&lt;br /&gt;
&lt;br /&gt;
Raids, especially fleshbeast attacks from the [[Anomaly]] DLC, can be a great threat for any gravship. Fleshbeasts may tunnel their way into the gravship, or even spawn inside of it occasionally (like during the activation of a [[corrupted obelisk]] or [[noctol]] attack). The player should therefore consider putting thicker walls around important buildings, such as gravcore power cells and other special modules. Another effective way to prevent major damages is to always build two doors (1 vac-barrier and 1 regular door) in order to keep the ship pressurized and prevent enemies from spreading on the ship.&lt;br /&gt;
&lt;br /&gt;
Also consider parking the gravship somewhere else (like on an asteroid) before attempting major raid events, like the Anomaly ending.&lt;br /&gt;
&lt;br /&gt;
===Additional information===&lt;br /&gt;
The game has only one memory slot for a player owned gravship. Attempting to launch two will cause conflicts and cause one of the gravships to stop existing. This only applies if you try to summon a second grav engine through devmode though.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Gases on gravship never dissipate after landing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - &lt;br /&gt;
** Added new options to the gravship launch window to easily get colony animals and mechanoids onboard before launching, as well as to remove neutral pawns off the gravship. &lt;br /&gt;
** Gravships no longer clear pollution when landing. &lt;br /&gt;
** Fix: Gravship launch ritual not added retroactively to saves.&lt;br /&gt;
** Added a &amp;quot;view range&amp;quot; option to the pilot console which lets you quickly see the range of your gravship.&lt;br /&gt;
** Gravships can once again land at worshipful villages.&lt;br /&gt;
** Having a gravship on a temporary map will prevent the map from closing if all colonists are dead or gone.&lt;br /&gt;
** Added info on the grav anchor to the gravship launch confirmation.&lt;br /&gt;
** Added confirmation if reforming caravan would cause your gravship to be lost.&lt;br /&gt;
** Landing a gravship on polluted terrain now slowly fades the pollution visuals in.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Gravship jumps interrupt deathrest.&lt;br /&gt;
** Fix: Gravship takeoff could leave floating roofs on the launch map.&lt;br /&gt;
** Fix: Several issues with fleshmass heart and gravship jumps from maps with grav anchors.&lt;br /&gt;
** Fix: Performance issue if the player had no home map, several non-home maps, and no gravship.&lt;br /&gt;
** Fix: Birds could get stuck in a flying animation if they were transported on a gravship mid-flight.&lt;br /&gt;
** Fix: Buildings could remain connected to power nets on the previous map after launch.&lt;br /&gt;
** Fix: Performance issue if the player had no home map, several non-home maps, and no gravship.&lt;br /&gt;
&lt;br /&gt;
{{Nav|Odyssey|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=180800</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=180800"/>
		<updated>2026-06-10T12:55:26Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ghoul infusion&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as enemy units or be created by the player as part of the colony. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls can appear in games with the AI storyteller's [[AI Storytellers#Monolith setting|monolith setting]] set to either &amp;quot;Standard with Monolith&amp;quot; and the &amp;quot;Ambient Horror&amp;quot; enabled. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|scenario]] begins the player with one friendly player-controlled ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild ghouls can be encountered as a [[Entities#Basic|basic entity]] at [[monolith]] level 1 or higher or if ambient horror is enabled. Any ghoul encountered in the wild will be permanently hostile to the player. These ghouls can be captured for study or to extract [[bioferrite]] from, like any other entity. Capturing a wild ghoul alive can be difficult, as they cannot be downed by [[pain]] and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a ghoul has been encountered, the [[Ghoul infusion (research)|ghoul infusion]] research project becomes available. After completing the research, the player can schedule the ghoul infusion operation on any colonist, [[prisoner]], or [[slave]]{{IdeologyIcon}} for {{Icon Small|Bioferrite||30}} [[bioferrite]] and {{Icon Small|Shard||1}} [[shard]], permanently turning that pawn into a ghoul. Regardless of whether the pawn was a member of your colony, they will be under the player's control once the operation is completed - there is no need to recruit them beforehand.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is a colonist that is limited to only melee combat. They cannot wield [[weapons]] or [[apparel]], do any work, take [[drugs]] or use any special abilities they would have in life. Ghouls can be restricted to [[zones]] and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, which can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Some hediffs are retained, including [[void touched]]. [[Luciferium]] need and the luciferium hediffs are ''not'' retained. {{Check Tag|Check|What is the full list of hediffs that are retained and aren't?}}&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]{{BiotechIcon}}.&lt;br /&gt;
* The natural attacks of a human are retained, but ghouls also gain a left and right claw attack and an additional bite attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls have 100% [[vacuum resistance]],{{OdysseyIcon}} meaning they can survive in space.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{Temperature|40||delta}}}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{Temperature|40||delta}}}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the ghoul has, at a rate of 0.1 HP/{{Ticks|60}}. Ghoul regeneration heals wounds in the order they were received, one wound at a time, until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Regeneration prevents wounds from scarring, even eye and brain injuries that would otherwise always scar, but does not prevent or cure [[trauma savant]]. Note that if the ghoul regeneration has already began to heal the missing body part when another injury is dealt, it will not switch targets; it will continue to heal the missing limb once it has begun.&lt;br /&gt;
&lt;br /&gt;
Ghoul regeneration is separate from a pawn's normal [[Injury#Healing Rate|healing rate]]. The ghoul continues to heal the same as a regular pawn, separate from ghoul regeneration. As with normal human pawns, a ghoul's ''natural'' healing is affected by [[genes]],{{BiotechIcon}} [[healing enhancer]]s,{{RoyaltyIcon}} and [[juggernaut serum]].{{AnomalyIcon}} Ghoul regeneration is ''not'' affected by these factors. See [[Injury#Healing|healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
A ghoul won't get sick like a regular pawn from [[infection]] or other diseases. They are immune to rotstink gas, but not tox gas or toxic buildup. &lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually{{Check Tag|When?}} go berserk, betraying the colony and never becoming friendly again. Once their food need reaches 0, a hidden meat hunger hediff will be applied and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Beyond food, ghouls have no other needs, [[mood]], or relationships. Any needs created by genes or addiction will be disabled. They can't have [[mental break]]s and won't be counted as a colonist for things like pawn death, the [[recluse]] trait,{{BiotechIcon}} or [[diversity of thought]] precepts.{{IdeologyIcon}} They also can't be part of any kind ritual. Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul. However, they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail needed|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
Captured ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific upgrades ===&lt;br /&gt;
Ghouls can have all types of normal human body parts installed. However, there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]]: Passively increases hunger and grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]]: Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency.&lt;br /&gt;
* [[Ghoul barbs]]: Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed.&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]]: On a 6 hour cooldown, gain the [[Hediffs#Metalblood|metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This is the same hediff as that from the [[metalblood serum]] and does not stack.&lt;br /&gt;
* [[Blood warmer]]: A kidney replacement that actively heats the ghoul's blood. Each installed, up to a maximum of 2, lowers Minimum Comfortable Temperature by {{Good|{{Temperature|-26||delta}} }}, allowing for a cumulative lower Minimum Comfortable Temperature bonus of {{Good|{{Temperature|-52||delta}} }}.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]] including their exclusive [[ghoul resurrection serum]], but not drugs. They aren't affected by any mood effect from a serum.&lt;br /&gt;
&lt;br /&gt;
===Raid points===&lt;br /&gt;
{{Main|Raid points#Pawn points}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are worth less [[raid points]] than regular colonists and most [[friendly mechanoids|combat mechanoids]]{{BiotechIcon}}. Like mechs, each ghoul adds between 20% and 40% of their combat power in raid points (combat power is is set to 90 for ghouls, so 18-36 points), depending on [[wealth]], which is then adjusted by threat scale and other factors as normal. The value of the ghoul itself and its implants will also contribute to colony wealth, although ghouls and ghoul-specific implants are worth little.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason=[[Flesh tentacle]] strat should be represented in tables, not just wooden hand}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and the [[strong melee damage]] [[gene]],{{BiotechIcon}} their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks and meatshields, as limb loss is meaningless, and death has little consequence so long as the corpse is intact.&lt;br /&gt;
* Ghouls don't bleed, feel pain, have [[mental break]]s, or sleep, making them more effective and reliable in combat. For example, ghouls make excellent bait for [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While an individual ghoul cannot match up to the absolute best melee colonists with [[cataphract armor]],{{RoyaltyIcon}} high [[quality]] [[persona weapon]]s,{{RoyaltyIcon}} and special abilities from [[utility]] items / [[psycast]]s{{RoyaltyIcon}} / [[gene]]s,{{BiotechIcon}} ghouls are incredibly cost effective. They are cheap to obtain, maintain, and worth remarkably little [[wealth]] and [[raid point]]s. They can outright beat regular melee colonists during the early- and mid-game, and even in the late-game they are fairly competitive.&lt;br /&gt;
&lt;br /&gt;
The main difficulty of keeping ghouls around is that they can only eat raw [[meat]] and fresh [[corpse]]s, although their hunger rate can be reduced by [[nuclear stomach]]s{{RoyaltyIcon}} and through [[gene]]s.{{BiotechIcon}} Even without those factors, [[raid]]s are a consistent source of free meat. Rotten corpses can be converted into [[twisted meat]] through [[harbinger tree]]s, and a [[fleshmass nucleus]] is a constant source of meat once obtained.&lt;br /&gt;
&lt;br /&gt;
Ghouls won't do most work, but can do a few tasks if manually [[draft]]ed: they can hunt animals by melee attacking them (but will not carry the corpses back), and they can extinguish [[fire]]s. Also, in the [[Scenario_system#The Anomaly|Anomaly starting scenario]], the ghoul allows you to skip early defenses, indirectly reducing amount of work that needs to be done.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Pollution stimulus (gene)|pollution stimulus]] gene.{{BiotechIcon}} You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your [[twisted meat]], a containment cell for the [[fleshmass nucleus]], and a frostbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul choice ===&lt;br /&gt;
Ghoulification is a great way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and remove detrimental health conditions. Because ghouls are cheap and disposable, converting pawns indiscriminately can be a viable option in the midgame onwards.&lt;br /&gt;
&lt;br /&gt;
The best base pawns to turn into ghouls are ones with positive combat [[trait]]s, such as [[tough]], [[jogger]], [[brawler]], and [[nimble]]. Passion and skill in melee helps, too. Ghouls made from [[body mastery]] [[creepjoiner]]s don't need to eat at all, but this significantly reduces the trait options, and food is an almost negligible cost in the mid- and late-game.&lt;br /&gt;
&lt;br /&gt;
If Biotech is installed, [[xenotype]]s{{BiotechIcon}} are important to consider before [[genetics|gene modding]] is readily available. While it is always possible to implant genes with a [[xenogerm]] later, a ghoul with a good melee xenotype will be stronger in the early game before then. [[Yttakin]] are the best base xenotype, starting with [[Robust]] and [[Strong melee damage]], as well as [[Naked speed]], which is a pure buff for ghouls. The other strong melee damage xenotypes can be good options, too.&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
Non-critical organs can be harvested from a subject before a ghoul infusion is used on them, which will then regrow after they are turned into a ghoul.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Hunger is the primary cost of ghouls, as they cannot eat anything but raw meat and corpses, thus preventing the use of [[crop]]s for stable food or [[meal]]s to get the most out of food. However, certain upgrades can be used to reduce the food cost, which have no downsides for ghouls:&lt;br /&gt;
* The [[nuclear stomach]]:{{RoyaltyIcon}} An [[artificial body part]] which multiplies [[hunger rate]] by {{Good|x25%}}. Note that [[cancer]], the primary downside of the nuclear stomach, is not a concern for ghouls.&lt;br /&gt;
* The [[robust digestion]] gene:{{BiotechIcon}} A gene that multiplies the nutrition gained from raw meat, but not corpses, by {{Good|x1.8}}.&lt;br /&gt;
* A [[metabolic efficiency]] of 5+:{{BiotechIcon}} This multiplies [[hunger rate]] by {{Good|x50%}}.&lt;br /&gt;
&lt;br /&gt;
These stack to make for a ghoul that only requires as little as {{Icon Small|Meat||{{#expr: ({{Q|Ghoul|Real Hunger Rate}}*0.25&amp;lt;!--Nuclear stomach--&amp;gt;*0.5&amp;lt;!--Metabolic efficiency of 5+--&amp;gt;)/({{Q|Meat|Nutrition}}*1.8 &amp;lt;!--Robust digestion--&amp;gt;) round 2}}}} [[meat]] per day and significantly increases the time that can be safely spent between meals.&lt;br /&gt;
&lt;br /&gt;
Ideally, all corpses should be butchered by a competent cook for maximum nutrition, but preventing berserking is more important.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls. For the heart upgrade, get the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with the [[adrenal heart]] to improve combat power or the [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls can also make effective use of [[body part weapon]]s. As they cannot hold conventional weapons, implanted weaponry offers them a powerful upgrade, and in combination with [[ghoul barbs]] ghouls offer {{DPS}} comparable to high-tier melee options. The ghoul can then be enhanced similarly to other melee pawns, such as with [[juggernaut serum]] and the [[strong melee damage]] gene.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
====Weapon choice====&lt;br /&gt;
[[Power claw]]s offer the highest damage, albeit with a small [[Moving]] penalty per claw. Note that combining a power claw and [[flesh tentacle]] will result in the same base {{DPS}} as two power claws, due to how the melee verb system selects and disregards certain attacks. As the flesh tentacle doesn't penalize [[Moving]] and boosts [[melee hit chance]], this is the optimal choice. A similar effect can be obtained by replacing the other hand with a [[wooden hand]] instead of the tentacle; the wooden hand reduces Manipulation, but the overall {{DPS}} is still close to that of two claws. Other hand and arm replacements will not work.&lt;br /&gt;
&lt;br /&gt;
[[Flesh whip]]s come in a close second in term of {{DPS}} and do not have a Moving penalty. Flesh whips have a higher base {{AP}} than power claws, but its {{AP}} is not affected by the [[melee damage factor]] (MDF), so having a MDF of {{#expr: {{Q|Flesh whip|Attack 1 AP}}/{{Q|Power claw|Attack 1 AP}} * 100 round 0}}% or more will result in the power claw having more {{AP}}. Ghoul barbs and the strong melee damage gene{{BiotechIcon}} result in an MDF of 225%. Flesh whips can be combined with flesh tentacles or wooden hands in the same way as power claws.&lt;br /&gt;
&lt;br /&gt;
Note that ghouls cannot be targeted by the [[twisted obelisk]], and so flesh parts should be acquired before ghoulification occurs. Afterwards, only flesh tentacles can be obtained, and only through [[unnatural healing]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, and movement speed. Having genes that improve their metabolic rate is also helpful. Ghouls will inherit genes from their underlying [[xenotype]]s, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Genes&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Gene Analysis}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Genes&amp;quot;&amp;gt;&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Great melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Partial antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+50%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resist toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Total antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+100%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Immune to toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold super-tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat super-tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Elongated fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Superfast wound healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Pollution stimulus (gene)|Pollution stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all; thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Awful animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Poor animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Very sleepy]] || Sleep Fall Rate || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleepy]] || Sleep Fall Rate  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Very unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
| [[Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|-&lt;br /&gt;
| [[Kill thirst]] || Causes need to kill humanoids|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have needs beyond hunger&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra pain]] || Increases pain|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't feel pain&lt;br /&gt;
|-&lt;br /&gt;
| [[Nearsighted]] || Decreases shooting accuracy|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls can't shoot&lt;br /&gt;
|-&lt;br /&gt;
| [[Weak immunity]] || More likely to die from diseases|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls are immune to diseases&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically deaf]] || Psychic sensitivity {{Down|-100%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically dull]] || Psychic sensitivity {{Down|-50%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Drugs|Drug dependency]] || Need for a specific drug|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} or {{Good|+4}} || Ghouls have no drug needs and can't take drugs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Archite genes ====&lt;br /&gt;
Archite genes are generally not worth adding to a ghoul xenogerm.&lt;br /&gt;
* [[Scarless]], [[Non-senescent]], [[Ageless]] and [[Perfect immunity]] are redundant in a ghoul. &lt;br /&gt;
* [[Gene implanter]] cannot be activated from ghouls. &lt;br /&gt;
* [[Deathless]] could be considered before having access to ghoul resurrection serums, but once the serums are available, their shorter coma period is preferable. &lt;br /&gt;
* [[Archite metabolism]] can be an option if not enough positive metabolism genes have been yet gathered, but maximum metabolism efficiency can be eventually achieved while using all the beneficial genes. &lt;br /&gt;
* The main draws of [[Breathless]]{{OdysseyIcon}} on ghouls are the bonus to minimum comfortable temperature and immunity to tox gas, as ghouls are already immune to vacuum exposure. However toxic buildup and gas immunity can also be achieved by a combination of [[Genes#Resistance and sensitivity|toxic resistance genes]] and [[detoxifier lung]]s. The temperature bonus could have an use when stacked will all other genes that improve cold resistance for ghouls in polar biomes or [[orbit]], but those require more metabolism points that could be spent on more impactful genes. For cold protection, blood warmers are cheaper and more accessible for a miniscule DPS penalty.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
** You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
** If you have a [[detoxifier lung]] and [[detoxifier kidney|kidney]], you can install them to the pawn and harvest the second natural lung and kidney. After the ghoul has finished regenerating one of each organ, you can then safely remove the artificial organs.&lt;br /&gt;
** By spending a [[ghoul resurrection serum]] afterwards, you can also harvest the [[heart]] in the same manner as above.&lt;br /&gt;
* Ghouls can still have genes implanted or harvested.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]], [[cirrhosis]] or [[lung rot]]. However, if you then kill the ghoul and revive them with a ghoul resurrection serum, it will remove the sickness but not the paralytic abasia or the cirrhosis. Lung rot can be &amp;quot;cured&amp;quot; by removing one lung at a time and letting them regenerate.&lt;br /&gt;
&lt;br /&gt;
=== The ideal ghoul ===&lt;br /&gt;
Here is a setup for an ideal ghoul. The following features are very hard to achieve, but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the [[Endings#The Void|Anomaly ending]], gives 100 hp/day regeneration on top of ghoul regeneration and natural generation.&lt;br /&gt;
* Level 20 melee skill: massively improves melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above. Other metabolically-efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: will give some tox resistance for the ghoul if you don't install detoxifier lungs for them.&lt;br /&gt;
* [[Flesh whip]]: will give some melee damage for the ghoul if you don't install a [[power claw]].&lt;br /&gt;
&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[corrupted obelisk]] and turn the duplicate into a ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7.&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25.&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]] + [[flesh tentacle]] (or [[wooden hand]]): greatly improves a ghoul's melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archotech eyes and legs could be used instead, but the sheer amount of punishment you will likely have your ghoul be taking means that they will break eventually. Giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
&lt;br /&gt;
Note that power claws, bionic eyes, and bionic legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give them to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 96 hp/day (208 HP/day when lying on hospital bed) from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it can take roughly 2925 damage points/day, or 2.9 points/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite number of [[chimera]]s one at a time.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
Their damage and movement speed would be as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Enemy ghouls are passable for containment, but are generally worse in the role than [[sightstealer]]s. Sightstealers provide more [[bioferrite]] and the same knowledge gain, and are easier to contain. They require less containment strength, do not regenerate lost body parts, and can feel [[pain]], meaning an escaping sightstealer is easier to subdue. Ghouls can make for a good supplementary source of dark study in the early game, though, and they provide somewhat more electricity with an [[electroharvester]].&lt;br /&gt;
&lt;br /&gt;
In the early game, be careful when engaging enemy ghouls in melee combat. They cannot be [[downed]] due to [[pain]], so they will fight much longer than regular human raiders. Ghouls never show up in [[raid]]s or assaults; only one ghoul will appear per event, as a minor threat.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Ghouls cannot get pregnant through any method. A pregnant pawn that is turned into a ghoul will have the pregnancy removed. A pawn that is in labor when being turned into a ghoul will have the labor hediff removed, but a non-ghoul baby will also be produced normally.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] release - Added.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Ghouls couldn't right-click-use serums, and mechs could erroneously use them via the gizmo.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Ghouls can no longer go on caravans alone.&lt;br /&gt;
** Fix: Ghouls now exit shuttles drafted like other colonists.&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=Orbit&amp;diff=180799</id>
		<title>Orbit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbit&amp;diff=180799"/>
		<updated>2026-06-10T12:54:51Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
'''Orbit''' is a new region separate from the world map introduced by the [[Odyssey DLC]]. Orbit is accessible via the World interface and the player can use the 'view planet' and 'view orbit' buttons to switch between planetary and orbital views. Locations in orbit differ from locations on the planet and have additional challenges in order to survive and thrive. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
When outdoors, orbit always has a [[vacuum]] level of 100% and a [[temperature]] of {{Temperature|-75}}. When exposed to the vacuum, [[fire]] and [[gas]] will dissipate extremely quickly, and unprotected pawns and plants will quickly die.&lt;br /&gt;
&lt;br /&gt;
There are no exits to leave the map by foot. This means that [[prisoner]]s and [[slave]]s{{IdeologyIcon}} will never try and break out, and [[raider]]s won't flee once a percentage of their force is defeated. [[Transport pod]]s, [[imperial shuttle]]s,{{RoyaltyIcon}} [[passenger shuttle]]s, or a [[gravship]] are required in order to travel to, from and in-between orbital locations.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions ===&lt;br /&gt;
Certain [[events]] and abilities are prevented while in orbit. These include:&lt;br /&gt;
* Most [[event]]s and [[quest]]s are disabled in orbit. The only meaningful non-raid events that are possible are [[meteorite]]s, [[orbital debris]], [[ship chunk]] crashes, and [[cargo pods]].&amp;lt;!--Checked via devmode menu in 1.6---&amp;gt;&lt;br /&gt;
* [[Disease]] events will not occur naturally. [[Sickly]] pawns are still subject to disease, although the only disease they'll receive is [[organ decay]].&lt;br /&gt;
* All [[raid]] types are forced to [[Raider#Immediate_attack|map edge]] or [[Raider#Drop_pod_scatter|randomly placed]] drop pod raids.&lt;br /&gt;
** [[Anomaly DLC]]{{AnomalyIcon}} raids are also disabled, preventing [[entity]] attacks. The [[provoke pit gate]] and [[draw fleshbeasts]] [[psychic rituals]] cannot be initiated.&lt;br /&gt;
* [[Comms_console#Factions|Military assistance]] cannot be requested. {{Check Tag|Do allies still send unsolicited aid?}}&lt;br /&gt;
* [[Weather]] is disabled, preventing use of [[tornado generator]]s, the [[psycast]] [[Flashstorm (psycast)|Flashstorm]]{{RoyaltyIcon}} and the [[Blood rain (ritual)|blood rain]]{{AnomalyIcon}} ritual.&lt;br /&gt;
* Some [[permits]]{{RoyaltyIcon}} do not function in orbit. See that page for details.&lt;br /&gt;
* [[Mortar]]s are completely disabled.&lt;br /&gt;
&lt;br /&gt;
== Locations==&lt;br /&gt;
Locations within the orbit vary between:&lt;br /&gt;
* Resource asteroids, primarily made of [[vacstone]] and containing mineable [[ore]]s and the odd [[archean tree]].&lt;br /&gt;
* Orbital item stash: an asteroid with a hollow core containing structures with loot.&lt;br /&gt;
* Abandoned platform: an ancient orbital platform with no signs of life.&lt;br /&gt;
* Orbital wrecks: the wreckages of abandoned platforms that are claimed by hostile [[salvagers]].&lt;br /&gt;
* Satellites: abandoned platforms, protected by hostile [[sentry drone|sentry]] and [[hunter drone]]s, [[autocannon]]s and [[uranium slug turret]]s.&lt;br /&gt;
* Mechanoid platforms, orbital platforms with high [[mechanoid]] activity. This includes [[the Mechhive]].&lt;br /&gt;
&lt;br /&gt;
In any case, no soil naturally generates outside of [[archean tree]]s. The unique &amp;quot;Space&amp;quot; terrain found in orbit cannot be walked on, but does not block line of fire, and it is possible to build [[bridge]]s or [[heavy bridge]]s to travel through.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=More thorough general/combat analysis}}&lt;br /&gt;
&lt;br /&gt;
When entering orbit, players must make sure that colonists' vacuum and temperature needs are met. A [[vacsuit]] with a [[vacsuit helmet|helmet]] is enough to stay in a vacuum so long as the armor lasts, while pawns in [[power armor]] can last for days depending on the helmet; both suits also come with enough cold insulation to last. &lt;br /&gt;
&lt;br /&gt;
[[Gravship]]s in particular should be kept in a climate controlled environment, in order to keep plants, animals, and unprotected colonists safe. It should be well [[heater|heated]], well supplied with oxygen using [[oxygen pump]]s, and contain rooms fully enclosed with [[wall]]s that are suitable against vacuum such as [[metal]] [[stuff]]ed walls or [[gravship hull]]s. Un[[roof]]ed areas in orbit are also exposed to being pummeled by [[orbital debris]].&lt;br /&gt;
&lt;br /&gt;
