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	<updated>2026-04-05T21:20:44Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_rain&amp;diff=179076</id>
		<title>Blood rain</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain&amp;diff=179076"/>
		<updated>2026-04-05T21:08:10Z</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;
 {{rwbox&lt;br /&gt;
 | type  =info&lt;br /&gt;
 | text  = As of 1.6 Blood Rain is bugged due to incorrectly calculating ticks, rendering it impossible to cause any pawn to reach an enraged state. It would require a minimum of six blood rain's worth of exposure at the current rate for a chance to have an effect. A temporary fix is available [https://steamcommunity.com/sharedfiles/filedetails/?id=3665183535 here.] This issue has already been patched on Unstable, and once it is pushed to the live version of the game, this note should be taken down. }}&lt;br /&gt;
&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]] - Increased the upper end of blood rain duration for both the incident and psychic ritual.&lt;br /&gt;
*[[Version/1.5.4083]] - Blood rage at 100% now forces animals to be awake.&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=179075</id>
		<title>Blood rain (ritual)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=179075"/>
		<updated>2026-04-05T20:58:00Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &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 by 10% up to {{+|150%}}). At 100% severity, the affected pawn will go [[Mental break#Berserk|berserk]] (if human, until blood rage wears of) 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;
 {{rwbox&lt;br /&gt;
 | type  =info&lt;br /&gt;
 | text  = As of 1.6 Blood Rain is bugged due to incorrectly calculating ticks, rendering it impossible to cause any pawn to reach an enraged state. It would require a minimum of six blood rain's worth of exposure at the current rate for a chance to have an effect. A temporary fix is available [https://steamcommunity.com/sharedfiles/filedetails/?id=3665183535 here.] This issue has already been patched on Unstable, and once it is pushed to the live version of the game, this note should be taken down. }}&lt;br /&gt;
&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 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;
&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=Blood_rain_(ritual)&amp;diff=179074</id>
		<title>Blood rain (ritual)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=179074"/>
		<updated>2026-04-05T20:56:00Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &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]], and each invoker 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 by 10% up to {{+|150%}}). At 100% severity, the affected pawn will go [[Mental break#Berserk|berserk]] (if human, until blood rage wears of) 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;
 {{rwbox&lt;br /&gt;
 | type  =info&lt;br /&gt;
 | text  = As of 1.6 Blood Rain is bugged due to incorrectly calculating ticks, rendering it impossible to cause any pawn to reach an enraged state. It would require a minimum of six blood rain's worth of exposure at the current rate for a chance to have an effect. A temporary fix is available [https://steamcommunity.com/sharedfiles/filedetails/?id=3665183535 here.] This issue has already been patched on Unstable, and once it is pushed to the live version of the game, this note should be taken down. }}&lt;br /&gt;
&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 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;
&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=User:Zalxxuz&amp;diff=179073</id>
		<title>User:Zalxxuz</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Zalxxuz&amp;diff=179073"/>
		<updated>2026-04-05T20:23:40Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No relation to Zal.&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sanguophages&amp;diff=179072</id>
		<title>Sanguophages</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sanguophages&amp;diff=179072"/>
		<updated>2026-04-05T19:56:07Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &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 then 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 [[Neanderthals]], [[Impids]] and [[Yttakin]] inside [[Empire]]{{RoyaltyIcon}} nobility.&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=Sanguophages&amp;diff=179071</id>
		<title>Sanguophages</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sanguophages&amp;diff=179071"/>