In any case, make sure that a return trip is possible. This means packing enough [[chemfuel]] for a return trip, having spare [[component]]s in case of a thruster breakdown, and keeping the shuttle / gravship intact. Asteroids and orbital wrecks usually generate with [[ancient transport pod]]s in case of an emergency, but each pod can only carry 2 colonists at most.&lt;br /&gt;
&lt;br /&gt;
===Permanent Colony===&lt;br /&gt;
It is possible to construct a permanent colony in any orbital location, but doing so is challenging and requires preparation. Orbit is the most hostile biome in the game, swiftly killing pawns without the proper gear. In many cases, it is more practical to make temporary visits whenever something needs to be done in orbit, as it is easier, cheaper, and safer to live on the planet. However, living permanently in orbit is possible, and preferred by [[ideoligion]]s{{IdeologyIcon}} with the [[Shipborn]] meme.&lt;br /&gt;
&lt;br /&gt;
There are different approaches to creating a permanent in-orbit base:&lt;br /&gt;
&lt;br /&gt;
# Creating a self-sustaining [[gravship]]. This has the benefit of being able to travel freely, but is limited by size, especially without [[grav extender]]s.&lt;br /&gt;
# Settling on an asteroid, bringing an initial supply of resources from the planet.&lt;br /&gt;
# Settling on an (abandoned) orbital platform, which provides a huge pre-built building, as well as many [[life support unit]]s that permanently provide free heat, oxygen, and power.&lt;br /&gt;
&lt;br /&gt;
====Greenhouse and power====&lt;br /&gt;
Regardless of the approach, the base will need a [[greenhouse]]. This requires a [[hydroponics]] setup or an [[archean tree]], an airtight environment with [[heater]]s and [[oxygen pump|vacuum removal]], as well as enough [[power]] to sustain the colony. Having some amount of temperature/vacuum resistance on pawns at all times (instead of relying solely on the room) is recommended for when meteorites or raider [[drop pod]]s break the roof of your base.&lt;br /&gt;
* Setting on an orbital platform makes this easy, as the life support systems provide everything but the actual hydroponics basins.&lt;br /&gt;
* In a gravship, a setup consisting of hydroponics -&amp;gt; [[biofuel refinery]] -&amp;gt; [[chemfuel powered generator]] provides more energy than it consumes. See the [[Chemfuel_powered_generator#Plants_and_biofuel_refineries|Chemfuel powered generator]] article for more details.&lt;br /&gt;
* If on an asteroid, the above hydroponics setup still works. Alternatively, archean trees can be used in place of hydroponics, saving on power and resources.&lt;br /&gt;
&lt;br /&gt;
In addition, any colony can use [[vanometric power cell]]s or [[unstable power cell]]s{{RoyaltyIcon}} for entirely free power, although the former are not easy to acquire in large numbers. Gravships can use [[gravcore power cell]]s as well.&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
Trade is possible through [[orbital trader]]s on the [[comms console]]. In addition, supplies can be obtained from the planet, then transported to space through the gravship, [[transport pod]]s, or [[passenger shuttle]]s. If there is a colony on the surface, a colony in space can be established without it needing to sustain itself right away.&lt;br /&gt;
&lt;br /&gt;
[[Raid]]s still occur in space, they will contain either [[human]]s with vacuum protective gear or [[mechanoid]]s. [[Infestation]]s do not naturally occur as no orbit tiles are considered overhead mountain, and [[deep drill]]s do not work in orbit. Because [[siege]]s and &amp;quot;[[Raider#&amp;quot;Drop right on top of you&amp;quot; drop pods|drop on top of you]]&amp;quot; raids do not happen, raids are overall less dangerous. &lt;br /&gt;
&lt;br /&gt;
[[Event]]s and [[quest]]s are heavily limited as most are unable to function in orbit. Notably, meteorites are particularly common, which can destroy equipment and open your base to the vacuum. However, since [[solar flare]]s and [[blight]]s do not happen, hydroponics farms are actually safer in orbit than on the planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to start the [[ship reactor]] in orbit to take advantage of the reduced raid variety. Make sure to roof in the reactor and the surrounding area once it's built to protect against orbital debris.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Mechanitors can now summon mechanoid bosses while in space. Bestowing ceremony can now be accepted in space. Raiders won't try to ignite buildings when they are in a vacuum. Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: &amp;quot;Cloudwatching&amp;quot; sometimes appears when in space instead of &amp;quot;stargazing&amp;quot;.&lt;br /&gt;
** Fix: If your first home map is in space, pawns were occasionally spawning on other maps with vacsuits.&lt;br /&gt;
** Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=180798</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=180798"/>
		<updated>2026-06-10T12:49:59Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than waiting for random traders to arrive at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:Form Caravan.png|Form caravan|64px]]&lt;br /&gt;
| [[File:Abandon Home.png|Abandon settlement|64px]]&lt;br /&gt;
|-&lt;br /&gt;
| Form caravan&lt;br /&gt;
| Abandon settlement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
When forming a caravan, the first pop-up menu has the player choose which pawns will join the caravan, including colonists, [[animal]]s, any [[prisoner]]s you want to transport, and, if you have [[Biotech]], any [[Mechanoid]]s your Mechanitor{{BiotechIcon}} possesses. At least one colonist must be chosen.&lt;br /&gt;
&lt;br /&gt;
There are three different ways that caravans are formed:&lt;br /&gt;
&lt;br /&gt;
* A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items into their personal inventory and can exit the map rather quickly.&lt;br /&gt;
* A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.&lt;br /&gt;
* A caravan already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals at a normal speed.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan (highest social skill.)&lt;br /&gt;
&lt;br /&gt;
Mechanoids {{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere. Mechanoids will always add their carrying capacity to the caravan, regardless of whether their overseer is in the caravan.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan, you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
{| {{STDT|c_08 sortable align-center}}&lt;br /&gt;
! Name !! [[Property:Type|Type]] !! [[Property:Pack Capacity|Pack capacity]] (kg)&lt;br /&gt;
{{#ask: [[Category:Pack Animal]] OR [[Pack Capacity::+]] [[Resource 1::+]]&lt;br /&gt;
| ?Type&lt;br /&gt;
| ?Pack Capacity&lt;br /&gt;
| sort = From DLC, Type, Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity according to their body size.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] and [&amp;lt;] arrows from +/−1 to:&lt;br /&gt;
&lt;br /&gt;
* {{Key|CTRL}}: +/−10&lt;br /&gt;
* {{Key|SHIFT}}: +/−100&lt;br /&gt;
* {{Key|CTRL}}+{{Key|SHIFT}}: +/−1000&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravan members will feed as needed while traveling or resting, so long as there's food in the caravan inventory ''and'' they are [[Food policy|assigned]] to eat a type of food being carried. Colonists who are part of a caravan will automatically forage for raw food, with yield depending on the environment and the colonist's Growing [[skill]]. Foraging is not recommended as the caravan's ''primary'' food source, however, as it may result in food poisoning (2% chance/meal) like all raw food consumption. &lt;br /&gt;
&lt;br /&gt;
Herbivorous animals can generally graze on their environment for nutrition while traveling, except in extreme biomes like ice sheets and deserts. However, carnivorous and omnivorous animals cannot hunt nor scavenge while traveling in a caravan. Extra appropriate food must be brought for them or they will starve. &lt;br /&gt;
&lt;br /&gt;
A caravan's '''time to destination''' is displayed in the inspect pane when a caravan is selected on the World Map screen. This allows for careful coordination of trip length and food stores when planning a caravan. &lt;br /&gt;
&lt;br /&gt;
Most food spoils without refrigeration rather quickly. Supplies with the soonest expiration date are automatically consumed first.&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (spoils in 4 days).&lt;br /&gt;
* [[Berries]] can last through mid-length journeys (up to 14 days), although they are less weight-efficient and add the chance (2%/meal) of food poisoning. &lt;br /&gt;
* [[Pemmican]] is useful for long-distance travel (lasts over 1 year).&lt;br /&gt;
* [[Packaged survival meal]]s are also excellent for long journeys (never expire).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate ''mini-maps''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. All animals will automatically feed in a mini-map.&lt;br /&gt;
&lt;br /&gt;
After lingering on a mini-map for several days, the storyteller will spawn a raid as a way of forcing you to ''reform the caravan''.&lt;br /&gt;
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:Forming Caravan.png|Badge for pawns forming caravan|64px]]&lt;br /&gt;
| [[File:Add To Caravan.png|Add to caravan|64px]]&lt;br /&gt;
| [[File:Remove From Caravan.png|Remove from caravan|64px]]&lt;br /&gt;
|-&lt;br /&gt;
| Badge for pawns&amp;lt;br/&amp;gt;forming caravan&lt;br /&gt;
| Add to caravan&lt;br /&gt;
| Remove from caravan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be canceled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
The 'Choose Route' button allows the player to set destinations for a caravan. Right-clicking a tile on the World Map will create a float menu with travel options. The quickest route to a destination is automatically calculated, taking terrain types and roads into account. &lt;br /&gt;
Once a destination tile and inventory are chosen, traveling colonists will collect items to their inventories and then exit the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals or items, the process of gathering those can be ''very'' time-consuming. Starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;. To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;). You can remove them prior to exiting the map in the same way. This may not be necessary, as in 1.5, it has been observed that non-caravan colonists help out with loading/unloading. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a better idea to let all colonists leave the map together, then immediately pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main caravan body continues on. Be sure the carrying capacity of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day. If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), the animals are near to the hitching spot and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
* Faster unloading caravan with lots of carriage: before entering the home cell while returning home, choose another route that will take you through the settlement cell. When the caravan is moving over the center of the base on the world map split it off all creatures except one pawn. That one pawn will become immovable due to overload, but You will be able to click on settlement and choose the option to enter. Then, you can draft him to stockpile and unload all items with a down-pointing arrow button from the inventory screen. If a returning caravan has only one pawn, you can make another one to meet him near to be able to split.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:Settle.png|Settle|64px]]&lt;br /&gt;
| [[File:Split Caravan.png|Split|64px]]&lt;br /&gt;
| [[File:Merge Caravans.png|Merge|64px]]&lt;br /&gt;
| [[File:Pause Caravan.png|Pause|64px]]&lt;br /&gt;
| [[File:Trade.png|Trade|64px]]&lt;br /&gt;
| [[File:Fulfill Trade Request.png|Fulfill trade request|64px]]&lt;br /&gt;
| [[File:Offer Gifts.png|Offer gifts|64px]]&lt;br /&gt;
| [[File:Attack Settlement.png|Attack|64px]]&lt;br /&gt;
|-&lt;br /&gt;
| Settle&lt;br /&gt;
| Split&lt;br /&gt;
| Merge&lt;br /&gt;
| Pause&lt;br /&gt;
| Trade&lt;br /&gt;
| Fulfill trade request&lt;br /&gt;
| Offer gifts&lt;br /&gt;
| Attack&lt;br /&gt;
|}&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* '''Move''' - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* '''Settle''' - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* '''Split''' - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* '''Merge''' - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* '''Trade''' - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* '''Attack''' - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* '''Offer gifts''' - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
# Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
# Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
# Days of food - number of days before your caravan runs out of available food. If your caravan is low on food, the player receives a text note on the side of the screen. Caravans with low food are also warned before exiting the map. Compare the days of food to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
# Base movement time: Movement speed based on rideable animals, carried mass, mass capacity, and terrain. Pawn's manipulation, moving, move speed do not impact movement speed.&lt;br /&gt;
# Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
# Visibility: How vulnerable your caravan is to ambush attacks. Visibility is affected by the ratio of inventory mass to caravan carrying capacity.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as:&lt;br /&gt;
&lt;br /&gt;
* Between hours 2200 and 0600 while the members sleep and rest.&lt;br /&gt;
** They will still rest even if all members are fully rested.&lt;br /&gt;
** Caravans sleep during those hours regardless of what the colonists are assigned in the Schedules menu.&lt;br /&gt;
* When all colonists are downed or having a minor/major mental break.&lt;br /&gt;
* When any member is having an extreme mental break.&lt;br /&gt;
** Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
** Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
* If the player manually pauses the caravan.&lt;br /&gt;
** Paused caravans forage faster, members can socialize, and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier. If there is insufficient food to feed the entire caravan, humans will be fed before animals.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]] along with you, colonists may consume it during their journey. The mood bonus it provides can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
Every colonist and [[slave]]{{IdeologyIcon}} in a caravan can forage for raw food. [[Prisoner]]s cannot forage. Foraging can only be done during the tile's growing season, and pawns incapable of Plants work cannot forage.&lt;br /&gt;
&lt;br /&gt;
Each person's forage yield is determined by the [[Foraged Food Amount]] stat, is which increased by 0.09 per level of [[Skills#Plants|Plants]] and is affected by [[Manipulation]] and [[Sight]]. Starting as a [[New Tribe]] improves forage yield by {{Good|x170%}}. The [[biome]] the caravan is currently on is a multiplier to yield. Finally, non-moving caravans have double the yield. For more details, see the [[Foraged Food Amount]] page.&lt;br /&gt;
&lt;br /&gt;
In theory, the following amounts of Plants skill is enough for a healthy base colonist to forage as much food than they eat, assuming 100% forage yield biome. In practice, [[food poisoning]] will lower yield, so higher amounts are required unless the pawn is immune to food poisoning.&lt;br /&gt;
* [[New Arrivals]]: When not moving, Plants 9 is enough to break even. When moving, Plants 18 is enough to break even.&lt;br /&gt;
* [[New Tribe]]: When not moving, Plants 6 is enough to break even. When moving, Plants 11 is enough to forage more than what the pawn eats.&lt;br /&gt;
&lt;br /&gt;
===== Animals =====&lt;br /&gt;
{{Odyssey|section=true}}&lt;br /&gt;
In addition, an animal that can be trained to perform 'Forage' like a [[pig]] will also improve on the forage yield based on their body size with as long as they are trained. The extra base nutrition is their body size multiplied by 0.6, which is then impacted by all the factors that impact human pawns. As an example: for [[New Tribe]]s, an adult [[wild boar]] with a body size of 0.85 in a biome with 100% forage yield while the caravan is not moving can generate up to 0.6 * 0.85 * 1.7 * 2 = 1.734 nutrition daily while not consuming any of the produced themselves due to being grazers.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?animalName}}} }}&lt;br /&gt;
| {{#expr: {{{?Body Size}}} * 0.6 round 2}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;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_08}}&lt;br /&gt;
! Forager !! Base forage nutrition per day&lt;br /&gt;
{{#ask: [[Category:Animals]] [[Can Train Forage::true]] | format = template | template = :Caravan | link = none | sort = from DLC, Name | named args = true&lt;br /&gt;
| ?Name = ?animalName&lt;br /&gt;
| ?Body Size = ?Body Size}}&lt;br /&gt;
|-&lt;br /&gt;
! 10 Plants Skill Pawn&lt;br /&gt;
| 0.9&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[Mechanitor|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This, however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: never sleep is also faster when they wouldn't have to travel the whole night to get home - either because they started not first thing in the morning or the travel time is &amp;gt;18hrs by riding but not 24 hrs by riding and not 24hrs by foot}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just a single tile away.&lt;br /&gt;
&lt;br /&gt;
The exception to this mandatory rest period involves a caravan with no animals and a caravan where all human caravan members have either a [[circadian half-cycler]],{{RoyaltyIcon}} the [[never sleep]] gene,{{BiotechIcon}} or the [[body mastery]]{{AnomalyIcon}} trait, with or without mechanoids{{BiotechIcon}}. If this is the case, the caravan will continue traveling 24 hours a day. Though the practicality of doing this is up for debate as, referring to the [[Caravan#Caravan Movement Speed|table]], if all members of the caravan are riding a horse (1.6 mount multiplier) it is 6.67% faster than all of them never sleeping. Therefore the only time 24/7 caravanning would be useful is in the early game when access to horses is limited and only slower mounts such as dromedaries or donkeys are available or when on an extreme temperature tile like the ice sheet. It's also worth noting that caravanning pawns will do solitary or social recreation when the caravan is resting which could cause a 24/7 caravanning pawn to suffer mood penalties from recreation deprivation.&lt;br /&gt;
&lt;br /&gt;
Note that if a caravan is partway between a tile and a settlement, camp, outpost, or similar map fixture, the caravan will continue traveling until they reach that fixture, even if it's after 2200. {{Check Tag|Details|Does it only occur when moving to a fixture, or does it also occur when moving away?}}&lt;br /&gt;
&lt;br /&gt;
=== Caravan Movement Speed ===&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain Movement Difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using this equation we can run an analysis on the value of different methods of caravanning, assuming a solo pawn and values for carried mass are 100% with a terrain difficulty of 1&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Method !! Base Multiplier !! Multiplier from Ridden Animals !! Multiplier from Carried Mass !! Terrain Movement Difficulty !! Hours Slept !! Days Travelled !! Distance Travelled&lt;br /&gt;
|- &lt;br /&gt;
! No Mount&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}}&lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:HoursSlept|8}}&lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|-&lt;br /&gt;
! No Mount + No Sleep&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}} &lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:HoursSlept|0}}&lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|-&lt;br /&gt;
! Slow Mount&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}}&lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1.3}}&lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:HoursSlept|8}} &lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|-&lt;br /&gt;
! Fast Mount&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}}&lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1.6}}&lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:HoursSlept|8}} &lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed.&lt;br /&gt;
&lt;br /&gt;
===== Mounts =====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|c_08 sortable align-center}}&lt;br /&gt;
! Name !! [[Property:Riding Speed|Riding Speed]]&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
| ?Riding Speed&lt;br /&gt;
| sort = Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Carried mass ratio =====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
===== Terrain =====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, while hills and mountains will slow you down. If the current temperature of a tile is under {{Temperature|-17.1}}, then movement difficulty will start to sharply increase, maxing out at +2 movement difficulty at {{Temperature|-22.5}} and below. This means cold biomes are easier to traverse in summer than in winter. The cold affects movement difficulty even in deserts where there isn't any snow. &lt;br /&gt;
&lt;br /&gt;
If the tile contains a road, the movement difficulty for that tile will be halved. This is applied after all other calculations, and works the same regardless of the type of road.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Rainforest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  4.5  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Swamp     ||  4  || 4.5 || - ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Cold Bog     ||  4  || 4.5 || - ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
Note that if you only place the waypoint at the destination(s), &amp;quot;caravan route time&amp;quot; only estimates a 1-way trip. To see the round-trip estimate, place another waypoint at home.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, but will instead have to be unloaded by haulers.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by [[camping]] whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage of terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the backup caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
If a hostile pawn that was downed gets up, the caravan will be unable to leave the map tile but the pawn won't be hostile.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
=== Caravan lost ===&lt;br /&gt;
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.&lt;br /&gt;
&lt;br /&gt;
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an abandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Caravan speed now solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan. Fix: [[Psychoid leaves]], [[ambrosia]], [[smokeleaf leaves]] and [[hops]] can be selected as food for caravans. &lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: It is possible to sell animals while forming a caravan.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: When forming a caravan, downed pawns are sometimes left behind near the map edge. Fix: Pawns resting in caravans don't show the 'Z' icon on their portraits to indicate rest.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Clicking on the &amp;quot;carry pawn&amp;quot; checkbox in caravan screen opens health card. &lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: [[Babies]] {{BiotechIcon}} can carry items in caravans.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Captured prisoners escaping from reformed caravans. Fix: Caravans holding relics cause &amp;quot;relic lost&amp;quot; thought on map exit. &lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Ensure humanlikes are fed first in caravans. Fix: Auto selected caravan food not clamping to mass limit.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - &lt;br /&gt;
** Items that are waiting to be loaded into a caravan can be cancelled in the caravan tab. Similarly, items that are loaded into a caravan can be removed using the caravan tab. &lt;br /&gt;
** Caravans that are in the process of forming can now be forced to depart immediately. Colonists will leave the map as soon as possible, without loading any additional items, roping any animals, or picking up any incapacitated pawns. Anything not loaded into the caravan will be left behind. &lt;br /&gt;
** Caravans now take the shortest path to the map exit, instead of leaving the map in the direction they would be travelling in. &lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Ghouls can no longer go on caravans alone.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scaria&amp;diff=180797</id>
		<title>Scaria</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scaria&amp;diff=180797"/>
		<updated>2026-06-10T12:48:18Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Scaria''' is a [[disease]] that turns humans and animals feral. It does not occur through normal [[disease]] events, but [[manhunter pack]]s can arrive with scaria and infect pawns with attacks.&lt;br /&gt;
&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Scaria can be introduced to the map through a [[manhunter pack]]. In the [[scarlands]],{{OdysseyIcon}} half of wild animals will enter the map with scaria.&lt;br /&gt;
&lt;br /&gt;
In addition, bite and scratch attacks made by scaria infected pawns have a chance to inflict [[#Scaria infection|scaria infection]] instead of regular [[infection]]. The chance of scaria infection is identical to regular infection. If the scaria infection progresses to 100%, then proper scaria is inflicted.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Scaria has different effects depending on if the pawn is an animal or human.&lt;br /&gt;
* Animals cannot be tamed and have a +50% chance to become manhunter when attacked. In addition, if an animal is [[manhunter]], it causes manhunting to never expire. [[Manhunter pack]]s, as their name suggests, already start manhunter.&lt;br /&gt;
* Humans are turned permanently [[berserk]].&lt;br /&gt;
&lt;br /&gt;
In both cases, the pawn's mental break will be suppressed if it is [[downed]], but resumes if they regain movement. &lt;br /&gt;
&lt;br /&gt;
Both humans and animals will die in 5 days if not cured. Also, upon [[death]], pawns with scaria have a chance of instantly rotting, preventing any butchering products from being obtained. This chance is dependent on [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
== Scaria infection ==&lt;br /&gt;
Scaria spreads through bites and scratches inflicted by an animal or a human with scaria. As long as these wounds don't become infected - in the [[infection|usual manner]] -, the injured pawn is safe from scaria. If they do get infected, it will manifest as a scaria infection instead of a regular [[infection]]. Other types of wounds do not spread scaria.&lt;br /&gt;
&lt;br /&gt;
Most animal attacks are bites{{Check Tag|Check special bites|Do animals with toxic bite or porcupine bite spread scaria?}} and scratches, which makes them the main spreaders of scaria. &lt;br /&gt;
&lt;br /&gt;
Humans can technically inflict bites, but due to the [[melee verb selection]] mechanic, will only do so when they can't use their hands or a weapon. They do not have natural scratch attacks, but attacks made from a [[power claw]], [[hand talon]],{{RoyaltyIcon}} [[thrumbo horn]], [[elephant tusk]], [[mastodon tusk]],{{OdysseyIcon}} or [[alpha thrumbo horn]]{{OdysseyIcon}} will spread scaria.&lt;br /&gt;
&lt;br /&gt;
A scaria infection progresses at the same speed and has the same immunization properties as a regular infection, but increases mental break threshold in addition to pain, and causes scaria instead of death. The effects on breathing and consciousness seen in the late stages of regular infections are absent (apart from the effect of pain on consciousness).&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;
* [[Mental break threshold]]: {{++|2%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (major)''' || 33% - 77% ||&lt;br /&gt;
* [[Pain]]: {{++|8%}} &lt;br /&gt;
* [[Mental break threshold]]: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (extreme)''' || 78% - 99% ||&lt;br /&gt;
* [[Pain]]: {{++|12%}} &lt;br /&gt;
* [[Mental break threshold]]: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (extreme)''' || 100% ||&lt;br /&gt;
* Scaria&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Scaria infections may be treated in the same manner as an ordinary [[infection]]. If this fails, the infection will be replaced by scaria.&lt;br /&gt;
&lt;br /&gt;
On a downed pawn, scaria can be treated with an [[operation]] requiring both:&lt;br /&gt;
* 3 medicine of [[Medicine|industrial]] quality or better; and&lt;br /&gt;
* A doctor with a [[medical]] skill of 8 or higher.&lt;br /&gt;
&lt;br /&gt;
Scaria infections and scaria itself can also be cured via the [[Medic cycle]] of a [[biosculpter pod]],{{IdeologyIcon}} although a permanently enraged pawn would need to be [[downed]] first.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Scaria was added to balance out manhunter packs, from being a huge wealth boost from the corpse butchering. Now most of the manhunter animals end up as useless rotten corpses.&lt;br /&gt;
&lt;br /&gt;
Financially, it is almost never worth it to cure an animal's scaria, with the exception of [[thrumbo]]s or any other high value animals. In that case, if the manhunter Thrumbo is downed, curing the scaria then slaughtering it guarantees a useful corpse for butchering.&lt;br /&gt;
&lt;br /&gt;
In addition to the risk of wound infections, pawns engaged in melee with scaria manhunters will be exposed to [[rot stink]] from instant rot, which will cause [[lung rot]] very rapidly. [[Detoxifier lung]]s{{BiotechIcon}} will defend against this danger.&lt;br /&gt;
&lt;br /&gt;
The same techniques that defend against normal wound [[infection]]s also apply to scaria infection. If beating the infection is in doubt, the pawn should be disarmed before the disease drives them berserk. Afterwards, treatment may be applied if the requirements are available and the victim is unable to walk.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Scaria infected panthers.png|Scaria infected panthers&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fixed a bug where curing scaria would not remove manhunting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] -&lt;br /&gt;
** Now causes scaria infections when attacking, allowing scaria to be inflicted on humans. Animals with scaria are no longer manhunters by default. However, once they become manhunters, they remain manhunters until they die or are cured of scaria. Animals with scaria cannot be tamed, and are more likely to become manhunters when attacked.&lt;br /&gt;
** Scaria now changes a pawn’s appearance to look red, mangy, and covered in sores.  &lt;br /&gt;
** Animals with scaria are no longer manhunters by default. However, once they become manhunters, they remain manhunters until they die or are cured of scaria.&lt;br /&gt;
** Animals with scaria cannot be tamed, and are more likely to become manhunters when attacked.&lt;br /&gt;
** Wounds from scaria-infected pawns can cause &amp;quot;scaria infections&amp;quot;. Scaria infections work like regular infections, but when they reach 100% the pawn gets scaria instead of dying.&lt;br /&gt;
** Humans can now get scaria from “scaria infections”. When afflicted, humans go into a permanent berserk rage that lasts until they die or are cured of their scaria infection.&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=180796</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=180796"/>
		<updated>2026-06-10T12:44:28Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent,{{RoyaltyIcon}} Archonexus,{{IdeologyIcon}} The Gravship{{OdysseyIcon}} and its subquests) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]],{{RoyaltyIcon}} those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Social skill|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]],{{RoyaltyIcon}} an world event [[condition causer]],{{RoyaltyIcon}} or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s, [[transport pod]]s, [[Permits|imperial shuttle]],{{RoyaltyIcon}} or [[passenger shuttle]]{{OdysseyIcon}} to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, an [[imperial shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
=== Betrayal offer ===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific monument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]],{{IdeologyIcon}} in order to take advantage of the [[Combat in darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An [[imperial shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[imperial shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles. The quest won't fail if the visitor does not have a room assigned (except by lowering mood), you only strictly need an unassigned room that meets expectations to start the quest.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
* An [[imperial shuttle]] will arrive to pick up specified amount of colonists. The amount requested is proportional to your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#human|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[crashed shuttle|shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{Icon Small|plasteel}} 35, {{Icon Small|steel}} 20, {{Icon Small|component}} 5 and, if the [[Odyssey DLC]] is enabled, a [[shuttle engine]]. {{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[imperial shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
== Ancient complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby an [[imperial shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]]s (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate]]s (contain equipment), [[Ancient enemy terminal]]s (call enemy faction) and [[Ancient comms console]]s (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{Icon Small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break]]s and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Ancient complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[mechanoid transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor and The Gravship [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a chance that the sanguophages will spawn with both the sanguophage xenotype and a germline xenotype.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[crashed shuttle|shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* An [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a human faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1|reason=Verify all quests covered. Once complete, add stub tag to individual wuests as necessary}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
On non-Grav Ship scenario starts, the Initial Grav Ship quest fires on Day 6. The first sub-quest will fire roughly 1 day after investigating the Grav Ship Engine.&lt;br /&gt;
&lt;br /&gt;
On the Grav Ship Scenario, the first sub-quest will fire between days 5 and 8.&lt;br /&gt;
&lt;br /&gt;
Later sub-quests will fire every 15 to 30 days, weighted to have an average time between of 20 days. Grav Ship sub-quests only if the player has an installed Grav Engine and the player has less than 3 sub-quests available. &lt;br /&gt;
&lt;br /&gt;
Sub-quests will fire indefinitely until the player completes the Mech Hive quest. Once the Mech Hive is completed, Grav Cores can still be obtained through random quests.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crashed nearby.&lt;br /&gt;
&lt;br /&gt;
If you do not have a [[grav engine]], and do not have the initial &amp;quot;Mechanoid Signal&amp;quot; quest available, after a while a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
The gravship wreckage quest will fire like any other quest assuming the conditions are met. Because the Gravship quest fires like any other quest, it may take a long time to fire. Once the quest fires, it has a 2 year cooldown before it can fire again.&lt;br /&gt;
&lt;br /&gt;
A player should only be able to have 1 grav engine at a time.&lt;br /&gt;
&lt;br /&gt;
==Space sites==&lt;br /&gt;
{{stub|section=1|reason=More detail for these, as well as the planet sites. Possibly have each site have its own subsection}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} Like the [[long-range mineral scanner]], these quests will only generate from an active [[orbital scanner]] or [[ancient uplink]]. Each location is in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
* '''Resource Asteroid''': An asteroid containing mineable resources. It is more common than the other quests.&lt;br /&gt;
* '''Orbital Item Stash''': An asteroid with no minable ores, but a hollow core containing structures with loot.&lt;br /&gt;
* '''Abandoned Platform''': An ancient orbital platform with no signs of life.&lt;br /&gt;
* '''Orbital Wreck''': Wreckage of abandoned platform with hostile [[salvagers]].&lt;br /&gt;
* '''Mechanoid Platform''': An orbital platform with high [[mechanoid]] activity. Less common than the other quests.&lt;br /&gt;
* '''Satellite''': An abandoned platform, usually protected by outside [[uranium slug turret]]s and inside drones.&lt;br /&gt;
&lt;br /&gt;
==Planet sites==&lt;br /&gt;
{{OdysseyIcon}} These quests can be given by interfacing with visitors and inbound caravans, or by reading [[book]]s that have a discover quest reward (only once per book). &lt;br /&gt;
&lt;br /&gt;
*'''Ancient mercenaries:''' Hostile ancients are in the area, one of them wielding a [[unique weapon]].&lt;br /&gt;
*'''Ancient structure:''' Generates a [[landmark]] on a given tile, even if it wasn't there before. Options include [[ancient warehouse]]s, [[ancient garrison]]s, [[ancient launch site]]s, and [[infested settlement]]s.&lt;br /&gt;
*'''Alpha thrumbo spotting:''' An [[alpha thrumbo]] and herd of regular thrumbos will be in the area.&lt;br /&gt;
&lt;br /&gt;
The above methods can also discover [[#Item stash|item stash]]es, [[#Bandit camp|bandit camps]], and [[#Ancient complex|ancient complexes]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Orbital fugitive==&lt;br /&gt;
{{stub|section=1|reason=General}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A fugitive has hid on an abandoned orbital platform, and the quest giver wants them dead. The reward will be a gravship building, e.g., a [[fuel optimizer]] or [[pilot subpersona core]].&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
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;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[imperial shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then an [[imperial shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 2,000 kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards. Show birth letter for babies born from lent colonists in a PawnLend quest.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Lodgers that are arrested and released are no longer recruited for free.&lt;br /&gt;
** Fix: Shuttle crash rescue quest could generate with too few points to generate an enemy threat. &lt;br /&gt;
** Fix: Possible for rescue shuttles to land on the crashed shuttle, destroying it.&lt;br /&gt;
** Fix: Possible for strange signal quest to fail to find a place for the monolith on particularly full maps.&lt;br /&gt;
** Fix: Possible for distress signal map to generate without a shard.&lt;br /&gt;
** Fix: Possible for terminals to fail to spawn in ancient complex quests, instantly failing the quest on arrival.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Baby&amp;diff=180795</id>
		<title>Baby</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Baby&amp;diff=180795"/>
		<updated>2026-06-10T12:43:44Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Rewrite|reason=Split directly from [[Reproduction]]; likely needs adjusting as its own article}}&lt;br /&gt;
{{About|humans from 0 to 3|pregnancy and birth|Reproduction|Older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Babies''' are the end result of human [[reproduction]]. Humans are considered babies from ages 0 to 3 - they are small, helpless creatures that cannot walk or do anything by themselves. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
* Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
* Natural human [[pregnancy]], when two [[Reproduction#Chance|fertile]] pawns do [[lovin']].&lt;br /&gt;
* Surrogacy, by implanting an [[embryo]] from a fertilized [[ovum]] into a female human.&lt;br /&gt;
* Artificial birth by placing an embryo inside a [[growth vat]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: [[food]], [[sleep]], and [[#Play|play]] (their equivalent of [[recreation]]).&lt;br /&gt;
&lt;br /&gt;
Babies are born with no [[trait]]s or skills: these develop during [[child]]hood [[Growth moment]]s They also have no [[ideoligion]]. {{IdeologyIcon}} Unless they have temporary health effects from being [[Reproduction#Outcomes|born sick]], they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
If a [[prisoner]] gives birth, the baby will initially be an enemy but can be adopted with a click on the 'adopt' gizmo.&lt;br /&gt;
&lt;br /&gt;
The baby life stage lasts for ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age 3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], babies will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Depending on the [[Ideoligion#Growth vats|growth vat precept]] {{IdeologyIcon}} colonists may be sad about their baby being, or not being, in a growth vat. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available [[crib]]. Usually a colonist will quickly try to do this automatically. If you [[draft]] a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
[[Artificial body parts]] cannot be applied to babies, but [[xenogerm]]s can be. Babies cannot be ordered to apply xenogerms by selecting them and right-clicking on the xenogerm, as they cannot walk. Players must instead place an order for it on the health tab.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
{{Stub|section=1|reason=How much less nutrition}}&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any [[#Lactation|lactating]] pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a [[campfire]] or [[stove]] from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence due to their very small body sizes (x0.20 of the size of an adult). Each drug causes a higher severity, increasing its duration. But due to the massive [[Drugs#Addiction and Tolerance|tolerance]], any further drugs are very likely to get them addicted. The actual effects of a drug are the same between babies and adults.&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
Babies can sleep in [[crib]]s, [[bed]]s, or any other type of [[sleep furniture]]. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play. Babies that are somehow [[psychopath]]s or [[inhumanized]]{{AnomalyIcon}} will be unaffected by this need, this cannot be seen outside of developer mode and adding the trait or hediff.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[psychic drone]]s, [[Psychic soothe|soothes]], and [[psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
==== Giggling and crying ====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying ''fits'' which give a mood boost or penalty to other pawns who hear them. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
Each fit lasts {{ticks|1200}}, and every {{ticks|151}} the baby emits a sound that can be heard by nearby pawns. Only the initial sound of the series can actually be heard in the game by the player. Each specific fit only affects pawns once; it happens when they first hear it. Pawns with 0% [[Hearing]] don't hear the sounds and aren't affected by them. The maximum distance of hearing the baby is {{Good|9.9}} tiles, with the pawn's Hearing as a multiplier capped at 100%.&lt;br /&gt;
&lt;br /&gt;
Sounds can only travel to other [[rooms]] through open doors ([[fence gate]]s and [[animal flap]]s count as doors) and multiple doors can be traversed sequentially. For this matter, an opening door is considered open, and a closing door is considered closed.{{Check Tag|Bug?|The difference is unnatural.}} Counter-intuitively, hearing distance is not measured along the sound path through the doors, but in a straight line.&lt;br /&gt;
&lt;br /&gt;
In caravans moving across the world map, all caravan members hear the baby's fits, even those who are deaf.{{Check Tag|Bug?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling occurance&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    , 25   , 50, 75, 100&lt;br /&gt;
 | y = 0.125,  0.25,  1,  2,   4 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Crying occurance&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, 25, 50, 75   , 100&lt;br /&gt;
 | y = 12,  6,  1,  0.25,   0.125 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling to crying ratio (higher is better)&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    , 25    , 50, 75, 100&lt;br /&gt;
 | y = 0.011,  0.042,  1,  8,  32 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[social]] opinion boosts from [[Social#Family by Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{+|16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. Breastfeeding provides a similar{{Check Tag|Same?|Is the opinion boost the same?}} benefit. An adult who feeds a baby will gain about {{+|4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of {{+|16}} opinion of the baby. Adults who breastfeed a baby gain about {{+|7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.{{Check Tag|Detail Needed|Stacking behavior - even if they don't stack, explicitly note this in the article}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The [[baby]] stage lasts for 45 days (3/4ths of a year) by default. It requires a notably high amount of colonist labor, as the baby must both be fed and played with by adults. &lt;br /&gt;
&lt;br /&gt;
Feeding babies takes a surprisingly long time, especially if breastfed. The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to speed up the baby stage. This does not harm or hinder the baby's growth at all, although it comes at the cost of nutrition, a slight mood penalty to the parents, and the loss of mood buffs/penalities from baby interactions.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Babies can carry items in caravans.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial. Show birth letter for babies born from lent colonists in a PawnLend quest. Bringing babies to a safe temperature jobs can now be interrupted.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Babies being assigned child body type on load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error placing hostile baby in bed. Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held. Fix: Error when a pawn is playing with a baby in some circumstances. Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed. Fix: BabyTalk not generated correctly for text with non-ASCII characters. Fix: Exception feeding a baby which died during feeding.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error when baby being breastfed dies.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Babies born during shuttle flight were deleted.&lt;br /&gt;
** Fix: Babies born without a faction would occasionally have their xenotype randomized.&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=Creepjoiner&amp;diff=180794</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=180794"/>
		<updated>2026-06-10T12:37:25Z</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 = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
| honor value = 3&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| toxic resistance = 0&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| vacuum resistance = 0&lt;br /&gt;
| min comfortable temperature = 16&lt;br /&gt;
| max comfortable temperature = 26&lt;br /&gt;
| marketvalue = 1750&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = omnivorous (human)&lt;br /&gt;
| meatname = human meat&lt;br /&gt;
| leathername = human leather&lt;br /&gt;
| gestation = 18&lt;br /&gt;
| lifespan = 100&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left fist&lt;br /&gt;
| attack1labelNoLocation = fist&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack1part = LeftHand&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right fist&lt;br /&gt;
| attack2labelNoLocation = fist&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack2part = RightHand&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3label = head&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.07&lt;br /&gt;
| attack4part = Teeth}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Event ==&lt;br /&gt;
Creepjoiners always appear as part of an [[event]]. The regular creepjoiner event can happen after 10 days from game start, and reoccurrences are subject to a 60-day cooldown. There are no other requirements, but until the Monolith reaches level 2, the [[metalhorror]] variant is disabled, making creepjoiners slightly rarer.&lt;br /&gt;
&lt;br /&gt;
When the event triggers, they will request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]],{{IdeologyIcon}} although they start with an extremely high will of 80-90.&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
It is possible to reliably spawn creepjoiners via [[void provocation]]. The monolith must be kept at level 2, and [[metalhorror]] must be left undiscovered (keeping colony population at 3 or less will prevent it from appearing naturally). In this state, void provocation can spawn a metalhorror-infected creepjoiner, and will do so every time (subject to the 60-day creepjoiner cooldown) after all other advanced entities are discovered. This basically guarantees one creepjoiner per year, with the added benefit of blocking non-metalhorror downsides, including the permanently detrimental ones.&lt;br /&gt;
&lt;br /&gt;
Of course, once such a creepjoiner is accepted into the colony, a metalhorror encounter is inevitable – which means this method can be used to recruit only one creepjoiner per playthrough (or one batch of creepjoiners, but they would need to be gathered over many years into a cryptosleep stash then recruited all at once). Therefore, it's best used as a mechanism to reroll creepjoiners until a highly desirable one appears. Bad creepjoiners can be reliably disposed of without revealing their metalhorrors by simply allowing them to join and immediately banishing – this can even be done with the game paused.&lt;br /&gt;
&lt;br /&gt;
Naturally-occurring creepjoiners and void provocation-summoned creepjoiners are on separate 60-day cooldowns, so a colony actively farming them can expect to average some 1.5 creepjoiners per year.{{Check Tag|Code?|In actual gameplay on 1.6.4566, it clearly works like this, but from looking at the code, it's not clear why it would, could this be a bug?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Creepjoiners are and behave much like regular [[human]]s, with the following changes:&lt;br /&gt;
* Every creepjoiner has an upside and a possible downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawbacks]] sections.&lt;br /&gt;
* When first damaged by a pawn, they will turn hostile and possibly have a special effect. See [[#Hostility|Hostility]] section for more detail.&lt;br /&gt;
* Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken [[prisoner]]. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be able to walk to be studied.&lt;br /&gt;
* Creepjoiners cannot be duplicated by the [[corrupted obelisk]].&lt;br /&gt;
* Creepjoiners are unable to romance ordinary pawns, but they can romance other creepjoiners or be forced into relationships by pawns with the [[psychic bonding]] gene.{{BiotechIcon}} Creepjoiners can become [[pregnant]],{{BiotechIcon}} but their children will be normal humans and not inherit any of the unique mechanics of creepjoiners.&lt;br /&gt;
* Creepjoiners have a life expectancy of 100 instead of 80.&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 in the [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 in the [[Shooting]] and [[Social (skill)|Social]] skills.&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with full functionality by the [[Ailments#Healing method table|usual methods]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old. Not to be confused with [[Ageless]].{{BiotechIcon}}&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits, as well as 13-18 in the [[Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of possible benefits that they are restricted to; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* Tends all [[bleeding]] wounds at 90-100% [[tend quality]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]]. Cannot happen to arms already replaced by an [[artificial body part]], but arms with only replaced hands will be lost.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
** Slaughtered [[human]]s will not drop their [[apparel]]. Reconfigured [[Boomalope]]s still explode.&lt;br /&gt;
** Lowers [[goodwill]] by {{Bad|-125}} for killing a faction pawn (including animals).&lt;br /&gt;
&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3.5]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''	&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent.[[File:AgonyPulseDeath.png|right|450px]]&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence. &lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} [[pain]], which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}. &lt;br /&gt;
** At 100% pain, [[consciousness]] is reduced by 40%, meaning that Agony Pulses can kill pawns when combined with consciousness reductions from other sources. &lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they get hit by a colonist attack, even if the hit was friendly fire, negated by armor, or a colonist attempts to [[slavery|enslave]]{{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner, but will never expire, so there is always the possibility of the creepjoiner turning hostile until it actually happens. Hostility may be triggered even if the pawn was already [[downed]], e.g., through anesthetic.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony. The following message{{Check Tag|Letter?}} will be displayed:&lt;br /&gt;
::'' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
Another hostility option, fleshbeast emergence in which the creepjoiner turns into a [[fleshbeast]], is defined in the code but never triggers. It is not currently known whether this is a bug or intentional omission.{{Check Tag|Verify if bug}}&amp;lt;!--* '''Fleshbeast emergence:''' The creepjoiner transforms into a [[fleshbeast]] (chosen randomly between [[fingerspike]], [[toughspike]], and [[trispike]]). This destroys the creepjoiner's body outright, rendering them permanently dead even if they had [[death refusal]] or [[deathless]] {{BiotechIcon}}. Disabled if the Creepjoiner has Metalhorror as their downside--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
=== Dealing with downsides ===&lt;br /&gt;
==== Hostility ====&lt;br /&gt;
All creepjoiners will become hostile when damaged by the colony for the first time. An easy way to resolve a creepjoiner's hostility is to anaesthetize them then punch them while they're out. They will become hostile, but remain incapacitated, enabling safe capture and re-recruitment. Of course, this will still destroy the creepjoiner if fleshbeast emergence was randomly picked as their way of retaliating.&lt;br /&gt;
&lt;br /&gt;
==== General downsides ====&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
A creepjoiner's time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is. Having other colonists with [[psychic shock lance]]s is helpful in case of desertion or hostility - the psychic burns, if they occur, can be cured by [[Chronophagy]] or a number of other means.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
=== Benefit analysis ===&lt;br /&gt;
* '''Unnatural healing''' replicates the effects of [[healer mech serum]] whilst also being useful mid-combat by healing all bleeding injuries. Certain conditions like [[crumbling mind]] and [[duplicate sickness]] can only be cured by healer mech serum, unnatural healing, or revival, and many others like scars are made easier to cure due to unnatural healing. Plus, unnatural healing can give [[flesh tentacle]]s, including to [[ghoul]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Transmute steel''' can be used on [[stuff]]able items, which allows larger quantities of steel to be transmuted at a time. In addition, if a stuffable item is turned into [[gold]], the ability's output is essentially multiplied by 10 - a steel [[large sculpture]] takes {{Icon Small|Steel}} 100 [[steel]] (and is worth {{Icon Small|Silver}} 300), while a gold [[large sculpture]] takes {{Icon Small|Gold}} 1000 [[gold]] (and is worth {{Icon Small|Silver}} 10095). Therefore, repeatedly using transmute steel on stuffable items is a great way to make money.&lt;br /&gt;
&lt;br /&gt;
* '''Psychic slaughter''' is not that great in actual combat since the ability has a very short range and a fairly long cooldown. Humans and [[manhunter pack]]s tend to outnumber colonists, especially at higher [[difficulties]], while [[mechanoid]]s are immune. It works against certain [[entities]] - it can be used to instantly kill an awoken [[unnatural corpse]] - but it ''cannot'' be used against [[revenant]]s or [[nociosphere]]s due to them lacking flesh. Still, psychic slaugter can be a good way to get [[twisted meat]] before a [[fleshmass nucleus]] is captured.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Imprisoned creepjoiners are a good source to study if they are not valuable enough to be colonists. While they cannot be harvested for [[bioferrite]] or [[power]], they provide Advanced study while (at base) only being as dangerous as an unarmed human. The enemy AI won't use the psychic slaughter ability.{{Check Tag|Others?}}&lt;br /&gt;
* By installing a [[denture]] and [[wooden hand]]s, then removing them, a prisoner will only be able to make feeble headbutt attacks. Furthermore, they can be given [[peg leg]]s, with one being removable, although a creepjoiner must be able to move to be studied.&lt;br /&gt;
* Brain implants like a [[circadian assistant]]{{RoyaltyIcon}} or [[pilot assistant]]{{OdysseyIcon}} allow the creepjoiner to be [[downed]] via [[EMP]] damage.&lt;br /&gt;
* They can be given the [[dead calm]] [[gene]]{{BiotechIcon}} to prevent prison breaks and berserks entirely.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4069|1.5.4069]] - Fix: Crash trying to use psychic slaughter on escaping entity in niche circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Creepjoiner error if map is destroyed&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The deal maker and dark scholar kinds no longer have a predefined favorite color (previously {{Color|156|31|56}} and {{Color|58|58|58}} respectively). New creepjoiners of these kinds, and any loaded from an older save file, will be assigned a random favorite color.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Statue doesn't visually update until save/reload if you use transmute steel on it.&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Faction goodwill was not affected by killing pawn via psychic slaughter.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Creepjoiner body types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&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=Crashed_shuttle&amp;diff=180791</id>
		<title>Crashed shuttle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crashed_shuttle&amp;diff=180791"/>
		<updated>2026-06-09T22:22:40Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Imperial shuttle}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
| name = Crashed shuttle&lt;br /&gt;
| image = Crashed shuttle.png|96px&lt;br /&gt;
| description = A spacer-tech shuttle designed for transit between surface and orbit, or between moons of a planetary system.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 5 ˣ 3&lt;br /&gt;
| hp = 200&lt;br /&gt;
| cover = 0.75&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| paintable = false&lt;br /&gt;