		<updated>2026-04-05T19:48:38Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Just a bit interesting&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 then 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 [[Neanderthals]], [[Impids]] and [[Yttakin]] inside [[Empire]] nobility.&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=Organ_decay&amp;diff=178944</id>
		<title>Organ decay</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Organ_decay&amp;diff=178944"/>
		<updated>2026-04-04T03:49:00Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOCright}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;''Main article: [[organ decay]]''&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Quote|An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.&lt;br /&gt;
&lt;br /&gt;
This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.|Description}}&lt;br /&gt;
'''Organ decay''' is a rare, [[pain]]ful, and untreatable [[disease]] that causes increasingly reduced function in a particular organ, until destroying it completely.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Organ decay can affect the [[heart]], [[lung]]s (left and/or right), and [[kidney]]s (left and/or right); multiple organs can be afflicted simultaneously (at least 3, at most, 5). Organ decay causes [[pain]] and reduced [[Capacity|part efficiency]] (for example, [[breathing]]) in the afflicted organ with the associated knock-on effects. When the disease progress reaches 100% the affected organ will be destroyed- which is immediately fatal if the heart is destroyed. &lt;br /&gt;
&lt;br /&gt;
The decaying organ can be surgically removed, but it cannot be harvested.&lt;br /&gt;
&lt;br /&gt;
Organ decay will reach full saturation after 30 to 40 days. Accelerated organ decay, which appears on [[creepjoiner]]s,{{AnomalyIcon}} will take only 10 to 20 days to reach maximum saturation. Surgical Inspection can reveal the presence of Organ Decay before the normal reveal. [[File:Diagnosed_Organ_Decay.png|thumb|600px|right|Organ Decay Diagnosed early via [[surgical inspection]].]]&lt;br /&gt;
&lt;br /&gt;
The [[perfect immunity]] gene{{BiotechIcon}} will prevent the acquisition of this disease{{Check Tag|Duplicates?|Does duplicating a pawn with this gene with the corrupted obelisk result in organ decay? If yes, does it just give a healhy dupe or does it force another side effect?}} but will not cure pre-existing conditions present at the time of implantation.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
==== Minor ====&lt;br /&gt;
* {{++|5%}} [[Pain]]&lt;br /&gt;
* {{--|10%}} Part efficiency&lt;br /&gt;
&lt;br /&gt;
==== Moderate ====&lt;br /&gt;
* {{++|10%}} [[Pain]]&lt;br /&gt;
* {{--|25%}} Part efficiency&lt;br /&gt;
&lt;br /&gt;
==== Severe ====&lt;br /&gt;
* {{++|15%}} [[Pain]]&lt;br /&gt;
* {{--|50%}} Part efficiency&lt;br /&gt;
&lt;br /&gt;
==== Extreme ====&lt;br /&gt;
* {{++|25%}} [[Pain]]&lt;br /&gt;
* {{--|75%}} Part efficiency&lt;br /&gt;
* Complete loss of function at 1 severity. Note that this will result in the pawn's death if the heart, both kidneys, or both lungs are affected and reach this severity.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
=== Stages ===&lt;br /&gt;
If obtained by a disease event, it is detected immediately and starts at 0 severity. Severity increases over time, at a rate of 1.66% to 3.34% per day for normal organ decay, and at a rate of 5% to 10% for the accelerated version.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Organ decay can appear as a downside on [[creepjoiner]]s or [[Corrupted obelisk|duplicates]],{{AnomalyIcon}} although it initially stays undiagnosed. After diagnosis, it starts at 0.02% to 15% severity.&lt;br /&gt;
* Minor - Severity: 0 - 0.199&lt;br /&gt;
* Moderate - Severity: 0.2 - 0.399&lt;br /&gt;
* Severe - Severity: 0.4 - 0.599&lt;br /&gt;
* Extreme - Severity: 0.6 - 0.999&lt;br /&gt;
* Loss of function - Severity: 1&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Organ decay cannot be tended to or treated directly, nor can it be prevented by [[penoxycyline]]. Instead, the organ must be replaced by any natural or artificial replacement, or the condition healed by [[healer mech serum]], [[luciferium]], the [[scarless]] [[gene]],{{BiotechIcon}} or [[unnatural healing]].{{AnomalyIcon}} &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
If only a single lung or kidney is affected, organ decay is not directly lethal. Still, the loss of an organ will reduce productivity, increase risk of death by destruction of the other organ, and cause pain until the organ is actually removed or replaced. Loss of a kidney will also make a pawn [[Immunity Gain Speed|more vulnerable]] to other [[disease]]s.&lt;br /&gt;
&lt;br /&gt;