| work to make = 14&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| deconstruct yield = {{icon Small|Plasteel}} 35 + {{icon Small|component}} 5 + {{icon Small|Steel}} 20 + {{Icon Small|Shuttle engine}} 1 {{OdysseyIcon}}&lt;br /&gt;
| destroyyield = {{icon Small|Plasteel}} 25 + {{icon Small|component}} 3 + {{icon Small|Steel}} 14 {{Icon Small|Steel slag chunk}} 1 + {{Icon Small|Shuttle engine}} 1 {{OdysseyIcon}}&lt;br /&gt;
}}&lt;br /&gt;
'''Crashed shuttles''' are non-functional transport vehicles.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Crashed shuttles most commonly spawn as a result of a quest - damaging or destroying an [[imperial shuttle]] does not create a crashed shuttle in its place. A crashed shuttle will land in a random spot on the map along with a few {{icon Small|Steel slag chunk}} [[Steel slag chunk]]s. Abandoned orbital platforms has a semi-uncommon chance to generate a crashed shuttle outside of the main complex.&lt;br /&gt;
&lt;br /&gt;
Unlike normal shuttles, they do not respect or interact with [[ship landing beacon]]s in any way.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
* [[Quests#Sanguophage_Transport|Sanguophage Transport]]{{BiotechIcon}}&lt;br /&gt;
* [[Quests#Shuttle_Crash|Shuttle Crash]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Crashed shuttles are impassible and can act like a [[wall]] for cover. They have no other functional use beyond being being deconstructed for resources. Crashed shuttles will always yield 1 {{Icon Small|Shuttle engine}} [[shuttle engine]] in addition to the other yields if the [[Odyssey DLC]] is active.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Deconstructing a crashed shuttle is one of the only ways to get the rare [[shuttle engine]],{{OdysseyIcon}} and it is the easiest way as it does not require trading or losing any goodwill. However, both crashed shuttle quests involve combat. The player does not have to succeed in the shuttle crash quest to loot the shuttle regardless. Outside of [[Odyssey (DLC)]], a crashed shuttle does not have any notable uses besides some extra resources.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added. &lt;br /&gt;
* ? - Moved from [[Royalty DLC]] to Core. &lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible for rescue shuttles to land on the crashed shuttle, destroying it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Imperial_shuttle&amp;diff=180790</id>
		<title>Imperial shuttle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Imperial_shuttle&amp;diff=180790"/>
		<updated>2026-06-09T22:21:57Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Missing analysis, incomplete version history, can this ever show up outside of Royalty? If no longer royalty, royalty content needs to be tagged with RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
{{About|the functional vehicle|the non-functional variant|crashed shuttle}}&lt;br /&gt;
{{About|the empire vehicle|the player-constructable vehicle|passenger shuttle}}&lt;br /&gt;
&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
| name = Imperial shuttle&lt;br /&gt;
| image = Shuttle.png|96px&lt;br /&gt;
| description = A spacer-tech uranium-powered shuttle designed for transit between surface and orbit, or between moons of a planetary system. To prevent unsanctioned use, the shuttle is locked to the pilot's bio-signature.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| beauty = &lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = yes&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| mass base = 125&lt;br /&gt;
| comfort = 0.65&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 5 * 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| placeable = True&lt;br /&gt;
| claimable = False&lt;br /&gt;
| destroyyield = {{icon Small|Uranium}} 50 + {{icon Small|Plasteel}} 50 + {{icon Small|component}} 4 + {{icon Small|Steel slag chunk}} 4 + {{icon Small|Shuttle engine}} 1 {{OdysseyIcon}}&lt;br /&gt;
}}&lt;br /&gt;
'''Imperial shuttles''' are transport vehicles that can carry pawns and items. When landed on the ground, they are treated mechanically as a type of [[building]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Imperial shuttles are used to transport pawns for [[Royalty (DLC)]] quests from [[Lore#Tech levels|Industrial]]-tech level or higher factions. Despite the name, they are used in non-Empire quests as well. They are also called by the [[Titles#Call transport shuttle|Call Transport Shuttle]] permit.&lt;br /&gt;
&lt;br /&gt;
Empire [[faction base]]s will also always have an imperial shuttle sitting on a floored landing zone defined by four [[ship landing beacon]]s — the shuttle will fly away if a player pawn is at least 30 tiles next to it, but the shuttle can be destroyed if action is taken fast enough. {{Check Tag|How fast?}}&lt;br /&gt;
&lt;br /&gt;
If the player colony has a functional landing pad, imperial shuttles will attempt to land there if possible.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
An imperial shuttle called by permit will transport [[colonists]], items, and [[animals]] on a one-way trip to a valid tile within 70 world tiles. The shuttle can hold a total of 2,000 kg when loaded on a colony map, but as of 1.2.2900, it ignores this weight limit when called for a caravan on the world map.{{Check Tag|Quest behavior?|How does the weight limit work when used in quests? Both when collecting NPCs and when shuttling player pawns to offsite combats}}&lt;br /&gt;
&lt;br /&gt;
Damaging or destroying a shuttle does not create a [[crashed shuttle]] in its place. {{Check Tag|Detail|Does the shuttle attempt to flee when it's damaged? How much goodwill is lost?}} Imperial shuttles will only yield a {{icon Small|Shuttle engine}} [[shuttle engine]] when destroyed if the [[Odyssey DLC]] is active.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As imperial shuttles fly to their destination tile directly, they are far faster than a caravan and can transport more mass at once than a transport pod. Imperial shuttles have a higher carrying capacity of 2,000 kg than a player-built [[passenger shuttle]], {{OdysseyIcon}} which can only hold up to 500 kg. However, since an imperial shuttle called by permit is only valid for one trip, a single imperial shuttle cannot do a round trip unlike a caravan or passenger shuttle. It is possible to use two permits for a round trip, or to travel to the destination some other way and travel back with the imperial shuttle.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Now avoids landing on crops.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Shuttles sometimes land on natural roofs.&lt;br /&gt;
* Possibly 1.3.3066 - Plasteel yield increased from 35 to 50.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Shuttles leave 50 uranium instead of 100 steel when killed. Refactored shuttles into generic Transport ships. These ships follow a series of jobs which can be controlled by quest logic, UI, and Lords. Transport ships are tracked while flying, loading, unloading, etc.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Shuttles can now overlap zones.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle stays forever if all passengers cannot get on board.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Some mechs cannot load into a shuttle.&lt;br /&gt;
* ? - Moved from [[Royalty DLC]] to Core. &lt;br /&gt;
* ? - Description and named changed.&lt;br /&gt;
* ? - Mass capacity changed to 2000.&lt;br /&gt;
* ? - Shuttle engine added to destroy yield.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Shuttles now provide 65% comfort, up from 0%.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Babies born during shuttle flight were deleted.&lt;br /&gt;
** Fix: Possible for rescue shuttles to land on the crashed shuttle, destroying it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Passenger_shuttle&amp;diff=180789</id>
		<title>Passenger shuttle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Passenger_shuttle&amp;diff=180789"/>
		<updated>2026-06-09T22:17:46Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{About|the player-built vehicle|the NPC-faction vehicle|imperial shuttle}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Passenger shuttle&lt;br /&gt;
| image = PassengerShuttle_east.png&lt;br /&gt;
| description = A chemfuel-powered shuttle designed for long-distance travel. It is capable of reaching orbital locations.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = &lt;br /&gt;
| hp = 600&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| rotatable = yes&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| mass base = 125&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 ˣ 5&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| comfort = 0.65&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| paintable = true&lt;br /&gt;
| deconstruct yield = {{Icon Small|Steel||125}} + {{Icon Small|Plasteel||75}} + {{Icon Small|Component||3}} + {{Icon Small|Shuttle engine||1}}&lt;br /&gt;
| destroyyield = {{Icon Small|Steel slag chunk||4}} + {{Icon Small|Steel||50}} + {{Icon Small|Plasteel||50}} + {{Icon Small|Component||3}} + {{Icon Small|Shuttle engine||1}}&lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 400.0&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Shuttle&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 36000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 250&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 150&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| resource 4 = Shuttle engine&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName PassengerShuttle&lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
'''Passenger shuttles''' are reusable transportation vehicles used to carry [[pawn]]s and/or items across the world map, and to locations in [[orbit]].&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;
&lt;br /&gt;
Passenger shuttles can be launched to transport all of its contents to a different location on its current map, or on a different world tile up to 62 tiles away. This can be done by selecting the Launch gizmo on the shuttle building itself or on a [[caravan]] containing a shuttle, provided nothing is restricting it.&lt;br /&gt;
&lt;br /&gt;
=== Launch requirements ===&lt;br /&gt;
Each passenger shuttle can hold 500 kg of items or pawns. Items equipped and carried by pawns count towards this weight. For comparison, an adult [[human]] weighs {{Q|Human|Mass - Adult}} kg before equipment.&lt;br /&gt;
&lt;br /&gt;
Passenger shuttles can travel up to 62 tiles away. A launch consumes {{Icon Small|Chemfuel||3}} [[chemfuel]] per tile with a minimum of {{Icon Small|Chemfuel||50}} [[chemfuel]] for flights of 16 tiles or less.{{Check Tag|Orbit?|Are there extra fuel costs for traveling from surfance to orbit}} A shuttle can be refueled with {{Icon Small|Chemfuel}} [[chemfuel]] stored in its cargo hold, increasing its effective range with sequential launches.&lt;br /&gt;
&lt;br /&gt;
A passenger shuttle requires a conscious pilot with a minimum [[piloting ability]] of 10%, which is easily achieved by any pawn that isn't missing their eyes and is capable of intellectual.{{Check Tag|Detail needed|Does piloting ability affect anything else besides needing to pass the 10% number? If yes, specify. If not, explicitly state that it affects nothing else}}&lt;br /&gt;
&lt;br /&gt;
Shuttles cannot be launched during a blizzard, blind fog, or sandstorm.{{Check Tag|Other weather?|Does any other weather affect take off?}} Shuttles also cannot launch during a [[solar flare]], however they are not affected by [[EMI dynamo|EMI fields]]{{RoyaltyIcon}}. Shuttles cannot be launched with a roof built above them.&lt;br /&gt;
&lt;br /&gt;
After landing, the shuttle requires a {{Ticks|3750}} cooldown before it can be launched again.&lt;br /&gt;
&lt;br /&gt;
=== Launch targets ===&lt;br /&gt;
If the selected tile's map is currently loaded, the player will be prompted to choose the exact location of where the passenger shuttle lands. It is possible to land on [[roof]]ed tiles, but this will cause a roof collapse, damaging things underneath. It cannot land on [[rock roof (thin)]] or [[overhead mountain]], on unwalkable terrain, or on furniture that would block its landing.&lt;br /&gt;
&lt;br /&gt;
If landing on a non-hostile [[faction base]], it is possible to choose to trade or attack it. Hostile faction bases can only be attacked; gifts cannot be offered directly via shuttle. If landing on an unloaded quest tile, there is the option to land on edge or center, similar to [[transport pod]]s.&lt;br /&gt;
&lt;br /&gt;
Landing on an empty tile will create a [[caravan]], but caravans containing a shuttle will be unable to move by foot even if there is enough carrying capacity. Landing on a tile containing a caravan will not automatically merge the two, but merging can be done after the shuttle lands.&lt;br /&gt;
&lt;br /&gt;
=== Loading ===&lt;br /&gt;
The Set to Load gizmo will allow the player to designate which items and pawns will be loaded onto the shuttle. When items are selected, haulers will immediately proceed to load the pods. If a colonist is part of the load, that colonist will prioritize loading the pod, even if they are otherwise incapable of hauling, identically to a [[transport pod]]. Pawns can be manually selected to enter the shuttle by selecting the colonist, right clicking the shuttle, and selecting &amp;quot;Get in shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If automatic refuel is turned on, chemfuel will automatically be loaded onto the passenger shuttle as [[Hauling]] work.&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
A shuttle can't be carried around as an item, with one exception: the [[Farskip]] [[psycast]]{{RoyaltyIcon}} can teleport a shuttle-equipped caravan if the pawns present can support the 125-kg weight of the shuttle plus any other items. The shuttle will be unloaded at the destination like any other item brought in by a caravan, it can also be manually dropped at a desired location from a drafted pawn's inventory.&lt;br /&gt;
&lt;br /&gt;
A caravan cannot contain two shuttles. If two caravans both have shuttles and attempt to merge, one shuttle will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Passenger shuttles are a fast, flexible, and powerful late-game transportation option that can completely negate the need to form traditional caravans. With a 500kg weight limit a shuttle is generally limited to carrying six human pawns at a time after considering equipment.&lt;br /&gt;
&lt;br /&gt;
=== Compared to transport pods ===&lt;br /&gt;
Unlike [[transport pod]]s, shuttles are reusable, avoiding the {{Required Resources|Transport pod}} per trip cost, carry 500kg of weight instead of 150kg per pod, and are capable of making round trips. Shuttles do cost more chemfuel and have a minimum chemfuel cost of 50, but the chemfuel will most likely be easier to acquire/make than steel and components. Also, for heavy loads, one shuttle will carry more weight and use less fuel than three transport pods. Shuttles require more research and resources (including a [[shuttle engine]], uncommon without [[Royalty]] or [[Biotech]]), but are more efficient for most purposes once built.&lt;br /&gt;
&lt;br /&gt;
Transport pods do have a niche for &amp;quot;doom dropping&amp;quot; - i.e., dropping pods on your own tile - as the shuttle is likely to be destroyed when landing near enemies. Pods also has a niche for gifting items to other factions, as the shuttle's chemfuel cost is effectively doubled for that purpose. In addition, shuttles cannot be used to gift items to hostile factions while pods can.&lt;br /&gt;
&lt;br /&gt;
=== Compared to imperial shuttles ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Imperial shuttles are only available to [[noble]]s of Knight rank or higher with the appropriate [[permit]]. Passenger shuttles only carry a quarter (500 kg) of the weight of an imperial shuttle&lt;br /&gt;
(2,000 kg), but an imperial shuttle can only be used for one trip per permit holder before requiring either a 40-day cooldown or spending 8 [[honor]], making rapid round trips require either two nobles or spending honor worth {{Icon Small|Gold||{{#expr:8/0.015 round 0}}}} [[gold]]. Imperial shuttles can be launched up to 70 tiles away compared to the 62 tiles of the passenger shuttle. The permit also cannot be used while hostile to the [[Empire]].&lt;br /&gt;
&lt;br /&gt;
Typically this places the imperial shuttle as an incredibly useful option in the early game if nobles can be ranked up quickly while the passenger shuttle cannot be produced, but one that significantly decreases in utility once the competition is available. This also means the opportunity cost of spending a permit point of the shuttle versus the other permit options must also be considered. However, unlike transport pods which are often entirely replaced, the shuttle permit offers flexibility that is often useful unless a tremendous fleet of shuttles is available. &lt;br /&gt;
&lt;br /&gt;
=== Maximum carry amounts ===&lt;br /&gt;
In practice these amounts don't account for the weight of a pilot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cargo !! Maximum Amount Carried&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || 62,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]], [[Smokeleaf joint]]s, and [[Flake]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || 1,250&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 2,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PassengerShuttle_east.png|Facing east&lt;br /&gt;
File:PassengerShuttle_north.png|Facing north&lt;br /&gt;
File:PassengerShuttle_south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Player shuttles could be lost in water when landing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Shuttles are no longer blocked from landing on items and no longer destroy more roof than they need to when landing. &lt;br /&gt;
** Fix: Player shuttle could be lost if settling/camping on map with not much land.&lt;br /&gt;
** Fix: Out of bounds error trying to determine shuttle landing position when few options are possible.&lt;br /&gt;
** Fix: Shuttle load list getting reset after launching.&lt;br /&gt;
** Fix: Several issues with shuttle and transport pod range calculations.&lt;br /&gt;
** Fix: Was possible for shuttles to get lost in specific set ups when merging two caravans.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Babies born during shuttle flight were deleted.&lt;br /&gt;
** Fix: Ghouls now exit shuttles drafted like other colonists.&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=180788</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=180788"/>
		<updated>2026-06-09T22:16:37Z</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;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than waiting for random traders to arrive at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:Form Caravan.png|Form caravan|64px]]&lt;br /&gt;
| [[File:Abandon Home.png|Abandon settlement|64px]]&lt;br /&gt;
|-&lt;br /&gt;
| Form caravan&lt;br /&gt;
| Abandon settlement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
When forming a caravan, the first pop-up menu has the player choose which pawns will join the caravan, including colonists, [[animal]]s, any [[prisoner]]s you want to transport, and, if you have [[Biotech]], any [[Mechanoid]]s your Mechanitor{{BiotechIcon}} possesses. At least one colonist must be chosen.&lt;br /&gt;
&lt;br /&gt;
There are three different ways that caravans are formed:&lt;br /&gt;
&lt;br /&gt;
* A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items into their personal inventory and can exit the map rather quickly.&lt;br /&gt;
* A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.&lt;br /&gt;
* A caravan already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals at a normal speed.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan (highest social skill.)&lt;br /&gt;
&lt;br /&gt;
Mechanoids {{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere. Mechanoids will always add their carrying capacity to the caravan, regardless of whether their overseer is in the caravan.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan, you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
{| {{STDT|c_08 sortable align-center}}&lt;br /&gt;
! Name !! [[Property:Type|Type]] !! [[Property:Pack Capacity|Pack capacity]] (kg)&lt;br /&gt;
{{#ask: [[Category:Pack Animal]] OR [[Pack Capacity::+]] [[Resource 1::+]]&lt;br /&gt;
| ?Type&lt;br /&gt;
| ?Pack Capacity&lt;br /&gt;
| sort = From DLC, Type, Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity according to their body size.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] and [&amp;lt;] arrows from +/−1 to:&lt;br /&gt;
&lt;br /&gt;
* {{Key|CTRL}}: +/−10&lt;br /&gt;
* {{Key|SHIFT}}: +/−100&lt;br /&gt;
* {{Key|CTRL}}+{{Key|SHIFT}}: +/−1000&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravan members will feed as needed while traveling or resting, so long as there's food in the caravan inventory ''and'' they are [[Food policy|assigned]] to eat a type of food being carried. Colonists who are part of a caravan will automatically forage for raw food, with yield depending on the environment and the colonist's Growing [[skill]]. Foraging is not recommended as the caravan's ''primary'' food source, however, as it may result in food poisoning (2% chance/meal) like all raw food consumption. &lt;br /&gt;
&lt;br /&gt;
Herbivorous animals can generally graze on their environment for nutrition while traveling, except in extreme biomes like ice sheets and deserts. However, carnivorous and omnivorous animals cannot hunt nor scavenge while traveling in a caravan. Extra appropriate food must be brought for them or they will starve. &lt;br /&gt;
&lt;br /&gt;
A caravan's '''time to destination''' is displayed in the inspect pane when a caravan is selected on the World Map screen. This allows for careful coordination of trip length and food stores when planning a caravan. &lt;br /&gt;
&lt;br /&gt;
Most food spoils without refrigeration rather quickly. Supplies with the soonest expiration date are automatically consumed first.&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (spoils in 4 days).&lt;br /&gt;
* [[Berries]] can last through mid-length journeys (up to 14 days), although they are less weight-efficient and add the chance (2%/meal) of food poisoning. &lt;br /&gt;
* [[Pemmican]] is useful for long-distance travel (lasts over 1 year).&lt;br /&gt;
* [[Packaged survival meal]]s are also excellent for long journeys (never expire).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate ''mini-maps''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. All animals will automatically feed in a mini-map.&lt;br /&gt;
&lt;br /&gt;
After lingering on a mini-map for several days, the storyteller will spawn a raid as a way of forcing you to ''reform the caravan''.&lt;br /&gt;
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:Forming Caravan.png|Badge for pawns forming caravan|64px]]&lt;br /&gt;
| [[File:Add To Caravan.png|Add to caravan|64px]]&lt;br /&gt;
| [[File:Remove From Caravan.png|Remove from caravan|64px]]&lt;br /&gt;
|-&lt;br /&gt;
| Badge for pawns&amp;lt;br/&amp;gt;forming caravan&lt;br /&gt;
| Add to caravan&lt;br /&gt;
| Remove from caravan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be canceled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
The 'Choose Route' button allows the player to set destinations for a caravan. Right-clicking a tile on the World Map will create a float menu with travel options. The quickest route to a destination is automatically calculated, taking terrain types and roads into account. &lt;br /&gt;
Once a destination tile and inventory are chosen, traveling colonists will collect items to their inventories and then exit the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals or items, the process of gathering those can be ''very'' time-consuming. Starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;. To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;). You can remove them prior to exiting the map in the same way. This may not be necessary, as in 1.5, it has been observed that non-caravan colonists help out with loading/unloading. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a better idea to let all colonists leave the map together, then immediately pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main caravan body continues on. Be sure the carrying capacity of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day. If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), the animals are near to the hitching spot and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
* Faster unloading caravan with lots of carriage: before entering the home cell while returning home, choose another route that will take you through the settlement cell. When the caravan is moving over the center of the base on the world map split it off all creatures except one pawn. That one pawn will become immovable due to overload, but You will be able to click on settlement and choose the option to enter. Then, you can draft him to stockpile and unload all items with a down-pointing arrow button from the inventory screen. If a returning caravan has only one pawn, you can make another one to meet him near to be able to split.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:Settle.png|Settle|64px]]&lt;br /&gt;
| [[File:Split Caravan.png|Split|64px]]&lt;br /&gt;
| [[File:Merge Caravans.png|Merge|64px]]&lt;br /&gt;
| [[File:Pause Caravan.png|Pause|64px]]&lt;br /&gt;
| [[File:Trade.png|Trade|64px]]&lt;br /&gt;
| [[File:Fulfill Trade Request.png|Fulfill trade request|64px]]&lt;br /&gt;
| [[File:Offer Gifts.png|Offer gifts|64px]]&lt;br /&gt;
| [[File:Attack Settlement.png|Attack|64px]]&lt;br /&gt;
|-&lt;br /&gt;
| Settle&lt;br /&gt;
| Split&lt;br /&gt;
| Merge&lt;br /&gt;
| Pause&lt;br /&gt;
| Trade&lt;br /&gt;
| Fulfill trade request&lt;br /&gt;
| Offer gifts&lt;br /&gt;
| Attack&lt;br /&gt;
|}&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* '''Move''' - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* '''Settle''' - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* '''Split''' - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* '''Merge''' - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* '''Trade''' - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* '''Attack''' - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* '''Offer gifts''' - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
# Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
# Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
# Days of food - number of days before your caravan runs out of available food. If your caravan is low on food, the player receives a text note on the side of the screen. Caravans with low food are also warned before exiting the map. Compare the days of food to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
# Base movement time: Movement speed based on rideable animals, carried mass, mass capacity, and terrain. Pawn's manipulation, moving, move speed do not impact movement speed.&lt;br /&gt;
# Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
# Visibility: How vulnerable your caravan is to ambush attacks. Visibility is affected by the ratio of inventory mass to caravan carrying capacity.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as:&lt;br /&gt;
&lt;br /&gt;
* Between hours 2200 and 0600 while the members sleep and rest.&lt;br /&gt;
** They will still rest even if all members are fully rested.&lt;br /&gt;
** Caravans sleep during those hours regardless of what the colonists are assigned in the Schedules menu.&lt;br /&gt;
* When all colonists are downed or having a minor/major mental break.&lt;br /&gt;
* When any member is having an extreme mental break.&lt;br /&gt;
** Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
** Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
* If the player manually pauses the caravan.&lt;br /&gt;
** Paused caravans forage faster, members can socialize, and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier. If there is insufficient food to feed the entire caravan, humans will be fed before animals.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]] along with you, colonists may consume it during their journey. The mood bonus it provides can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
Every colonist and [[slave]]{{IdeologyIcon}} in a caravan can forage for raw food. [[Prisoner]]s cannot forage. Foraging can only be done during the tile's growing season, and pawns incapable of Plants work cannot forage.&lt;br /&gt;
&lt;br /&gt;
Each person's forage yield is determined by the [[Foraged Food Amount]] stat, is which increased by 0.09 per level of [[Skills#Plants|Plants]] and is affected by [[Manipulation]] and [[Sight]]. Starting as a [[New Tribe]] improves forage yield by {{Good|x170%}}. The [[biome]] the caravan is currently on is a multiplier to yield. Finally, non-moving caravans have double the yield. For more details, see the [[Foraged Food Amount]] page.&lt;br /&gt;
&lt;br /&gt;
In theory, the following amounts of Plants skill is enough for a healthy base colonist to forage as much food than they eat, assuming 100% forage yield biome. In practice, [[food poisoning]] will lower yield, so higher amounts are required unless the pawn is immune to food poisoning.&lt;br /&gt;
* [[New Arrivals]]: When not moving, Plants 9 is enough to break even. When moving, Plants 18 is enough to break even.&lt;br /&gt;
* [[New Tribe]]: When not moving, Plants 6 is enough to break even. When moving, Plants 11 is enough to forage more than what the pawn eats.&lt;br /&gt;
&lt;br /&gt;
===== Animals =====&lt;br /&gt;
{{Odyssey|section=true}}&lt;br /&gt;
In addition, an animal that can be trained to perform 'Forage' like a [[pig]] will also improve on the forage yield based on their body size with as long as they are trained. The extra base nutrition is their body size multiplied by 0.6, which is then impacted by all the factors that impact human pawns. As an example: for [[New Tribe]]s, an adult [[wild boar]] with a body size of 0.85 in a biome with 100% forage yield while the caravan is not moving can generate up to 0.6 * 0.85 * 1.7 * 2 = 1.734 nutrition daily while not consuming any of the produced themselves due to being grazers.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?animalName}}} }}&lt;br /&gt;
| {{#expr: {{{?Body Size}}} * 0.6 round 2}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;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_08}}&lt;br /&gt;
! Forager !! Base forage nutrition per day&lt;br /&gt;
{{#ask: [[Category:Animals]] [[Can Train Forage::true]] | format = template | template = :Caravan | link = none | sort = from DLC, Name | named args = true&lt;br /&gt;
| ?Name = ?animalName&lt;br /&gt;
| ?Body Size = ?Body Size}}&lt;br /&gt;
|-&lt;br /&gt;
! 10 Plants Skill Pawn&lt;br /&gt;
| 0.9&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[Mechanitor|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This, however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: never sleep is also faster when they wouldn't have to travel the whole night to get home - either because they started not first thing in the morning or the travel time is &amp;gt;18hrs by riding but not 24 hrs by riding and not 24hrs by foot}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just a single tile away.&lt;br /&gt;
&lt;br /&gt;
The exception to this mandatory rest period involves a caravan with no animals and a caravan where all human caravan members have either a [[circadian half-cycler]],{{RoyaltyIcon}} the [[never sleep]] gene,{{BiotechIcon}} or the [[body mastery]]{{AnomalyIcon}} trait, with or without mechanoids{{BiotechIcon}}. If this is the case, the caravan will continue traveling 24 hours a day. Though the practicality of doing this is up for debate as, referring to the [[Caravan#Caravan Movement Speed|table]], if all members of the caravan are riding a horse (1.6 mount multiplier) it is 6.67% faster than all of them never sleeping. Therefore the only time 24/7 caravanning would be useful is in the early game when access to horses is limited and only slower mounts such as dromedaries or donkeys are available or when on an extreme temperature tile like the ice sheet. It's also worth noting that caravanning pawns will do solitary or social recreation when the caravan is resting which could cause a 24/7 caravanning pawn to suffer mood penalties from recreation deprivation.&lt;br /&gt;
&lt;br /&gt;
Note that if a caravan is partway between a tile and a settlement, camp, outpost, or similar map fixture, the caravan will continue traveling until they reach that fixture, even if it's after 2200. {{Check Tag|Details|Does it only occur when moving to a fixture, or does it also occur when moving away?}}&lt;br /&gt;
&lt;br /&gt;
=== Caravan Movement Speed ===&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain Movement Difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using this equation we can run an analysis on the value of different methods of caravanning, assuming a solo pawn and values for carried mass are 100% with a terrain difficulty of 1&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Method !! Base Multiplier !! Multiplier from Ridden Animals !! Multiplier from Carried Mass !! Terrain Movement Difficulty !! Hours Slept !! Days Travelled !! Distance Travelled&lt;br /&gt;
|- &lt;br /&gt;
! No Mount&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}}&lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:HoursSlept|8}}&lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|-&lt;br /&gt;
! No Mount + No Sleep&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}} &lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:HoursSlept|0}}&lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|-&lt;br /&gt;
! Slow Mount&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}}&lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1.3}}&lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:HoursSlept|8}} &lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|-&lt;br /&gt;
! Fast Mount&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}}&lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1.6}}&lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:HoursSlept|8}} &lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed.&lt;br /&gt;
&lt;br /&gt;
===== Mounts =====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|c_08 sortable align-center}}&lt;br /&gt;
! Name !! [[Property:Riding Speed|Riding Speed]]&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
| ?Riding Speed&lt;br /&gt;
| sort = Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Carried mass ratio =====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
===== Terrain =====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, while hills and mountains will slow you down. If the current temperature of a tile is under {{Temperature|-17.1}}, then movement difficulty will start to sharply increase, maxing out at +2 movement difficulty at {{Temperature|-22.5}} and below. This means cold biomes are easier to traverse in summer than in winter. The cold affects movement difficulty even in deserts where there isn't any snow. &lt;br /&gt;
&lt;br /&gt;
If the tile contains a road, the movement difficulty for that tile will be halved. This is applied after all other calculations, and works the same regardless of the type of road.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Rainforest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  4.5  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Swamp     ||  4  || 4.5 || - ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Cold Bog     ||  4  || 4.5 || - ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
Note that if you only place the waypoint at the destination(s), &amp;quot;caravan route time&amp;quot; only estimates a 1-way trip. To see the round-trip estimate, place another waypoint at home.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, but will instead have to be unloaded by haulers.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by [[camping]] whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage of terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the backup caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
If a hostile pawn that was downed gets up, the caravan will be unable to leave the map tile but the pawn won't be hostile.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
=== Caravan lost ===&lt;br /&gt;
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.&lt;br /&gt;
&lt;br /&gt;
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an abandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Caravan speed now solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan. Fix: [[Psychoid leaves]], [[ambrosia]], [[smokeleaf leaves]] and [[hops]] can be selected as food for caravans. &lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: It is possible to sell animals while forming a caravan.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: When forming a caravan, downed pawns are sometimes left behind near the map edge. Fix: Pawns resting in caravans don't show the 'Z' icon on their portraits to indicate rest.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Clicking on the &amp;quot;carry pawn&amp;quot; checkbox in caravan screen opens health card. &lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: [[Babies]] {{BiotechIcon}} can carry items in caravans.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Captured prisoners escaping from reformed caravans. Fix: Caravans holding relics cause &amp;quot;relic lost&amp;quot; thought on map exit. &lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Ensure humanlikes are fed first in caravans. Fix: Auto selected caravan food not clamping to mass limit.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Ghouls can no longer go on caravans alone.&lt;br /&gt;
&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&amp;diff=180787</id>
		<title>Gravcore</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravcore&amp;diff=180787"/>
		<updated>2026-06-09T22:14:20Z</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&lt;br /&gt;
| image = Gravcore a.png&lt;br /&gt;
| description = An ultratech device that generates an unstructured graviton field. It is useless by itself, but it can be installed in a grav engine to increase lift capacity.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
| techLevel = Spacer&lt;br /&gt;
| thingCategories = Manufactured&lt;br /&gt;
| marketvalue = 1250&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
}}&lt;br /&gt;
'''Gravcores''' are rare resources added by the [[Odyssey DLC]] that are vital for the upgrading of [[gravship]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Gravcores can be acquired from a total of 3 sources, all quest related:&lt;br /&gt;
* Each of [[Quests#The_Gravship|&amp;quot;The Gravship&amp;quot; sub-quests]], minus the [[Endings#The_Mechhive|final one]], will provide 1 gravcore.&lt;br /&gt;
* They have a 20% chance of appearing from gravship-upgrade [[sealed crate]]s.&lt;br /&gt;
* As a reward from other Odyssey-related quests. {{Check Tag|What quests?}}&lt;br /&gt;
&lt;br /&gt;
After finishing main Gravship quest, subquests stop spawning, which heavily limits accessibility to new Gravcores.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Gravcores are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
There is a limit of 6 [[grav field extender]]s and 1 [[signal jammer]], so once those are built, any gravcores can be freely used to create [[gravcore power cell]]s.&lt;br /&gt;
&lt;br /&gt;
Before the limits are reached, there is some competition between the three buildings. The first few gravcores should be used on field extenders to expand the initially small size of the gravship. After that, it depends on whether more space is needed (field extender) or if free power is needed (power cell). The signal jammer is of low priority,  as it is only needed to enter the [[mechhive]] and to raid the [[traders guild]] platforms. The former is the final stage of the gravship quest, while the latter is generally not worth doing even if it was free. It should be built once the Mechhive is available.&lt;br /&gt;
&lt;br /&gt;
As long as you do not complete the [[Endings#The_Mechhive|mechhive]] quest and therefore the main Gravship quest, new subquests to acquire gravcores will continuously spawn. This is an easy way to farm an unlimited amount of gravcores. Once the quest is completed, however, sources of gravcores are severely limited, namely quests and sealed crates that award [[pilot subpersona core]], [[fuel optimizer]] and [[gravship shield generator]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gravcore_a.png|One&lt;br /&gt;
File:Gravcore_b.png|Partial stack&lt;br /&gt;
File:Gravcore_c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Removed HP from gravcores to prevent them from being accidentally destroyed.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Gravcores are no longer asked for in trade request quests.&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&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=Gravcore&amp;diff=180786</id>
		<title>Gravcore</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravcore&amp;diff=180786"/>
		<updated>2026-06-09T22:13:01Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Categories, also infobox may not be complete}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Gravcore&lt;br /&gt;
| image = Gravcore a.png&lt;br /&gt;
| description = An ultratech device that generates an unstructured graviton field. It is useless by itself, but it can be installed in a grav engine to increase lift capacity.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
| techLevel = Spacer&lt;br /&gt;
| thingCategories = Manufactured&lt;br /&gt;
| marketvalue = 1250&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
}}&lt;br /&gt;
'''Gravcores''' are rare resources added by the [[Odyssey DLC]] that are vital for the upgrading of [[gravship]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Gravcores can be acquired from a total of 3 sources, all quest related:&lt;br /&gt;
* Each of [[Quests#The_Gravship|&amp;quot;The Gravship&amp;quot; sub-quests]], minus the [[Endings#The_Mechhive|final one]], will provide 1 gravcore.&lt;br /&gt;
* They have a 20% chance of appearing from gravship-upgrade [[sealed crate]]s.&lt;br /&gt;
* As a reward from other Odyssey-related quests. {{Check Tag|What quests?}}&lt;br /&gt;
&lt;br /&gt;
After finishing main Gravship quest, subquests stop spawning, which heavily limits accessibility to new Gravcores.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Gravcores are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
There is a limit of 6 [[grav field extender]]s and 1 [[signal jammer]], so once those are built, any gravcores can be freely used to create [[gravcore power cell]]s.&lt;br /&gt;
&lt;br /&gt;
Before the limits are reached, there is some competition between the three buildings. The first few gravcores should be used on field extenders to expand the initially small size of the gravship. After that, it depends on whether more space is needed (field extender) or if free power is needed (power cell). The signal jammer is of low priority,  as it is only needed to enter the [[mechhive]] and to raid the [[traders guild]] platforms. The former is the final stage of the gravship quest, while the latter is generally not worth doing even if it was free. It should be built once the Mechhive is available.&lt;br /&gt;
&lt;br /&gt;
As long as you do not complete the [[Endings#The_Mechhive|mechhive]] quest and therefore the main Gravship quest, new subquests to acquire gravcores will continuously spawn. This is an easy way to farm an unlimited amount of gravcores. Once the quest is completed, however, sources of gravcores are severely limited, namely quests and sealed crates that award [[pilot subpersona core]], [[fuel optimizer]] and [[gravship shield generator]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gravcore_a.png|One&lt;br /&gt;
File:Gravcore_b.png|Partial stack&lt;br /&gt;
File:Gravcore_c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Removed HP from gravcores to prevent them from being accidentally destroyed.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Gravcores are no longer asked for in trade request quests.&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&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=Orbit&amp;diff=180785</id>
		<title>Orbit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbit&amp;diff=180785"/>
		<updated>2026-06-09T22:00:24Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
'''Orbit''' is a new region separate from the world map introduced by the [[Odyssey DLC]]. Orbit is accessible via the World interface and the player can use the 'view planet' and 'view orbit' buttons to switch between planetary and orbital views. Locations in orbit differ from locations on the planet and have additional challenges in order to survive and thrive. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
When outdoors, orbit always has a [[vacuum]] level of 100% and a [[temperature]] of {{Temperature|-75}}. When exposed to the vacuum, [[fire]] and [[gas]] will dissipate extremely quickly, and unprotected pawns and plants will quickly die.&lt;br /&gt;
&lt;br /&gt;
There are no exits to leave the map by foot. This means that [[prisoner]]s and [[slave]]s{{IdeologyIcon}} will never try and break out, and [[raider]]s won't flee once a percentage of their force is defeated. [[Transport pod]]s, [[imperial shuttle]]s,{{RoyaltyIcon}} [[passenger shuttle]]s, or a [[gravship]] are required in order to travel to, from and in-between orbital locations.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions ===&lt;br /&gt;
Certain [[events]] and abilities are prevented while in orbit. These include:&lt;br /&gt;
* Most [[event]]s and [[quest]]s are disabled in orbit. The only meaningful non-raid events that are possible are [[meteorite]]s, [[orbital debris]], [[ship chunk]] crashes, and [[cargo pods]].&amp;lt;!--Checked via devmode menu in 1.6---&amp;gt;&lt;br /&gt;
* [[Disease]] events will not occur naturally. [[Sickly]] pawns are still subject to disease, although the only disease they'll receive is [[organ decay]].&lt;br /&gt;
* All [[raid]] types are forced to [[Raider#Immediate_attack|map edge]] or [[Raider#Drop_pod_scatter|randomly placed]] drop pod raids.&lt;br /&gt;
** [[Anomaly DLC]]{{AnomalyIcon}} raids are also disabled, preventing [[entity]] attacks. The [[provoke pit gate]] and [[draw fleshbeasts]] [[psychic rituals]] cannot be initiated.&lt;br /&gt;
* [[Comms_console#Factions|Military assistance]] cannot be requested. {{Check Tag|Do allies still send unsolicited aid?}}&lt;br /&gt;
* [[Weather]] is disabled, preventing use of [[tornado generator]]s, the [[psycast]] [[Flashstorm (psycast)|Flashstorm]]{{RoyaltyIcon}} and the [[Blood rain (ritual)|blood rain]]{{AnomalyIcon}} ritual.&lt;br /&gt;
* Some [[permits]]{{RoyaltyIcon}} do not function in orbit. See that page for details.&lt;br /&gt;
* [[Mortar]]s are completely disabled.&lt;br /&gt;
&lt;br /&gt;
== Locations==&lt;br /&gt;
Locations within the orbit vary between:&lt;br /&gt;
* Resource asteroids, primarily made of [[vacstone]] and containing mineable [[ore]]s and the odd [[archean tree]].&lt;br /&gt;
* Orbital item stash: an asteroid with a hollow core containing structures with loot.&lt;br /&gt;
* Abandoned platform: an ancient orbital platform with no signs of life.&lt;br /&gt;
* Orbital wrecks: the wreckages of abandoned platforms that are claimed by hostile [[salvagers]].&lt;br /&gt;
* Satellites: abandoned platforms, protected by hostile [[sentry drone|sentry]] and [[hunter drone]]s, [[autocannon]]s and [[uranium slug turret]]s.&lt;br /&gt;
* Mechanoid platforms, orbital platforms with high [[mechanoid]] activity. This includes [[the Mechhive]].&lt;br /&gt;
&lt;br /&gt;
In any case, no soil naturally generates outside of [[archean tree]]s. The unique &amp;quot;Space&amp;quot; terrain found in orbit cannot be walked on, but does not block line of fire, and it is possible to build [[bridge]]s or [[heavy bridge]]s to travel through.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=More thorough general/combat analysis}}&lt;br /&gt;
&lt;br /&gt;
When entering orbit, players must make sure that colonists' vacuum and temperature needs are met. A [[vacsuit]] with a [[vacsuit helmet|helmet]] is enough to stay in a vacuum so long as the armor lasts, while pawns in [[power armor]] can last for days depending on the helmet; both suits also come with enough cold insulation to last. &lt;br /&gt;
&lt;br /&gt;
[[Gravship]]s in particular should be kept in a climate controlled environment, in order to keep plants, animals, and unprotected colonists safe. It should be well [[heater|heated]], well supplied with oxygen using [[oxygen pump]]s, and contain rooms fully enclosed with [[wall]]s that are suitable against vacuum such as [[metal]] [[stuff]]ed walls or [[gravship hull]]s. Un[[roof]]ed areas in orbit are also exposed to being pummeled by [[orbital debris]].&lt;br /&gt;
&lt;br /&gt;
In any case, make sure that a return trip is possible. This means packing enough [[chemfuel]] for a return trip, having spare [[component]]s in case of a thruster breakdown, and keeping the shuttle / gravship intact. Asteroids and orbital wrecks usually generate with [[ancient transport pod]]s in case of an emergency, but each pod can only carry 2 colonists at most.&lt;br /&gt;
&lt;br /&gt;
===Permanent Colony===&lt;br /&gt;
It is possible to construct a permanent colony in any orbital location, but doing so is challenging and requires preparation. Orbit is the most hostile biome in the game, swiftly killing pawns without the proper gear. In many cases, it is more practical to make temporary visits whenever something needs to be done in orbit, as it is easier, cheaper, and safer to live on the planet. However, living permanently in orbit is possible, and preferred by [[ideoligion]]s{{IdeologyIcon}} with the [[Shipborn]] meme.&lt;br /&gt;
&lt;br /&gt;
There are different approaches to creating a permanent in-orbit base:&lt;br /&gt;
&lt;br /&gt;
# Creating a self-sustaining [[gravship]]. This has the benefit of being able to travel freely, but is limited by size, especially without [[grav extender]]s.&lt;br /&gt;
# Settling on an asteroid, bringing an initial supply of resources from the planet.&lt;br /&gt;
# Settling on an (abandoned) orbital platform, which provides a huge pre-built building, as well as many [[life support unit]]s that permanently provide free heat, oxygen, and power.&lt;br /&gt;
&lt;br /&gt;
====Greenhouse and power====&lt;br /&gt;
Regardless of the approach, the base will need a [[greenhouse]]. This requires a [[hydroponics]] setup or an [[archean tree]], an airtight environment with [[heater]]s and [[oxygen pump|vacuum removal]], as well as enough [[power]] to sustain the colony. Having some amount of temperature/vacuum resistance on pawns at all times (instead of relying solely on the room) is recommended for when meteorites or raider [[drop pod]]s break the roof of your base.&lt;br /&gt;
* Setting on an orbital platform makes this easy, as the life support systems provide everything but the actual hydroponics basins.&lt;br /&gt;
* In a gravship, a setup consisting of hydroponics -&amp;gt; [[biofuel refinery]] -&amp;gt; [[chemfuel powered generator]] provides more energy than it consumes. See the [[Chemfuel_powered_generator#Plants_and_biofuel_refineries|Chemfuel powered generator]] article for more details.&lt;br /&gt;
* If on an asteroid, the above hydroponics setup still works. Alternatively, archean trees can be used in place of hydroponics, saving on power and resources.&lt;br /&gt;
&lt;br /&gt;
In addition, any colony can use [[vanometric power cell]]s or [[unstable power cell]]s{{RoyaltyIcon}} for entirely free power, although the former are not easy to acquire in large numbers. Gravships can use [[gravcore power cell]]s as well.&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
Trade is possible through [[orbital trader]]s on the [[comms console]]. In addition, supplies can be obtained from the planet, then transported to space through the gravship, [[transport pod]]s, or [[passenger shuttle]]s. If there is a colony on the surface, a colony in space can be established without it needing to sustain itself right away.&lt;br /&gt;
&lt;br /&gt;
[[Raid]]s still occur in space, they will contain either [[human]]s with vacuum protective gear or [[mechanoid]]s. [[Infestation]]s do not naturally occur as no orbit tiles are considered overhead mountain, and [[deep drill]]s do not work in orbit. Because [[siege]]s and &amp;quot;[[Raider#&amp;quot;Drop right on top of you&amp;quot; drop pods|drop on top of you]]&amp;quot; raids do not happen, raids are overall less dangerous. &lt;br /&gt;
&lt;br /&gt;
[[Event]]s and [[quest]]s are heavily limited as most are unable to function in orbit. Notably, meteorites are particularly common, which can destroy equipment and open your base to the vacuum. However, since [[solar flare]]s and [[blight]]s do not happen, hydroponics farms are actually safer in orbit than on the planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to start the [[ship reactor]] in orbit to take advantage of the reduced raid variety. Make sure to roof in the reactor and the surrounding area once it's built to protect against orbital debris.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: &amp;quot;Cloudwatching&amp;quot; sometimes appears when in space instead of &amp;quot;stargazing&amp;quot;.&lt;br /&gt;
** Fix: If your first home map is in space, pawns were occasionally spawning on other maps with vacsuits.&lt;br /&gt;
** Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Imperial_shuttle&amp;diff=180784</id>
		<title>Imperial shuttle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Imperial_shuttle&amp;diff=180784"/>
		<updated>2026-06-09T15:20:23Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Missing analysis, incomplete version history, can this ever show up outside of Royalty? If no longer royalty, royalty content needs to be tagged with RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
{{About|the functional vehicle|the non-functional variant|crashed shuttle}}&lt;br /&gt;
{{About|the empire vehicle|the player-constructable vehicle|passenger shuttle}}&lt;br /&gt;
&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
| name = Imperial shuttle&lt;br /&gt;
| image = Shuttle.png|96px&lt;br /&gt;
| description = A spacer-tech uranium-powered shuttle designed for transit between surface and orbit, or between moons of a planetary system. To prevent unsanctioned use, the shuttle is locked to the pilot's bio-signature.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| beauty = &lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = yes&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| mass base = 125&lt;br /&gt;
| comfort = 0.65&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 5 * 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| placeable = True&lt;br /&gt;
| claimable = False&lt;br /&gt;
| destroyyield = {{icon Small|Uranium}} 50 + {{icon Small|Plasteel}} 50 + {{icon Small|component}} 4 + {{icon Small|Steel slag chunk}} 4 + {{icon Small|Shuttle engine}} 1 {{OdysseyIcon}}&lt;br /&gt;
}}&lt;br /&gt;
'''Imperial shuttles''' are transport vehicles that can carry pawns and items. When landed on the ground, they are treated mechanically as a type of [[building]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Imperial shuttles are used to transport pawns for [[Royalty (DLC)]] quests from [[Lore#Tech levels|Industrial]]-tech level or higher factions. Despite the name, they are used in non-Empire quests as well. They are also called by the [[Titles#Call transport shuttle|Call Transport Shuttle]] permit.&lt;br /&gt;
&lt;br /&gt;
Empire [[faction base]]s will also always have an imperial shuttle sitting on a floored landing zone defined by four [[ship landing beacon]]s — the shuttle will fly away if a player pawn is at least 30 tiles next to it, but the shuttle can be destroyed if action is taken fast enough. {{Check Tag|How fast?}}&lt;br /&gt;
&lt;br /&gt;
If the player colony has a functional landing pad, imperial shuttles will attempt to land there if possible.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
An imperial shuttle called by permit will transport [[colonists]], items, and [[animals]] on a one-way trip to a valid tile within 70 world tiles. The shuttle can hold a total of 2,000 kg when loaded on a colony map, but as of 1.2.2900, it ignores this weight limit when called for a caravan on the world map.{{Check Tag|Quest behavior?|How does the weight limit work when used in quests? Both when collecting NPCs and when shuttling player pawns to offsite combats}}&lt;br /&gt;
&lt;br /&gt;
Damaging or destroying a shuttle does not create a [[crashed shuttle]] in its place. {{Check Tag|Detail|Does the shuttle attempt to flee when it's damaged? How much goodwill is lost?}} Imperial shuttles will only yield a {{icon Small|Shuttle engine}} [[shuttle engine]] when destroyed if the [[Odyssey DLC]] is active.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As imperial shuttles fly to their destination tile directly, they are far faster than a caravan and can transport more mass at once than a transport pod. Imperial shuttles have a higher carrying capacity of 2,000 kg than a player-built [[passenger shuttle]], {{OdysseyIcon}} which can only hold up to 500 kg. However, since an imperial shuttle called by permit is only valid for one trip, a single imperial shuttle cannot do a round trip unlike a caravan or passenger shuttle. It is possible to use two permits for a round trip, or to travel to the destination some other way and travel back with the imperial shuttle.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Now avoids landing on crops.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Shuttles sometimes land on natural roofs.&lt;br /&gt;
* Possibly 1.3.3066 - Plasteel yield increased from 35 to 50.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Shuttles leave 50 uranium instead of 100 steel when killed. Refactored shuttles into generic Transport ships. These ships follow a series of jobs which can be controlled by quest logic, UI, and Lords. Transport ships are tracked while flying, loading, unloading, etc.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Shuttles can now overlap zones.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle stays forever if all passengers cannot get on board.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Some mechs cannot load into a shuttle.&lt;br /&gt;
* ? - Moved from [[Royalty DLC]] to Core. &lt;br /&gt;
* ? - Description and named changed.&lt;br /&gt;
* ? - Mass capacity changed to 2000.&lt;br /&gt;
* ? - Shuttle engine added to destroy yield.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Shuttles now provide 65% comfort, up from 0%.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Babies born during shuttle flight were deleted.&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Passenger_shuttle&amp;diff=180783</id>
		<title>Passenger shuttle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Passenger_shuttle&amp;diff=180783"/>
		<updated>2026-06-09T15:18:11Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{About|the player-built vehicle|the NPC-faction vehicle|imperial shuttle}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Passenger shuttle&lt;br /&gt;
| image = PassengerShuttle_east.png&lt;br /&gt;
| description = A chemfuel-powered shuttle designed for long-distance travel. It is capable of reaching orbital locations.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = &lt;br /&gt;
| hp = 600&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| rotatable = yes&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| mass base = 125&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 ˣ 5&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| comfort = 0.65&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| paintable = true&lt;br /&gt;
| deconstruct yield = {{Icon Small|Steel||125}} + {{Icon Small|Plasteel||75}} + {{Icon Small|Component||3}} + {{Icon Small|Shuttle engine||1}}&lt;br /&gt;
| destroyyield = {{Icon Small|Steel slag chunk||4}} + {{Icon Small|Steel||50}} + {{Icon Small|Plasteel||50}} + {{Icon Small|Component||3}} + {{Icon Small|Shuttle engine||1}}&lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 400.0&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Shuttle&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 36000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 250&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 150&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| resource 4 = Shuttle engine&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName PassengerShuttle&lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
'''Passenger shuttles''' are reusable transportation vehicles used to carry [[pawn]]s and/or items across the world map, and to locations in [[orbit]].&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;
&lt;br /&gt;
Passenger shuttles can be launched to transport all of its contents to a different location on its current map, or on a different world tile up to 62 tiles away. This can be done by selecting the Launch gizmo on the shuttle building itself or on a [[caravan]] containing a shuttle, provided nothing is restricting it.&lt;br /&gt;
&lt;br /&gt;
=== Launch requirements ===&lt;br /&gt;
Each passenger shuttle can hold 500 kg of items or pawns. Items equipped and carried by pawns count towards this weight. For comparison, an adult [[human]] weighs {{Q|Human|Mass - Adult}} kg before equipment.&lt;br /&gt;
&lt;br /&gt;
Passenger shuttles can travel up to 62 tiles away. A launch consumes {{Icon Small|Chemfuel||3}} [[chemfuel]] per tile with a minimum of {{Icon Small|Chemfuel||50}} [[chemfuel]] for flights of 16 tiles or less.{{Check Tag|Orbit?|Are there extra fuel costs for traveling from surfance to orbit}} A shuttle can be refueled with {{Icon Small|Chemfuel}} [[chemfuel]] stored in its cargo hold, increasing its effective range with sequential launches.&lt;br /&gt;
&lt;br /&gt;
A passenger shuttle requires a conscious pilot with a minimum [[piloting ability]] of 10%, which is easily achieved by any pawn that isn't missing their eyes and is capable of intellectual.{{Check Tag|Detail needed|Does piloting ability affect anything else besides needing to pass the 10% number? If yes, specify. If not, explicitly state that it affects nothing else}}&lt;br /&gt;
&lt;br /&gt;
Shuttles cannot be launched during a blizzard, blind fog, or sandstorm.{{Check Tag|Other weather?|Does any other weather affect take off?}} Shuttles also cannot launch during a [[solar flare]], however they are not affected by [[EMI dynamo|EMI fields]]{{RoyaltyIcon}}. Shuttles cannot be launched with a roof built above them.&lt;br /&gt;
&lt;br /&gt;
After landing, the shuttle requires a {{Ticks|3750}} cooldown before it can be launched again.&lt;br /&gt;
&lt;br /&gt;
=== Launch targets ===&lt;br /&gt;
If the selected tile's map is currently loaded, the player will be prompted to choose the exact location of where the passenger shuttle lands. It is possible to land on [[roof]]ed tiles, but this will cause a roof collapse, damaging things underneath. It cannot land on [[rock roof (thin)]] or [[overhead mountain]], on unwalkable terrain, or on furniture that would block its landing.&lt;br /&gt;
&lt;br /&gt;
If landing on a non-hostile [[faction base]], it is possible to choose to trade or attack it. Hostile faction bases can only be attacked; gifts cannot be offered directly via shuttle. If landing on an unloaded quest tile, there is the option to land on edge or center, similar to [[transport pod]]s.&lt;br /&gt;
&lt;br /&gt;
Landing on an empty tile will create a [[caravan]], but caravans containing a shuttle will be unable to move by foot even if there is enough carrying capacity. Landing on a tile containing a caravan will not automatically merge the two, but merging can be done after the shuttle lands.&lt;br /&gt;
&lt;br /&gt;
=== Loading ===&lt;br /&gt;
The Set to Load gizmo will allow the player to designate which items and pawns will be loaded onto the shuttle. When items are selected, haulers will immediately proceed to load the pods. If a colonist is part of the load, that colonist will prioritize loading the pod, even if they are otherwise incapable of hauling, identically to a [[transport pod]]. Pawns can be manually selected to enter the shuttle by selecting the colonist, right clicking the shuttle, and selecting &amp;quot;Get in shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If automatic refuel is turned on, chemfuel will automatically be loaded onto the passenger shuttle as [[Hauling]] work.&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
A shuttle can't be carried around as an item, with one exception: the [[Farskip]] [[psycast]]{{RoyaltyIcon}} can teleport a shuttle-equipped caravan if the pawns present can support the 125-kg weight of the shuttle plus any other items. The shuttle will be unloaded at the destination like any other item brought in by a caravan, it can also be manually dropped at a desired location from a drafted pawn's inventory.&lt;br /&gt;
&lt;br /&gt;
A caravan cannot contain two shuttles. If two caravans both have shuttles and attempt to merge, one shuttle will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Passenger shuttles are a fast, flexible, and powerful late-game transportation option that can completely negate the need to form traditional caravans. With a 500kg weight limit a shuttle is generally limited to carrying six human pawns at a time after considering equipment.&lt;br /&gt;
&lt;br /&gt;
=== Compared to transport pods ===&lt;br /&gt;
Unlike [[transport pod]]s, shuttles are reusable, avoiding the {{Required Resources|Transport pod}} per trip cost, carry 500kg of weight instead of 150kg per pod, and are capable of making round trips. Shuttles do cost more chemfuel and have a minimum chemfuel cost of 50, but the chemfuel will most likely be easier to acquire/make than steel and components. Also, for heavy loads, one shuttle will carry more weight and use less fuel than three transport pods. Shuttles require more research and resources (including a [[shuttle engine]], uncommon without [[Royalty]] or [[Biotech]]), but are more efficient for most purposes once built.&lt;br /&gt;
&lt;br /&gt;
Transport pods do have a niche for &amp;quot;doom dropping&amp;quot; - i.e., dropping pods on your own tile - as the shuttle is likely to be destroyed when landing near enemies. Pods also has a niche for gifting items to other factions, as the shuttle's chemfuel cost is effectively doubled for that purpose. In addition, shuttles cannot be used to gift items to hostile factions while pods can.&lt;br /&gt;
&lt;br /&gt;
=== Compared to imperial shuttles ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Imperial shuttles are only available to [[noble]]s of Knight rank or higher with the appropriate [[permit]]. Passenger shuttles only carry a quarter (500 kg) of the weight of an imperial shuttle&lt;br /&gt;
(2,000 kg), but an imperial shuttle can only be used for one trip per permit holder before requiring either a 40-day cooldown or spending 8 [[honor]], making rapid round trips require either two nobles or spending honor worth {{Icon Small|Gold||{{#expr:8/0.015 round 0}}}} [[gold]]. Imperial shuttles can be launched up to 70 tiles away compared to the 62 tiles of the passenger shuttle. The permit also cannot be used while hostile to the [[Empire]].&lt;br /&gt;
&lt;br /&gt;
Typically this places the imperial shuttle as an incredibly useful option in the early game if nobles can be ranked up quickly while the passenger shuttle cannot be produced, but one that significantly decreases in utility once the competition is available. This also means the opportunity cost of spending a permit point of the shuttle versus the other permit options must also be considered. However, unlike transport pods which are often entirely replaced, the shuttle permit offers flexibility that is often useful unless a tremendous fleet of shuttles is available. &lt;br /&gt;
&lt;br /&gt;
=== Maximum carry amounts ===&lt;br /&gt;
In practice these amounts don't account for the weight of a pilot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cargo !! Maximum Amount Carried&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || 62,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]], [[Smokeleaf joint]]s, and [[Flake]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || 1,250&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 2,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PassengerShuttle_east.png|Facing east&lt;br /&gt;
File:PassengerShuttle_north.png|Facing north&lt;br /&gt;
File:PassengerShuttle_south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Player shuttles could be lost in water when landing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Shuttles are no longer blocked from landing on items and no longer destroy more roof than they need to when landing. &lt;br /&gt;
** Fix: Player shuttle could be lost if settling/camping on map with not much land.&lt;br /&gt;
** Fix: Out of bounds error trying to determine shuttle landing position when few options are possible.&lt;br /&gt;
** Fix: Shuttle load list getting reset after launching.&lt;br /&gt;
** Fix: Several issues with shuttle and transport pod range calculations.&lt;br /&gt;
** Fix: Was possible for shuttles to get lost in specific set ups when merging two caravans.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Babies born during shuttle flight were deleted.&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Factions&amp;diff=180782</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Factions&amp;diff=180782"/>
		<updated>2026-06-09T15:15:17Z</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;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Factions''' are the main source of NPC interactions in RimWorld. They are organizations whose members may appear as [[visitor]]s, [[trader]]s, [[guest]]s, or [[raiders]] depending on the faction's type and relationship with the player's faction, or in their own [[faction base]]s around the map. For most factions, the [[#Faction relations|relationship]] between them and the player can vary depending on the actions the player takes. This can result in allies sending reinforcements or trade caravans, or new enemies to [[raid]] you. Other factions are permanently hostile and exist only to send attacks.&lt;br /&gt;
&lt;br /&gt;
Starting in version 1.3, specific factions can be added or removed from play before the planet is generated. As of version 1.4, up to 12 humanoid factions can be placed on the planet. [[Biotech]] replaces some of the starting factions with similar ones that feature different [[xenotypes]], but both types can still be placed manually.&lt;br /&gt;
&lt;br /&gt;
Human-led factions will also occasionally provide [[quests]].&lt;br /&gt;
&lt;br /&gt;
==Human-led factions==&lt;br /&gt;
Most factions are made up of humans, with settlements all over the world (and other worlds, in the case of empires).&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|center|An example of the different factions with leaders in version 1.1, including the Empire from the [[Royalty DLC]]. ]]&lt;br /&gt;
Human factions always have a leader, and are displayed by default in the faction tab.&lt;br /&gt;
&lt;br /&gt;
===Tribes===&lt;br /&gt;
{{Main|Tribes}}&lt;br /&gt;
''&amp;quot;These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are a mostly nomadic people who live off the land using primitive tools and weapons. Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt.  People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Galician, such as 'miñoca', 'legua', etc.&amp;lt;ref&amp;gt;https://www.reddit.com/r/RimWorld/comments/2sm3ak/comment/cnslco5/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button&amp;lt;/ref&amp;gt; They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. &lt;br /&gt;
&lt;br /&gt;
This faction is a formidable ally and foe alike, and may start off as either of them. They may not be as dangerous as pirates, but they are not insignificant.&lt;br /&gt;
&lt;br /&gt;
==== Gentle tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Gentle tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will have a random ideoligion.&lt;br /&gt;
&lt;br /&gt;
==== Fierce tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe values warlike dominance; it may be difficult to turn them into an ally.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Fierce tribes always start off hostile towards your colonists, as well as to all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
&lt;br /&gt;
In 1.0 or earlier, they used to be known as savage tribes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will have a random ideoligion.&lt;br /&gt;
&lt;br /&gt;
===== Fierce Neanderthal Tribe =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;An unfriendly, territorial tribe of Neanderthals. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe won't hesitate to bash in the skulls of anyone they deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability. &lt;br /&gt;
&lt;br /&gt;
Having been on the planet for countless generations, they have no memory how they got here. They might be the descendants of a neanderthal service caste from a dead civilization, or even the leftovers from some ancient science experiment.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Neanderthal Tribe is available as a subtype of the fierce tribe. Members of this faction will always be of the [[Neanderthal]] xenotype. This faction replaces the default &amp;quot;Fierce tribe&amp;quot; faction from the core game.&lt;br /&gt;
&lt;br /&gt;
==== Savage tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe is driven by a blood-and-honor culture; you will not be able to ally with them!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Savage tribes always start off hostile towards your colonists and all other factions. They are permanently hostile and cannot be befriended in any ways.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will always have an ideoligion with &amp;quot;Raider&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
===== Savage Impid Tribe =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A vicious tribe of yellow-skinned, fire-spewing impids. This particular tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Having been here for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the impid tribe is available as a subtype of the savage tribe. Members of this faction will always be of the [[impid]] xenotype. This faction replaces the default &amp;quot;Savage tribe&amp;quot; faction from the core game.&lt;br /&gt;
&lt;br /&gt;
==== Cannibal tribe ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particularly vicious tribe believes eating the flesh of their enemies is a great honor.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation, Cannibal tribes always starts off permanently hostile towards your colonist and all other factions, with no way of befriending them. &lt;br /&gt;
&lt;br /&gt;
These tribe will always have an ideoligion with &amp;quot;Cannibal&amp;quot; as one of the memes.&lt;br /&gt;
&lt;br /&gt;
==== Nudist tribe ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particular tribe believes that covering one's body is wrong.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation, Nudist tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
This tribe will always have an ideoligion with the &amp;quot;Nudist&amp;quot; meme.&lt;br /&gt;
&lt;br /&gt;
===Outlanders===&lt;br /&gt;
{{Main|Outlanders}}&lt;br /&gt;
''&amp;quot;These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons. They are concerned with the practical matters of trade, trust and survival.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Outlanders use the same equipment and technology as pirates, but do not behave the same. Outlanders may or may not be hostile. Due to their similarity to your colony they can be considered the standard faction. They often use similar equipment and tactics as normal pirates, but rarely use high level gear such as [[sniper rifle]]s. Be nice to them and you will be rewarded, but anger them and you basically have another pirate group, except this one can be negotiated with.&lt;br /&gt;
&lt;br /&gt;
==== Civil outlander union ====&lt;br /&gt;
''&amp;quot;This particular group holds civil behavior in high regard.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Civil outlander unions always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this faction's ideoligion will either have the Collectivist or Individualist meme. Any other memes are disallowed for this faction.&lt;br /&gt;
&lt;br /&gt;
==== Minor Civil Outlander Union ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
This union is self-generated faction that only appear during any of the quest &amp;quot;Outlander's Visit&amp;quot; and disappears after either all the pawns spawned from this faction dies from said quest, or they send the reward as thanks for letting them leave the place without getting them killed. It follows the same ideoligion as that of any Civil outlander union within the game, but any pawns that appears from this union from said quest will always follow the ideoligion of the relic they are visiting to venerate. They start off as neutral, but can become hostile if they are harmed by your faction's pawn.&lt;br /&gt;
&lt;br /&gt;
==== Rough outlander union ====&lt;br /&gt;
''&amp;quot;This particular group has a streak of barbarity in them.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Rough outlander unions always start off hostile towards your colonists, as well as all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this faction will always have the Supremacist meme.&lt;br /&gt;
&lt;br /&gt;
===== Rough Pig Union =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A loose union of hardy pigskin townships. They're willing to make friends, even with thinsnouts, but they're also ready to toss a bomb and gnaw human gristle when it suits them. Treat them with respect, and they'll offer a trotter to an ally in need. Turn against them and the last thing you hear might be a triumphant battle squeal.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Rough Pig Union is available as a subtype of the rough outlander union. Members of this faction will always be of the [[pigskins|pigskin]] xenotype. This faction replaces the default &amp;quot;Rough outlander union&amp;quot; faction from the core game.&lt;br /&gt;
&lt;br /&gt;
==== Refugees ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
''&amp;quot;A group of outlander refugees claiming to have lost their home.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
A hidden outlander micro-faction created for each instance of the [[Quests#Refugee_Hospitality|Refugee Hospitality]] quest. It contains only the pawns involved in that quest and is used to handle their relations with the player colony.&lt;br /&gt;
&lt;br /&gt;
It is made up of pawns with the Outlander (95%) and Offworld (5%) [[backstories]]. They have an industrial tech level. The head of the faction is called the &amp;quot;Leader&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, these refugees will have a random ideoligion.&lt;br /&gt;
&lt;br /&gt;
===Pirates===&lt;br /&gt;
{{Main|Pirates}}&lt;br /&gt;
''&amp;quot;A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other. Pirates don't sow, they don't build, and they rarely trade. Driven by a blood-and-honor culture that values personal strength and ruthlessness, they enrich themselves by raiding and robbing their more productive neighbors. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[comms console]]). Pirates are the primary source of raids, usually attacking from the sides and occasionally dropping directly on your base. They kidnap incapacitated colonists if you leave them within reach, but do not kidnap your prisoners (exploit prevention vs players easing their leave).&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this pirate gang will always have an [[ideoligion]] with &amp;quot;Raider&amp;quot; as one of the memes.&lt;br /&gt;
&lt;br /&gt;
==== Cannibal Pirate Gang ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particular gang of pirates are cannibals.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation and much like the original pirates, these pirates cannot be negotiated in any ways and are permanently hostile towards every other faction.&lt;br /&gt;
&lt;br /&gt;
These gangs will always have an [[ideoligion|ideoligions]] with &amp;quot;Cannibal&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
==== Yttakin Pirates ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A close-knit band of hulking, fur-bodied pirates of the yttakin xenotype. They refuse to deal with outsiders and are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take. Originally engineered to populate the icy planet Yttak, yttakin now pursue their traditional lifestyle on many worlds.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Yttakin Pirates are available as a pirate band. Members of this faction will always be of the [[yttakin]] xenotype. This faction, along with the waster pirates, replaces the default pirate faction from the core game.&lt;br /&gt;
&lt;br /&gt;
==== Waster Pirates ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A loose collection of violent pirate bands made up primarily of wasters - xenohumans engineered to thrive around toxins and pollution. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Waster Pirates are available as a pirate band. Most members of this faction will be of the [[waster]] xenotype. This faction, along with the yttakin pirates, replaces the default pirate faction from the core game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{main|Empire}}&lt;br /&gt;
&lt;br /&gt;
An ultratech refugee society from another planet, organized along feudal lines. They lived for thousands of years in a stable multi-planet empire with a strict caste system, an intricate code of warrior ethics, and enforced cultural stasis. Invaded by powerful outsiders, they fled. Despite losing almost all of their people, their fleet and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, the Empire will always have the Loyalist and Collectivist memes.&lt;br /&gt;
&lt;br /&gt;
=== Traders Guild ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{main|Traders guild}}&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A loose coalition of orbital traders. Together they form an orbital marketplace that buys and sells goods from around the planet. Orbital traders will also buy goods from the occasional interplanetary trading vessel, giving them access to rare technologies. These merchants are rarely found on the planet itself, preferring to live in the safety of their orbital platforms.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Salvagers ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{main|Salvagers}}&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A ruthless faction of orbital scavengers who scour space for derelict ships and valuable wreckage. Salvagers operate entirely in space.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Salvagers faction is a hidden faction, meaning it will not show up in the factions list and will not appear on the &amp;quot;Bio&amp;quot; tab on pawns. Unlike most other hidden factions, the Salvagers will generate with a leader.&lt;br /&gt;
&lt;br /&gt;
==Leaderless factions==&lt;br /&gt;
These factions don't have a single leader, but they still show up in the game. Usually, these factions are associated with raids and other negative events.&lt;br /&gt;
[[File:HiddenFactions.png|700px|thumb|center|An example of hidden factions in 1.1]]&lt;br /&gt;
&lt;br /&gt;
===Mechanoids===&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. In Core, they are five types of mechs: [[Centipede]]s, [[Lancer]]s, [[Pikeman|Pikemen]], [[Scyther]]s and [[Termite]]s. The [[Biotech]] DLC{{BiotechIcon}} adds a large variety and the [[Odyssey]] DLC adds the [[cyclops]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Unlike human raiders, mechanoids do not feel [[pain]] and won't retreat once half their force is taken down, making them dangerous foes, especially to the unprepared. They have a decent combat AI that utilizes each unit's strengths as well. However, mechs are vulnerable to [[EMP]] damage.&lt;br /&gt;
&lt;br /&gt;
[[Endings#Ending - Destroying the core|Destroying the mechhive core]]{{OdysseyIcon}} will permanently shut down this faction.&lt;br /&gt;
&lt;br /&gt;
===Insectoids===&lt;br /&gt;
{{Main|Insectoids}}&lt;br /&gt;
&lt;br /&gt;
These insectoids appear after the event &amp;quot;Infestation&amp;quot; or &amp;quot;Too Deep: Infestation&amp;quot; in tiles with overhead mountain as the roof. This can be viewed using the roof view tool at the bottom right of the screen. They include the [[spelopede]], the [[megaspider]], and the [[megascarab]]. Unlike Mechanoids, the Insectoids build bigger bases than a poison/psychic ship(similar to mechanoid clusters) and the hives act like the Mechanoid assembler. While the mechanoid assembler produces nothing but mechanoids, the hives produce [[Insect jelly|insect jelly]]. Insectoids will have to dig areas under mountains to expand. These infestations act like sieges.&lt;br /&gt;
&lt;br /&gt;
===Ancients===&lt;br /&gt;
{{Main|Ancients}}&lt;br /&gt;
Ancients are another unlisted faction, comprised of ancient soldiers that are found within cryptosleep caskets that may be found inside [[ancient shrine]]s. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack, as the ancient soldiers are frequently hostile. Ancient soldiers often wield high-tech weaponry and powerful armor, making them very dangerous. However, since they typically have low recruitment difficulty, managing to subdue them can quickly yield skilled colonists. Ancient soldiers formerly fell under the Spacer faction, and were known as Space soldiers.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, the Ancients will always follow the last ideoligion in the list, which is white in colour and has the Loyalist, Transhumanist and Human primacy memes by default.&lt;br /&gt;
&lt;br /&gt;
=== Entities ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Main|Entities}}&lt;br /&gt;
All hostile entities make up an unlisted faction, simply referred to as &amp;quot;Dark entities&amp;quot;. They can vary from basic entities like [[Shambler]]s, [[Ghoul]]s, and [[Fleshbeast]]s, up to more advanced ones such as [[Revenant]]s and [[Metalhorror]]s. Hostile [[Creepjoiner]]s and aggressive duplicates may also be assigned to this faction. The dark entities are permanently hostile to all other factions, with the exception of [[Insectoids]].&lt;br /&gt;
&lt;br /&gt;
=== Horax cult ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Main|Horax cult}}&lt;br /&gt;
Horax cults, always given the name &amp;quot;The Servants of Horax&amp;quot; are an unlisted faction, comprised of crazed cultists that has the capability of conducting psychic rituals upon raiding the colony multiple times. They have the capability of either causing Skip abductions, or drawing out [[Fleshbeast]]s from their ritual if not dealt with. While they usually come equipped with Neolithic-based equipment, some of the cultist may have additional appendages when arriving under siege.&lt;br /&gt;
&lt;br /&gt;
=== Minor &amp;quot;Gentle&amp;quot; Tribe ===&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
These tribes are self-generated faction that only appears during any of the subquest &amp;quot;The Villager's&amp;quot; for &amp;quot;The &amp;lt;RELIC&amp;gt; of &amp;lt;IDEOLOGION&amp;gt;&amp;quot; and disappears completely after the sub-quest is concluded. They start off as neutral, but should any of the following action be taken:&lt;br /&gt;
* Attacking any of the tribe members, even if indirect&lt;br /&gt;
* Attempting to hack the terminal&lt;br /&gt;
* Wait for more than 10 hours in their map&lt;br /&gt;
&lt;br /&gt;
They will immediately become hostile and start attacking.&lt;br /&gt;
&lt;br /&gt;
A giant wave of them will also arrive from the edges within 2 hours should you take too long to send your colonist away after hacking the terminal.&lt;br /&gt;
&lt;br /&gt;
==Factionless humans==&lt;br /&gt;
There are two types of humans who don't have a faction:&lt;br /&gt;
* '''Space refugees''' land in crashed transport pods.  They will be injured on landing and can be rescued or imprisoned. &lt;br /&gt;
* '''Wild men / women''' wander in from time to time.  They can be recruited by assigning a colonist to tame them.&lt;br /&gt;
&lt;br /&gt;
In both case, if [[Ideology]] DLC is enabled in the game, these will always appear with randomized Ideoligions and have no set ideoligions as a whole.&lt;br /&gt;
&lt;br /&gt;
== Faction naming ==&lt;br /&gt;
Each on-world faction has a randomly generated name for it.&lt;br /&gt;
&lt;br /&gt;
*Outlanders have more peaceful and political names such as 'pan-global covenant', 'confederation', or simply a randomly put-together name.&lt;br /&gt;
*Tribals tend to use their natural environment, including words like 'mountain' in their names. They may also use Galician words.&lt;br /&gt;
*Pirates generate more 'badass' and violent names. They also tend to use intimidating or predatory animal or weapon names.&lt;br /&gt;
*Mechanoids always generate with a short, futuristic-sounding name followed by 'mechhive'.&lt;br /&gt;
*The Empire{{RoyaltyIcon}} will generate with an imperial-sounding name, being referred to as an 'Empire', 'Dominion' or 'Imperium', for example.&lt;br /&gt;
*Waster pirates{{BiotechIcon}} will use trash words, such as 'garbage', 'filth', or 'venom', followed by a collective noun such as 'crew' or 'party'.&lt;br /&gt;
*Pig unions{{BiotechIcon}}, impid tribes{{BiotechIcon}}, and yttakin pirates{{BiotechIcon}} will use names similar to that of their respective xenotypes.&lt;br /&gt;
&lt;br /&gt;
Some factions will always generate with a fixed name.&lt;br /&gt;
&lt;br /&gt;
*Insect genelines will always generated with the name 'Sorne Geneline'.&lt;br /&gt;
*Ancients, both neutral and hostile, always generate with the name 'Ancients'.&lt;br /&gt;
*Cultists{{AnomalyIcon}} will always use the name 'The Servants of Horax', and additionally, if [[Ideology]] is active, they will always generate with a fixed [[ideoligion]] named 'Nightmare Deep'.&lt;br /&gt;
**Despite this being their in-game name, the letter label used to inform of their arrival simply states 'Raid: Horax cultists'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Alpha 16, the faction name generator has been changed to generate more varied and interesting names, and is now separate from name generation of settlements.&lt;br /&gt;
&lt;br /&gt;
== Faction bases ==&lt;br /&gt;
{{Main|Faction base}}&lt;br /&gt;
Factions have many bases generated when the world is created, which can be traveled to by forming a [[caravan]] or launching [[transport pod]]s. Going to neutral or friendly factions will initiate a trade. Sending them to a hostile faction will start an assault on that base, which can be destroyed once the enemy flees. Then you have 24 hours to collect all the items you want before a caravan is automatically created to leave.&lt;br /&gt;
&lt;br /&gt;
Destroying all bases of a Faction effectively eradicates them.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32761.msg340417#msg340417&amp;lt;/ref&amp;gt; A defeated faction cannot send raids or appear in quests.&lt;br /&gt;
&lt;br /&gt;
== Faction relations ==&lt;br /&gt;
{{Stub|section=1|reason=1) How does the weighting towards default goodwill work 2) How is goodwill from gifts calculated (via drop pod to faction base, by human to faction base, by human to trader - see FactionGiftUtility}} &lt;br /&gt;
In RimWorld, one of the key gameplay features is the raids by enemy factions. When a new world is generated, various factions within the world are also added. These factions have varying relationships with your colony, and all of them may be your enemy from the start. As time progresses and your colony accumulates more wealth and grows larger, it may be a good idea to attempt to improve these relationships to even eventually have an ally to call upon in the worst of times.&lt;br /&gt;
&lt;br /&gt;
=== Relationship status ===&lt;br /&gt;
&lt;br /&gt;
There are three levels of relations that you can be with others; '''hostile''', '''neutral''' and '''ally'''.  Different types of factions (e.g. outlander, gentle tribal, savage tribal, etc.) have different default levels, and any changed relations will tend to, slowly, gravitate back toward that default. This means that you not only need to change the '''goodwill''' between your colonists and another faction to change your status with that faction, but you must then also maintain it if you wish to continue with that newfound status (and some factions are harder than others to maintain).&lt;br /&gt;
&lt;br /&gt;
Your current status with any faction on the map can be seen by clicking the (unlabeled) &amp;quot;Factions&amp;quot; icon (bottom of screen, far right, next to the Menu icon).&lt;br /&gt;
&lt;br /&gt;
*'''Hostile''' factions send raids towards your base. They are not interested in trade of any kind.&lt;br /&gt;
*'''Neutral''' factions can be traded with if you or they visit the other with a [[caravan]], but will not respond to any [[comms console]] requests.&lt;br /&gt;
*'''Allied''' factions, in addition to trading, may send military assistance to bolster your defenses, as well as leave gifts in return. They will also respond to comms console requests for specific [[traders]], and (for non-tribals) emergency military aid.&lt;br /&gt;
&lt;br /&gt;
To turn a hostile faction neutral, you must increase goodwill to 0 or above. For a neutral faction to turn hostile, goodwill must decrease to -75 or below. To make a neutral faction your ally, you must increase goodwill to +75 or above, in which case they will remain allies until it reaches 0. The maximum goodwill possible is +100. Note that certain factions such as [[Tribes#Savage_tribe|Savage tribes]] and [[Pirates]] have their Goodwill locked at -100, so any gestures to improve relations are wasted; they will remain hostile throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Improving Relations ===&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to boost relations with factions. Note that none of these work on pirates or savage tribes.&lt;br /&gt;
&lt;br /&gt;
* Via [[Events]]:&lt;br /&gt;
** Rescue one of their fallen faction members, take them in as a [[guest]] and treat them. They may have been part of an [[Events#Transport_pod_crash|event]], or a fallen [[visitor]] or [[trader]], but you didn't (directly) cause their injuries. Returning a faction member in “good health” to the edge of the map and effectively to the faction members will improve the goodwill by +16. This means the member must have injuries be fully tended to, but does not need to fully recover, also sickness and permanent damage do not matter. (As of Update 1.4.3704, rescuing fallen faction members does not improve good will. It is unclear if this is a bug or intentional)&lt;br /&gt;
** [[Events#Bandit camp opportunity|Destroying raider outposts]] bothering another faction improves relations by 8 and comes with a material reward, for each outpost destroyed.&lt;br /&gt;
** Fulfilling [[Events#Caravan request|trade requests]], at a rate of +12 per request.&lt;br /&gt;
* Destroying faction bases of mutual enemies gives +20 goodwill.&lt;br /&gt;
* Returning a [[prisoner]] usually gives a +12 boost, or +15 if the shift moves relations toward &amp;quot;natural goodwill&amp;quot; (viewable in the [Factions] tab, bottom right of the screen). &lt;br /&gt;
* Trading will also boost relationships, at a rate of +1 per 500 silver traded.&lt;br /&gt;
* Sending them gifts can help improve relations, at a variable rate of +1 per 40-160 silver/market value gifted depending on current goodwill with lower goodwill corresponding to a lower silver cost.&lt;br /&gt;
* Performing [[Ritual]]s with the &amp;quot;Nearby faction goodwill&amp;quot; reward, giving either +10 or +20 to the faction closest the settlement {{Check Tag|offsite?|does performing the ritual in worksite camps or destroyed faction settlements give goodwill to the nearest faction for that tile}}&lt;br /&gt;
&lt;br /&gt;
Legacy methods: &lt;br /&gt;
:* In Beta 18 or earlier, you can contact them on the [[comms console]] and give them 300 silver for +13 base goodwill boost (greatly depends on social skill and talking ability) if you have at least -70 rep.&lt;br /&gt;
:* In 0.19/1.0, you can give gifts by giving them to incoming trader caravans, send caravans to offer them, or send them via [[transport pod]] to their faction bases. The goodwill boost is proportional to the market value of the gifts given, with 160 worth of items or silver providing +1 rep boost.&lt;br /&gt;
&lt;br /&gt;
=== Damaging Relations ===&lt;br /&gt;
&lt;br /&gt;
There are several ways to make an enemy out of a faction, most being unintentional. &lt;br /&gt;
&lt;br /&gt;
#When you damage a faction member, relations decrease differently whether the attack was ranged or melee; If it was ranged, it decreases relations by the weapon damage times x1.5, and if the attack was melee then by the corresponding attack damage (ex: Blade or Handle) times x2 (both approximated to its nearest integer). This disregards the creature type.&lt;br /&gt;
#* It still decreases relations regardless of if [[Apparel#Protection|armour]] halves/deflects the damage and disregards the [[Incoming_Damage_Multiplier|Incoming Damage Multiplier]] [[Stat|stat]]&lt;br /&gt;
#When you call for reinforcements from an ally, this damages relations. However, this alone is unable to make a faction hostile to you as below a certain goodwill threshold, allied factions will not accept requests for military aid.&lt;br /&gt;
#Arresting a visiting faction member will set relations to -75 (Hostile), instantly making enemies out of any remaining faction members on the map.  If they were already leaving, however, they will continue to do that instead of attacking you.&lt;br /&gt;
#Removing organs or limbs without a valid reason (such as infection) also lowers goodwill by 20. Extracting [[Hemogen|hemogen]] {{BiotechIcon}} from a prisoner lowers reputation by 1, although Bloodfeeding does not damage reputation.&lt;br /&gt;
#If visiting allies and animals are injured or killed from non-hostile faction sources such as animals or traps, this will damage relations by -5 for each dead member. While it may not seem fair that relations are damaged when friendlies are harmed by something beyond the player's direct control, the game is behaving correctly.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32929.msg339784#msg339784&amp;lt;/ref&amp;gt; Hostile factions are not affected, and attacks from pirates won't greatly damage relations.&lt;br /&gt;
#Settling near a faction base (4 or fewer tiles away) will continuously damage relations every quadrum- the closer you are the more reputation damage every quadrum.&lt;br /&gt;
#Stripping a downed pawn will damage relations with their faction by 40 points. Dropped weapons and other items can be collected without penalty. Corpses can also be stripped without penalty.&lt;br /&gt;
#Casting hostile or neutral [[psycasts]]{{RoyaltyIcon}} on the members of a neutral or allied faction will damage your relation with them. The relation will be damaged even if the pawn was temporarily under your control for the purpose of a quest. In some cases, this may seem very unfair. For example, casting Skip on a downed ally to rescue them without exposing your own colonist to enemy fire will damage your relation with their faction. &lt;br /&gt;
#Dumping [[Toxic wastepack|toxic wastepacks]] {{BiotechIcon}} via drop pod or caravan will harm relations, and potentially cause them to retaliate with sending wastepacks back.&lt;br /&gt;
#Performing a [[Psychic ritual]] {{AnomalyIcon}} on a faction's pawn will damage from 30 to 50 goodwill.&lt;br /&gt;
&lt;br /&gt;
Prior to 1.0 hitting faction members by accident also caused relation damage.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
{{for|strategies for defense against raids|Defense tactics}}&lt;br /&gt;
{{for|strategies for attacks against hostile factions|Offense tactics}}&lt;br /&gt;
A faction's relationship with you in the game will determine how they interact with your colony, be it anything from just passing by to a full-scale attack.&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
Of course, one of the things that an enemy will do is attempt to raid your colony. The more they do it, and the richer you are, the stronger the attacks become as time progresses. For a detailed explanation as to what can happen, visit the page [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
==== Leader Assault ====&lt;br /&gt;
Occasionally the faction leader will direct the assault on your base in person. Killing them will grant a mood boost to the whole colony and will trigger a 'Leader replaced' event. If you capture and successfully recruit them, they will also be replaced.&lt;br /&gt;
&lt;br /&gt;
=== Faction Assistance ===&lt;br /&gt;
Normally, this event will only occur if the player triggers it by asking for help in the comms console. Your allies will then spawn in a varying amount of troops near the edge of the map, making their way toward your base. The moment one of ''their'' enemies is spotted, they will begin to enter defensive positions and attack them. If they survive, they will then leave the map after a period of time.  Allies might also send help on their own. If enemies appear on your map, allied Factions can occasionally send military aid to help you out without losing any relation points or silver.  Note that rescuing any downed allies is a good way to keep relations high with them.&lt;br /&gt;
&lt;br /&gt;
=== Travelers ===&lt;br /&gt;
This is when a friendly or neutral faction's members pass by the colony on their way from one end of the map to the other. The only time they spend on the map is walking from one end of it to another to then leave the map. Nothing special about that.&lt;br /&gt;
&lt;br /&gt;
They will fight if they happen to encounter any hostiles while passing by.&lt;br /&gt;
&lt;br /&gt;
=== Visitors ===&lt;br /&gt;
This is when a group of people or a single person makes their way from the edge of the map where they spawned to your colony to just mill around there for a while and then leave the way they came. Sometimes they may have a few items to trade.&lt;br /&gt;
&lt;br /&gt;
This has no impact on relations with the faction, but can be nice if a common enemy attempts to raid you while they are there.&lt;br /&gt;
&lt;br /&gt;
=== Trade Caravan ===&lt;br /&gt;
This is when a group of people come to [[trade]] with your colony. They often come with pack animals, and more goods and money to trade with than regular visitors.&lt;br /&gt;
&lt;br /&gt;
They can come on their own randomly, or be called to visit through the use of a [[comms console]]. Doing so will cost 15 goodwill (or 700/1100 silver prior to 1.0). They take two days to arrive, and you can call one per faction every four days.&lt;br /&gt;
&lt;br /&gt;
Factions tend to have trade items based on their [[tech level]]s, though this is not an absolute rule.&lt;br /&gt;
&lt;br /&gt;
* See [[Trade#Types_of_traders|Trade/Types of traders]] for more information&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
New events implemented in Alpha 17. They usually require you go somewhere in order to claim a reward.&lt;br /&gt;
&lt;br /&gt;
After finishing a quest, there are 60 hours for you to reform your caravan before enemy reinforcements arrive.&lt;br /&gt;
&lt;br /&gt;
== Xenotypes and Factions ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
&lt;br /&gt;
With Biotech pawns belonging to a type of faction have different chances to be of a certain Xenotype. Pawns coming from Tribes, and from every &amp;quot;Xenotype&amp;quot;-Faction except for the Waster pirates always belong to just one Xenotype (Tribes to the Baseliner Xenotype, and the other factions to their respective xenotypes), while the pawns from the other factions are more varied.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Baseliner !! [[Hussar]] !! [[Dirtmole]] !! [[Genie]] !! [[Neanderthal]] !! [[Pigskin]] !! [[Impid]] !! [[Yttakin]] !! [[Waster]] !! [[Starjack]]{{OdysseyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Civil outlander union]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Civil outlander union|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Hussar}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Genie}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Impid}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Waster}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rough outlander union]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Rough outlander union|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Hussar}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Genie}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Impid}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Waster}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rough pig union]]{{BiotechIcon}} &lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Rough pig union|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Hussar}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Genie}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Impid}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Waster}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gentle tribe]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Gentle tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cannibal tribe]]{{IdeologyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Cannibal tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Nudist tribe]]{{IdeologyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Nudist tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fierce tribe]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Fierce tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fierce neanderthal tribe]]{{BiotechIcon}} &lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Savage tribe]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Savage tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Savage impid tribe]]{{BiotechIcon}} &lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Savage impid tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pirate gang]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Pirate gang|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Hussar}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Genie}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Impid}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Waster}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yttakin pirates]]{{BiotechIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Yttakin pirates|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Hussar}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Genie}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Impid}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Waster}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Waster pirates]]{{BiotechIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Waster pirates|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Hussar}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Genie}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Impid}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Waster}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cannibal pirate gang]]{{IdeologyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Hussar}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Genie}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Impid}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Waster}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shattered empire]]{{RoyaltyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Shattered empire|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Hussar}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Genie}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Impid}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Waster}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Waster}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horax cult]]{{AnomalyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Horax cult|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Hussar}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Genie}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Impid}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Waster}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Waster}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Dark Entities (Shamblers){{AnomalyIcon}}&lt;br /&gt;
| 67.5% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Traders guild]]{{OdysseyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Traders guild|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Hussar}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Genie}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Impid}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Waster}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Waster}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Starjack}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Raider]]s now come from specific factions. Pawns of warring factions now fight. Pawns now spawn with backstories from appropriate spawn category for their faction. Tribals now have tribal specific names. Faction relations change over time. Faction relations now measured on a -100 to 100 scale instead of 0-100. Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Friendly factions will not help you fight their own friends. Groups from non-hostile factions visit the colony&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - trade caravan from other factions added.&lt;br /&gt;
* 1.1 - Faction icons are now differentiated by shape as well as color, to help out colorblind players. Added confirmation dialog before attacking friendly factions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: When a faction is defeated the faction goodwill number and relation label overlap.&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Faction goodwill was not affected by killing pawn via psychic slaughter.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{nav|factions}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_rain&amp;diff=180781</id>
		<title>Blood rain</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain&amp;diff=180781"/>
		<updated>2026-06-09T15:13:30Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General but also is MDF a mult or an offset?  Add to the stat page. Also severity gain and loss rate and time until table (see need pages for example), interlinking make Raids project into.major threat project and include? Occurrence/Summary/Analysis/Versionhistory subheadings.  also does bloodrain act like rain - putting out fires, making pawns wet etc}}&lt;br /&gt;
{{About|the event|the [[psychic ritual]] that can cause the event|Blood rain (ritual)}}&lt;br /&gt;
{{Quote|A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage.|Entity codex}}&lt;br /&gt;
&lt;br /&gt;
'''Blood rain''' is a [[weather]]-like{{Check Tag|Like?|Is it actually mechanically weather?Does it use the weather system, does it lock out all other weather, how does it interact with weather controllers etc. Not just does it share effects with weather}} Major Threat added by the [[Anomaly DLC]] that induces the blood rage hediff on pawns and animals. It causes colonists to get wet and apply the {{Thought|value=-3|label=Soaking wet|duration=0.1|desc=I'm soaking wet.}} as well as affecting aim the same as fog (reducing [[Weapons#Accuracy|weapon accuracy]] to 50%).&lt;br /&gt;
&lt;br /&gt;
Blood rage increases [[melee damage factor]] but decreases [[mood]] and can cause animals to go manhunter or pawns to go berserk. It does not affect [[mechanoid]]s. Blood Rage is affected by [[Psychic Sensitivity]].{{Check Tag|How?|As in severity gain per unit time or?}}&lt;br /&gt;
Pawns with greater Psychic Sensitivity will gain Blood Rage severity faster.&lt;br /&gt;
&lt;br /&gt;
The Blood Rain event lasts between 8 and 36 hours.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Severity !! 5%&amp;lt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Very mild&amp;lt;/small&amp;gt; !! 5%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Mild&amp;lt;/small&amp;gt; !! 40%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Moderate&amp;lt;/small&amp;gt; !! 60%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Severe&amp;lt;/small&amp;gt; !! 80%&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Extreme&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Melee Damage Factor]] || - || {{good|110%}} || {{good|125%}} || {{good|137.5%}} || {{good|150%}}&lt;br /&gt;
|-&lt;br /&gt;
| Mood Impact || - || {{--|6}} || {{--|12}} || {{--|18}} || {{--|24}}&lt;br /&gt;
|}&lt;br /&gt;
At 100% severity, the pawn goes into a Berserk state and won't fall asleep until they are no longer exposed to blood rain.&lt;br /&gt;
&lt;br /&gt;
This event can be fired as a major threat or triggered by rituals.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Blood rain is a relatively harmless major threat. Simply keeping pawns indoors and under a [[roof]], like [[toxic fallout]], will prevent all detrimental effects. Unlike toxic fallout, crops are not destroyed, and the rain does not last long enough for food to be a major issue. An [[allowed area]] can make it easier to control where pawns move. Alternatively, to prevent pawns on [[mental break]]s from wandering out, you can wall in the exits to your base.&lt;br /&gt;
&lt;br /&gt;
Beware that animals on the map will also become enraged, acting as standard manhunters. They will attack any raiders, including mechs, that arrive during a blood rain.&lt;br /&gt;
&lt;br /&gt;
The blood rain ritual can be a good way of dealing with [[siege]]s, and, since it enrages animals, it can also be used to damage [[mech cluster]]s.{{RoyaltyIcon}} The ritual is otherwise too slow to enrage other types of raids. However, it could be used pre-emptively to enrage animals on the map when knowing that a raid can happen, e.g., when accepting a [[quest]], starting the [[ship reactor]], or fighting a [[mechanitor]]{{BiotechIcon}} boss.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
*[[Anomaly DLC]] Release - Added.&lt;br /&gt;
*[[Version/1.5.4067|1.5.4067]] - Increased the upper end of blood rain duration for both the incident and psychic ritual.&lt;br /&gt;
*[[Version/1.5.4083|1.5.4083]] - Blood rage at 100% now forces animals to be awake.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Bloodrage hediff increasing/decreasing too slowly on pawns ticking at a lower rate.&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=Blood_rain_(ritual)&amp;diff=180780</id>
		<title>Blood rain (ritual)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=180780"/>
		<updated>2026-06-09T15:12:38Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Should be fixed by now?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= Needs participant kinds and numbers}}&lt;br /&gt;
{{About|the [[psychic ritual]]|weather event it causes|Blood rain}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Blood rain&lt;br /&gt;
| image = Psychic ritual - Blood rain.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Cast a ritual which causes blood-like psychofluid to fall from the sky. The fluid will slowly drive exposed humans and animals into a berserk frenzy. Traits and psychic sensitivity modulate the effect.&lt;br /&gt;
| research = Blood rain&lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 1500000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
}}&lt;br /&gt;
'''Blood rain''' is a [[psychic ritual]] that causes the [[blood rain]] [[weather]] event to start. Blood rain inflicts slowly increasing [[melee damage factor]] buffs and [[mood]] penalties on those exposed to it, before finally driving them [[Mental break#Berserk|berserk]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Main|Blood rain}}&lt;br /&gt;
&lt;br /&gt;
Causes the game condition effect &amp;quot;''Blood rain frenzy''&amp;quot;, with the duration depending on the ritual quality. The effect ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality. Blood rain requires one invoker, and can include up to 6 additional chanters. The invoker can add up 25% ritual quality based on their [[psychic sensitivity]] (starting at 12% at 100 sensitivity), and each chanter adds 3.3% ritual quality to a maximum of {{+|20%}}.&lt;br /&gt;
&lt;br /&gt;
''Blood rain frenzy'' changes the [[weather]] to ''blood rain'' (naturally), and causes &amp;quot;''Blood rage''&amp;quot; in exposed [[human]]s and [[animals]]. The rate of blood rage gained is dependent on their [[psychic sensitivity]]. Blood rage buildup causes negative {{Thought|value=-6|value2=-12|value3=-18|value4=-24|label=Blood rage|desc=}} and increases [[melee damage factor]] (starting at {{+|110%}}, and increasing to {{+|150%}}). At 100% severity, the affected pawn will go [[Mental break#Berserk|berserk]] if human (until blood rage wears off) or [[manhunter]] if animal (until sleeping). Blood rage fades rapidly when exposed pawns shelter indoors.&lt;br /&gt;
&lt;br /&gt;
[[Mechanoids]] and [[entities]] are immune to blood rain. Colony animals will retreat indoors and inside their [[barn]] on their own to avoid being exposed to blood rain.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The blood rain ritual requires enemies to have a prolonged exposure to the elements to have a useful effect. Regular &amp;quot;prepare and wait&amp;quot; raiders will not stay long enough to be berserked by blood rain, and will instead become more dangerous due to the melee damage boost. It will also affect colonists and animals on the map; even if colonists stay indoors, the wild animals can be dangerous. It is additionally the second most expensive ritual in terms of [[bioferrite]]. Still, despite these downsides, the bloodrain ritual has a few niches.&lt;br /&gt;
&lt;br /&gt;
Blood rain is best used against [[siege]]s, and to a lesser extent [[mechanoid cluster]]s{{RoyaltyIcon}}. Siegers will stay long enough for them and nearby animals to be berserked by the blood rain, likely defeating the raid before colonists need to fight them. As for mech clusters, while the mechanoids themselves are unaffected by blood rain, the ritual will turn nearby animals manhunters, who will attack non-sleeping mechs present. This is akin to activating a [[psychic animal pulser]], but the animals get a damage boost. Compared to an intentionally failed [[draw animals]] ritual, Draw Animals scales with [[raid points]] but requires 5 days for animals to leave.&lt;br /&gt;
&lt;br /&gt;
In addition, this ritual can be used pre-emptively, in order to enrage animals, when you know a raid is happening in advance, e.g., when accepting a [[quest]], starting the [[ship reactor]], or summoning a [[mechanitor]] boss.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
In any case, it is prudent to [[roof]] over the pens of any animals, and keep colonists indoors so they won't be affected by the blood rain nor attract the manhunter animals outside.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4067|1.5.4067]] - Increased the upper end of blood rain duration for both the incident and psychic ritual.&lt;br /&gt;
* [[Version/1.5.4083|1.5.4083]] - Blood rage at 100% now forces animals to be awake.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Bloodrage hediff increasing/decreasing too slowly on pawns ticking at a lower rate.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grav_anchor&amp;diff=180779</id>
		<title>Grav anchor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grav_anchor&amp;diff=180779"/>
		<updated>2026-06-09T15:09:39Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Grav anchor&lt;br /&gt;
| image = GravAnchor.png&lt;br /&gt;
| description = Prevents the local map from being destroyed during a gravship launch. Grav anchors passively reduce unstable gravitation shear in a large area, which prevents the damaging effects of a gravhip launch. It can't be constructed on the gravship itself because it would prevent flight entirely.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| paintable = false&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 500&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 4 x 4&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| cover = 0.6&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic gravtech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 38000&lt;br /&gt;
| resource 1 = plasteel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = gravlite panel&lt;br /&gt;
| resource 2 amount = 80&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = GravAnchor&lt;br /&gt;
| label = grav anchor&lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = Odyssey&lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel consumption rate = &lt;br /&gt;
| fuel capacity = &lt;br /&gt;
| fuel filter = &lt;br /&gt;
}}&lt;br /&gt;
A '''grav anchor''' allows [[gravship]]s to launch without permanently destroying the tile it is on.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When installed in a map, grav anchors prevent the tile from being destroyed by [[gravship]] launches. It also prevents temporary maps, i.e., [[quest]] sites, [[camp]]s, and all areas in [[orbit]], from being abandoned when there are no non-[[downed]] colonists or [[slave]]s{{IdeologyIcon}} present.&lt;br /&gt;
&lt;br /&gt;
The map will still remain loaded even after all pawns leave. If the anchor is destroyed, there is no [[grav engine]] present, the map hasn't been settled yet, and there are no non-downed colonists/slaves present, the map will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Grav anchors are essential for having a permanent colony and a gravship at the same time. They are also essential for a permanent colony in [[orbit]], whether on an asteroid or on one of sites generated by an [[orbital scanner]], as they cannot be settled normally.&lt;br /&gt;
&lt;br /&gt;
In addition, anchors could be used to return to an unfinshed quest site if a gravship won't stay there. For example, if you enter a satellite and the [[uranium slug turret]]s kill an important colonist or two, the anchor will let you retreat and return. However, this requires bringing the materials to the quest site, spending said materials, having enough time to build the anchor, and not having the anchor be destroyed, so this is unlikely to be practical.&lt;br /&gt;
&lt;br /&gt;
If the anchor is destroyed and no gravship is present, the map will be lost if there are no colonists or [[slave]]s{{IdeologyIcon}} there. Animals, buildings, items, and [[friendly mechanoids]]{{BiotechIcon}} will be abandoned, so it is very important to keep the anchors safe to not lose everything there.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Several issues with fleshmass heart and gravship jumps from maps with grav anchors.&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshmass_heart&amp;diff=180778</id>
		<title>Fleshmass heart</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshmass_heart&amp;diff=180778"/>
		<updated>2026-06-09T15:08:29Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main|&amp;lt;!-- Infobox category? --&amp;gt;&lt;br /&gt;
| name = Fleshmass heart &lt;br /&gt;
| image = Fleshmass heart.png&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
|}}&lt;br /&gt;
The '''fleshmass heart''' is a structure, entity, and event added by the Anomaly DLC.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
When the &amp;quot;Something From Below&amp;quot; event triggers, a random 2x2 area will begin to shift and crack apart. Two in-game hours later, a fleshmass heart will emerge at this location. This cannot occur until after you've attuned the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=What happens if you wall it in? Clarify what is meant by &amp;quot;accumulates biomass&amp;quot;. Describe creation rate and behaviour of roaming fleshbeasts. Can grow through doors, chunks, spots,  power conduit,  can't grow through walls,  fences, barricades,  or graves&lt;br /&gt;
 could use some subheadings}}&lt;br /&gt;
The fleshmass heart is a large immobile entity which attempts to overwhelm your base with its unnatural growth. Immediately after erupting from the ground, the heart will begin spreading fleshmass around itself, as well as spawning a pack of fleshbeasts for defense. Over time, it will continue to grow and periodically release more fleshbeasts. While these fleshbeast packs may be easy enough to fight off, this is not a threat that can be survived passively; the fleshmass heart will engulf large sections of the map in a matter of days if not violently pruned back. This growth spreads unevenly as the fleshmass sends out tendrils of flesh in random directions, then fattens these tendrils until they merge before repeating the process. Growth occurs in spurts, with the heart resting to gather biomass before aggressively spreading anew. The time between these phases seems random, but you can expect multiple growth spurts each day.&lt;br /&gt;
&lt;br /&gt;
The only way to stop this entity's growth is to destroy the heart itself, but it is immune to all forms of damage, simply regenerating from any attack instantly. This makes it impossible to defeat upon arrival. Instead, you need to wait for it to generate nerve bundle structures within its fleshmass. These green-veined structures drop [[neural lump]]s when destroyed, which can be analyzed to reveal the heart's weakness. After analyzing three lumps, any pawn which is able to reach the heart directly can use the &amp;quot;Trigger Tachycardiac Overload&amp;quot; action to destroy it. One nerve bundle is generated upon the fleshmass heart's arrival, and additional clusters generate at random over the next few days.&lt;br /&gt;
&lt;br /&gt;
Complicating matters, the fleshmass will occasionally respond to the destruction of fleshmass tiles by spawning more fleshbeasts. These can emerge from any tile of fleshmass which borders unclaimed territory. If you allow tendrils to spread near your base, these spawned entities can show up dangerously close to your non-combatants. Additionally, the fleshmass heart will generate spitter structures as well, extreme long-range mortars that vomit acid balls at your pawns every three hours. These attacks ignore walls and roofs, so try to destroy them before they have an opportunity to act. Unfortunately, they can appear anywhere within the fleshmass; a spitter that generates well within the entity's interior is very difficult to defeat without mortar fire of your own. Spitter structures are durable and tend to spawn at the same time as nerve bundles.&lt;br /&gt;
&lt;br /&gt;
The spreading fleshmass can be contained in a variety of ways. Most player-made structures prevent new flesh from growing, with the exception of doors which are destroyed instantly. Pawns that are in the way of new growth are pushed aside and can be trapped if not careful. If fully walled in, a fleshmass heart will grow until it fills the entirety of its confines, preventing it from overtaking the map. However, it will continue to produce fleshbeasts and spitters until properly dealt with.&lt;br /&gt;
&lt;br /&gt;
Upon defeat, the heart will burst and the remaining fleshmass on the map will gradually die off. However, any remaining fleshbeasts will be unaffected. The heart will drop several stacks of [[twisted meat]] and a [[fleshmass nucleus]], which can be captured and suppressed to steadily produce more twisted meat. However, if not suppressed, the nucleus will eventually regenerate into a new fleshmass heart. Alternatively, you can destroy the nucleus for [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
Fleshmass Growth Cycles occur every 12 to 36 hours with an average time of 20 hours. The amount of flesh grown and enemies spawned in a growth cycle depends on [[raid points]] and the status of the Fleshmass Heart. If there are less than 3 Nerve Bundles then another Nerve Bundle is grown in a growth cycle. A maximum of one Nerve Bundle and one Spitter can spawn each growth cycle.&lt;br /&gt;
&lt;br /&gt;
[[Fleshmass spitter]]s can fire every 2 to 3 hours at any unroofed target between 7 and 42 tiles away. &lt;br /&gt;
&lt;br /&gt;
Mini-cycles can occur on average every 2 hours between standard Heart growth cycles. These mini-cycles can spawn fleshbeasts and fleshmass walls.&lt;br /&gt;
&lt;br /&gt;
The fleshmass can grow over the [[anima tree]], destroying it. Uniquely, the tree will not trigger an anima scream when destroyed in this manner. A new tree will appear later as normal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Combat tips ===&lt;br /&gt;
Since the spreading fleshmass can´t grow through walls, to limit its spread it is crucial to contain the fleshmass in an early stage. &lt;br /&gt;
Wooden walls can be a good choice for containment, since they can be built much faster than stone walls. Also you can use wood chopped right next to the combat zone to speed up the process. &lt;br /&gt;
Psycasters with the [[Wallraise]] ability can help you create a fast but temporary containment zone. Graves are considered walls by the fleshmass as well, and can be dug quickly for no cost.&lt;br /&gt;
&lt;br /&gt;
Try to destroy as little of the fleshmass as possible to reduce the chance of fleshbeasts spawning. &lt;br /&gt;
There is no need to try to cleanse every piece of flesh before the heart is defeated! &lt;br /&gt;
&lt;br /&gt;
Also there is no need to battle the heart if there are no nerve bundles or spitters left. So withdraw your combatants and let them rest while you wait for the next spawn.&lt;br /&gt;
&lt;br /&gt;
Fleshbeasts and spitters that get submerged by the fleshmass will get relocated to a free area nearby. Those areas can also be on the other side of your containment walls. Those enemies should be cleared as they can attack not only your pawns but also the containment walls from the other side and might free the fleshmass again.&lt;br /&gt;
Make sure to rescue fallen combatants as well as their valuables as those can get pushed of the map by the growing fleshmass if the loot is too close to the map's borders. &lt;br /&gt;
&lt;br /&gt;
When a new nerve has spawned, open one of the walls and try to make your way with as less damage as possible to the fleshmass. Also be cautious of enemies trapped inside the flesh as they might get pushed right next to your combatants when the fleshwall fully submerged them.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
After being defeated, the fleshmass heart can be relocated to a more accessible and prepared location, allowing the player to farm it for resources. &lt;br /&gt;
&lt;br /&gt;
The heart itself should surrounded by passable buildings that block fleshmass growth - [[grave]]s are the ideal choice as they are effectively indestructible outside of direct player action. This places a hard limit on the flesh mass expansion for maximum safety. If the ground does not support graves, barricades are a good substitute. This containment area should be fully walled in except for a single entrance, multi-layered walls are preferable.&lt;br /&gt;
&lt;br /&gt;
Having an active fleshmass heart can cause some problems if friendlies from another faction arrive, as they will actively target live fleshbeasts, unless the containment area is completely walled in, and the line of sight blocking will also help prevent spawned fleshbeasts from causing interruptions at inopportune times.&lt;br /&gt;
&lt;br /&gt;
The area that is allowed to be covered in fleshmass should be about 3 tiles wide, so that spitters and nerve bundles can be destroyed without having to go through layers of fleshmass, but long enough for the player to be able to destroy fleshmass in sufficient amounts to trigger fleshbeast spawns.&lt;br /&gt;
&lt;br /&gt;
A contained fleshmass heart can produce fleshbeasts indefinitely and in a controlled manner. This grants the player some potential benefits:&lt;br /&gt;
&lt;br /&gt;
* Wounded fleshbeasts can be captured for anomaly research, [[Electroharvester|electricity]] and [[Bioferrite harvester|bioferrite harvesting]]&lt;br /&gt;
* Dead fleshbeasts serve as an infinite source of [[twisted meat]] for feeding [[ghoul]]s and carnivorous animals directly. Twisted meat can also be used to produce [[kibble]] and [[nutrient paste]] to feed a larger variety of other animals, or to feed prisoners if you intend to cause [[crisis of belief]] mental breaks&lt;br /&gt;
* Twisted meat can be used to [[Biofuel refinery|produce]] [[chemfuel]]&lt;br /&gt;
* Fleshbeasts can serve as an average-threat target practice to train combat skills of your colonists and ghouls&lt;br /&gt;
* Twisted meat is used in some anomaly-related crafting recipes like [[serums]]&lt;br /&gt;
* Dead fleshbeasts can be fed to [[harbinger tree]]s to grow them&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Several issues with fleshmass heart and gravship jumps from maps with grav anchors.&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=Fleshmass_heart&amp;diff=180777</id>
		<title>Fleshmass heart</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshmass_heart&amp;diff=180777"/>
		<updated>2026-06-09T15:08:04Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main|&amp;lt;!-- Infobox category? --&amp;gt;&lt;br /&gt;
| name = Fleshmass heart &lt;br /&gt;
| image = Fleshmass heart.png&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
|}}&lt;br /&gt;
The '''fleshmass heart''' is a structure, entity, and event added by the Anomaly DLC.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
When the &amp;quot;Something From Below&amp;quot; event triggers, a random 2x2 area will begin to shift and crack apart. Two in-game hours later, a fleshmass heart will emerge at this location. This cannot occur until after you've attuned the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=What happens if you wall it in? Clarify what is meant by &amp;quot;accumulates biomass&amp;quot;. Describe creation rate and behaviour of roaming fleshbeasts. Can grow through doors, chunks, spots,  power conduit,  can't grow through walls,  fences, barricades,  or graves&lt;br /&gt;
 could use some subheadings}}&lt;br /&gt;
The fleshmass heart is a large immobile entity which attempts to overwhelm your base with its unnatural growth. Immediately after erupting from the ground, the heart will begin spreading fleshmass around itself, as well as spawning a pack of fleshbeasts for defense. Over time, it will continue to grow and periodically release more fleshbeasts. While these fleshbeast packs may be easy enough to fight off, this is not a threat that can be survived passively; the fleshmass heart will engulf large sections of the map in a matter of days if not violently pruned back. This growth spreads unevenly as the fleshmass sends out tendrils of flesh in random directions, then fattens these tendrils until they merge before repeating the process. Growth occurs in spurts, with the heart resting to gather biomass before aggressively spreading anew. The time between these phases seems random, but you can expect multiple growth spurts each day.&lt;br /&gt;
&lt;br /&gt;
The only way to stop this entity's growth is to destroy the heart itself, but it is immune to all forms of damage, simply regenerating from any attack instantly. This makes it impossible to defeat upon arrival. Instead, you need to wait for it to generate nerve bundle structures within its fleshmass. These green-veined structures drop [[neural lump]]s when destroyed, which can be analyzed to reveal the heart's weakness. After analyzing three lumps, any pawn which is able to reach the heart directly can use the &amp;quot;Trigger Tachycardiac Overload&amp;quot; action to destroy it. One nerve bundle is generated upon the fleshmass heart's arrival, and additional clusters generate at random over the next few days.&lt;br /&gt;
&lt;br /&gt;
Complicating matters, the fleshmass will occasionally respond to the destruction of fleshmass tiles by spawning more fleshbeasts. These can emerge from any tile of fleshmass which borders unclaimed territory. If you allow tendrils to spread near your base, these spawned entities can show up dangerously close to your non-combatants. Additionally, the fleshmass heart will generate spitter structures as well, extreme long-range mortars that vomit acid balls at your pawns every three hours. These attacks ignore walls and roofs, so try to destroy them before they have an opportunity to act. Unfortunately, they can appear anywhere within the fleshmass; a spitter that generates well within the entity's interior is very difficult to defeat without mortar fire of your own. Spitter structures are durable and tend to spawn at the same time as nerve bundles.&lt;br /&gt;
&lt;br /&gt;
The spreading fleshmass can be contained in a variety of ways. Most player-made structures prevent new flesh from growing, with the exception of doors which are destroyed instantly. Pawns that are in the way of new growth are pushed aside and can be trapped if not careful. If fully walled in, a fleshmass heart will grow until it fills the entirety of its confines, preventing it from overtaking the map. However, it will continue to produce fleshbeasts and spitters until properly dealt with.&lt;br /&gt;
&lt;br /&gt;
Upon defeat, the heart will burst and the remaining fleshmass on the map will gradually die off. However, any remaining fleshbeasts will be unaffected. The heart will drop several stacks of [[twisted meat]] and a [[fleshmass nucleus]], which can be captured and suppressed to steadily produce more twisted meat. However, if not suppressed, the nucleus will eventually regenerate into a new fleshmass heart. Alternatively, you can destroy the nucleus for [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
Fleshmass Growth Cycles occur every 12 to 36 hours with an average time of 20 hours. The amount of flesh grown and enemies spawned in a growth cycle depends on [[raid points]] and the status of the Fleshmass Heart. If there are less than 3 Nerve Bundles then another Nerve Bundle is grown in a growth cycle. A maximum of one Nerve Bundle and one Spitter can spawn each growth cycle.&lt;br /&gt;
&lt;br /&gt;
[[Fleshmass spitter]]s can fire every 2 to 3 hours at any unroofed target between 7 and 42 tiles away. &lt;br /&gt;
&lt;br /&gt;
Mini-cycles can occur on average every 2 hours between standard Heart growth cycles. These mini-cycles can spawn fleshbeasts and fleshmass walls.&lt;br /&gt;
&lt;br /&gt;
The fleshmass can grow over the [[anima tree]], destroying it. Uniquely, the tree will not trigger an anima scream when destroyed in this manner. A new tree will appear later as normal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Combat tips ===&lt;br /&gt;
Since the spreading fleshmass can´t grow through walls, to limit its spread it is crucial to contain the fleshmass in an early stage. &lt;br /&gt;
Wooden walls can be a good choice for containment, since they can be built much faster than stone walls. Also you can use wood chopped right next to the combat zone to speed up the process. &lt;br /&gt;
Psycasters with the [[Wallraise]] ability can help you create a fast but temporary containment zone. Graves are considered walls by the fleshmass as well, and can be dug quickly for no cost.&lt;br /&gt;
&lt;br /&gt;
Try to destroy as little of the fleshmass as possible to reduce the chance of fleshbeasts spawning. &lt;br /&gt;
There is no need to try to cleanse every piece of flesh before the heart is defeated! &lt;br /&gt;
&lt;br /&gt;
Also there is no need to battle the heart if there are no nerve bundles or spitters left. So withdraw your combatants and let them rest while you wait for the next spawn.&lt;br /&gt;
&lt;br /&gt;
Fleshbeasts and spitters that get submerged by the fleshmass will get relocated to a free area nearby. Those areas can also be on the other side of your containment walls. Those enemies should be cleared as they can attack not only your pawns but also the containment walls from the other side and might free the fleshmass again.&lt;br /&gt;
Make sure to rescue fallen combatants as well as their valuables as those can get pushed of the map by the growing fleshmass if the loot is too close to the map's borders. &lt;br /&gt;
&lt;br /&gt;
When a new nerve has spawned, open one of the walls and try to make your way with as less damage as possible to the fleshmass. Also be cautious of enemies trapped inside the flesh as they might get pushed right next to your combatants when the fleshwall fully submerged them.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
After being defeated, the fleshmass heart can be relocated to a more accessible and prepared location, allowing the player to farm it for resources. &lt;br /&gt;
&lt;br /&gt;
The heart itself should surrounded by passable buildings that block fleshmass growth - [[grave]]s are the ideal choice as they are effectively indestructible outside of direct player action. This places a hard limit on the flesh mass expansion for maximum safety. If the ground does not support graves, barricades are a good substitute. This containment area should be fully walled in except for a single entrance, multi-layered walls are preferable.&lt;br /&gt;
&lt;br /&gt;
Having an active fleshmass heart can cause some problems if friendlies from another faction arrive, as they will actively target live fleshbeasts, unless the containment area is completely walled in, and the line of sight blocking will also help prevent spawned fleshbeasts from causing interruptions at inopportune times.&lt;br /&gt;
&lt;br /&gt;
The area that is allowed to be covered in fleshmass should be about 3 tiles wide, so that spitters and nerve bundles can be destroyed without having to go through layers of fleshmass, but long enough for the player to be able to destroy fleshmass in sufficient amounts to trigger fleshbeast spawns.&lt;br /&gt;
&lt;br /&gt;
A contained fleshmass heart can produce fleshbeasts indefinitely and in a controlled manner. This grants the player some potential benefits:&lt;br /&gt;
&lt;br /&gt;
* Wounded fleshbeasts can be captured for anomaly research, [[Electroharvester|electricity]] and [[Bioferrite harvester|bioferrite harvesting]]&lt;br /&gt;
* Dead fleshbeasts serve as an infinite source of [[twisted meat]] for feeding [[ghoul]]s and carnivorous animals directly. Twisted meat can also be used to produce [[kibble]] and [[nutrient paste]] to feed a larger variety of other animals, or to feed prisoners if you intend to cause [[crisis of belief]] mental breaks&lt;br /&gt;
* Twisted meat can be used to [[Biofuel refinery|produce]] [[chemfuel]]&lt;br /&gt;
* Fleshbeasts can serve as an average-threat target practice to train combat skills of your colonists and ghouls&lt;br /&gt;
* Twisted meat is used in some anomaly-related crafting recipes like [[serums]]&lt;br /&gt;
* Dead fleshbeasts can be fed to [[harbinger tree]]s to grow them&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
** Fix: Several issues with fleshmass heart and gravship jumps from maps with grav anchors.&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=Deathrest&amp;diff=180776</id>
		<title>Deathrest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deathrest&amp;diff=180776"/>
		<updated>2026-06-09T15:07:17Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Needs to be turned into something equivlaent to the need pages with similar depth in mechanics, times to thresholds etc}}&lt;br /&gt;
'''Deathrest''' is a near-catatonic state that pawns with the [[Deathrest (gene)|Deathrest]] gene, such as [[Sanguophages]], can go through to avoid devastating penalties.&lt;br /&gt;
&lt;br /&gt;
== Deathrest need ==&lt;br /&gt;
Only pawns with the [[Deathrest (gene)|Deathrest]] gene, such as Sanguophages, are able to deathrest. For pawns with this gene, the need for deathrest falls by 3.3% every day, to a minimum of 0%. This means that a pawn would need to rest every 30 days to avoid exhaustion, assuming the pawn rests until 100% of the need is filled. If the need is at 0%, pawns will gain the ''Deathrest exhaustion'' status with the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|50% Max}}&lt;br /&gt;
* [[Psychic Sensitivity]]: {{--|100}}%, &lt;br /&gt;
* {{Thought|desc=The casket calls and I fall weary. The world's pall makes all so dreary. I need to deathrest.|label=Deathrest exhaustion|value=-12|stack=1}}&lt;br /&gt;
&lt;br /&gt;
Deathresting in a [[bed]] or other [[sleep furniture]] will fill the Deathrest need by 20% per day, and a pawn requires a minimum of 4 days of deathrest to avoid penalties. This means that a pawn woken up immediately after the minimum time will gain 80% need per deathrest period. The ''Deathrest Effectiveness'' stat, which can be increased by [[deathrest casket]]s and [[deathrest accelerator]]s, will multiply the deathrest gain and reduce the minimum time by a proportional amount. Regardless of building used, waking up immediately still results in a gain of 80% need per period.&lt;br /&gt;
&lt;br /&gt;
===Deathless===&lt;br /&gt;
A pawn that has both the deathrest and [[Deathless]] gene, including Sanguophages, will go into compulsed deathrest if they would have otherwise died without deathless.  While the pawn is hosting lethal injuries, the actual deathrest need, along with deathrest progress, will not increase. &lt;br /&gt;
&lt;br /&gt;
Going into deathrest is shorter than the regenerative coma, which lasts for 7 days and the time to heal from regular lethality. Deathless itself can restore the torso, but no other body parts, including vital ones like the [[heart]], deathrest does not impact this.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason= Deathrest moodlets}}&lt;br /&gt;
Deathresting can be done on any [[sleep furniture]], including sleeping spots, or in a [[deathrest casket]]. Whatever is used must be in a [[roof]]ed space. Forced deathrest from being deathless has no restrictions. Going into deathrest sets [[Consciousness]] to a maximum of 10% and freezes most needs, including the need for Hemogen, though both rest and deathrest will rise. [[Certainty]]{{IdeologyIcon}} and a [[child]]'s growth points are also frozen.&lt;br /&gt;
&lt;br /&gt;
Pawns must rest for a default of 4 game days to avoid penalties, regardless of their actual deathrest need. A deathrest casket, connected to power, accelerates this to 3.6 days ({{+|10%}} faster), while a [[deathrest accelerator]] speeds it up further (2.5 days with 2 accelerators). They can wake up instantly on command, but waking up too early gives the ''Interrupted deathrest'' status with the following effects for 5 days:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x80%}}&lt;br /&gt;
* [[Moving]]: {{Bad|x90%}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x90%}}&lt;br /&gt;
&lt;br /&gt;
Entering deathrest causes any dedicated buildings, including the casket, to be permanently bound to the applicable pawn. If there is no occupant, there are no penalties for deconstructing or destroying bound buildings, past general resource loss. Buildings will still be bound if unpowered or constructed later during the deathrest.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Deathrest can be improved by various buildings placed near a casket. Once used, these buildings will permanently bind to the rester. If the deathrest is interrupted, any bonuses will not apply. Similarly, the bonuses are removed if the deathrest gene is removed.&lt;br /&gt;
&lt;br /&gt;
*[[Hemopump]]: Increases [[hemogen]] storage capacity by {{+|25}} until the next deathrest. (No maximum)&lt;br /&gt;
*[[Hemogen amplifier]]: Increases [[hemogen]] gain by {{+|25%}} until the next deathrest. (No maximum)&lt;br /&gt;
*[[Glucosoid pump]]: Increases pawn [[move speed]] by {{+|12%}} until the next deathrest. (Maximum of 4)&lt;br /&gt;
*[[Psychofluid pump]]: Increases [[Psychic Sensitivity]] by {{+|25%}}, [[psyfocus]] {{RoyaltyIcon}} gain from meditation ({{+|5%}} focus/day) and neural heat recovery rate {{RoyaltyIcon}} ({{+|0.05}} heat/second). {{Check Tag|Psylink lvl?|Does this rate scale with psylink level like the stat offsets from eltex equipment?}} (Maximum of 4)&lt;br /&gt;
*[[Deathrest accelerator]]: Speeds deathrest by {{+|20%}}. With 1 accelerator, it lasts for 3 days, and with 2 accelerators, it lasts for 2.5 days. (Maximum of 2)&lt;br /&gt;
&lt;br /&gt;
Each pawn has a building limit, where only a certain amount of buildings may apply at once. Pawns start with a limit of only 1 building, which can be increased with a [[deathrest capacity serum]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Situations where deathrest can be utilised to the player's advantage, similar to cryptosleep and biosculpter pods.}}&lt;br /&gt;
&lt;br /&gt;
=== Apparel and inventory ===&lt;br /&gt;
&lt;br /&gt;
While deathresting, worn apparel still undergoes regular [[Apparel#Durability|deterioration]], so before starting deathrest it may be worth unequipping any valuable gear to preserve it. However the temperature inside the deathrest chamber should be kept in mind if resting naked (or with poorly-insulated clothing), as this could leave the pawn vulnerable to [[hypothermia]] and/or [[heatstroke]].&lt;br /&gt;
&lt;br /&gt;
Aside from apparel, check whether the pawn is holding/wielding any other items, as it is not possible to drop/unequip items during deathrest. For example if a powerful weapon is held while deathresting, this could place the rest of the colony at a disadvantage by making that weapon unavailable.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] - Introduced.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest bonuses are not removed if deathrest gene is removed.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Destroyed pawns can cause issues with deathrest building inspect strings.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Pawns gain certainty during deathrest. Fix: Growth points are gained during deathrest when learning need is frozen.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Gravship jumps interrupt deathrest.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Status Level]]&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
</feed>