The simplest way to cure organ decay is to [[human resources|harvest organs]] from a [[prisoner]], but this inflicts a [[mood]] penalty on standard colonists. Note that installing an organic [[heart]] or [[prosthetic heart]] has an unavoidable chance to kill the pawn if the surgery fails, although a [[bionic heart]] does not have this chance. Lungs and kidneys can also be replaced by [[detoxifier lung]]s{{BiotechIcon}} and [[detoxifier kidney]]s,{{BiotechIcon}} but these are more expensive and require higher research than their natural counterparts. &lt;br /&gt;
&lt;br /&gt;
For lungs, it is also possible to give a pawn a [[fleshmass lung]]{{AnomalyIcon}} through a [[corrupted obelisk]], though unless all other mutations are impossible, this is not guaranteed to happen.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4034|1.5.4034]] - Fix: Organ decay not working correctly.&lt;br /&gt;
* [[Version/1.5.4040|1.5.4040]] - Clarify organ decay description.&lt;br /&gt;
* [[Version/1.5.4046|1.5.4046]] - Fix: Organ decay incidents can affect infants, which cannot have their organs replaced.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
* [[Version/1.5.4067|1.5.4067]] - Added custom descriptions to the diagnosed (hidden) versions of organ decay and crumbling mind to make them less confusing.&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=Organ_decay&amp;diff=178943</id>
		<title>Organ decay</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Organ_decay&amp;diff=178943"/>
		<updated>2026-04-04T03:36:39Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOCright}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;''Main article: [[organ decay]]''&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Quote|An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.&lt;br /&gt;
&lt;br /&gt;
This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.|Description}}&lt;br /&gt;
'''Organ decay''' is a rare, [[pain]]ful, and untreatable [[disease]] that causes increasingly reduced function in a particular organ, until destroying it completely.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Organ decay can affect the [[heart]], [[lung]]s (left and/or right), and [[kidney]]s (left and/or right); multiple organs can be afflicted simultaneously (at least 3, at most, 5). Organ decay causes [[pain]] and reduced [[Capacity|part efficiency]] (for example, [[breathing]]) in the afflicted organ with the associated knock-on effects. When the disease progress reaches 100% the affected organ will be destroyed- which is immediately fatal if the heart is destroyed. &lt;br /&gt;
&lt;br /&gt;
The decaying organ can be surgically removed, but it cannot be harvested.&lt;br /&gt;
&lt;br /&gt;
Organ decay will reach full saturation after 30 to 40 days. Accelerated organ decay, which appears on [[creepjoiner]]s,{{AnomalyIcon}} will take only 10 to 20 days to reach maximum saturation. Surgical Inspection can reveal the presence of Organ Decay before the normal reveal. [[File:Diagnosed_Organ_Decay.png|thumb|600px|right|Organ Decay Diagnosed early via [[surgical inspection]].]]&lt;br /&gt;
&lt;br /&gt;
The [[perfect immunity]] gene{{BiotechIcon}} will prevent the acquisition of this disease{{Check Tag|Duplicates?|Does duplicating a pawn with this gene with the corrupted obelisk result in organ decay? If yes, does it just give a healhy dupe or does it force another side effect?}} but will not cure pre-existing conditions present at the time of implantation.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
==== Minor ====&lt;br /&gt;
* {{++|5%}} [[Pain]]&lt;br /&gt;
* {{--|10%}} Part efficiency&lt;br /&gt;
&lt;br /&gt;
==== Moderate ====&lt;br /&gt;
* {{++|10%}} [[Pain]]&lt;br /&gt;
* {{--|25%}} Part efficiency&lt;br /&gt;
&lt;br /&gt;
==== Severe ====&lt;br /&gt;
* {{++|15%}} [[Pain]]&lt;br /&gt;
* {{--|50%}} Part efficiency&lt;br /&gt;
&lt;br /&gt;
==== Extreme ====&lt;br /&gt;
* {{++|25%}} [[Pain]]&lt;br /&gt;
* {{--|75%}} Part efficiency&lt;br /&gt;
* Complete loss of function at 1 severity. Note that this will result in the pawn's death if the heart, both kidneys, or both lungs are affected and reach this severity.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
=== Stages ===&lt;br /&gt;
If obtained by a disease event, it is detected immediately and starts at 0 severity. Severity increases over time, at a rate of 1.66% to 3.34% per day for normal organ decay, and at a rate of 5% to 10% for the accelerated version.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Organ decay can appear as a downside on [[creepjoiner]]s or [[Corrupted obelisk|duplicates]],{{AnomalyIcon}} although it initially stays undiagnosed. After diagnosis, it starts at 0.02% to 15% severity.&lt;br /&gt;
* Minor - Severity: 0 - 0.199&lt;br /&gt;
* Moderate - Severity: 0.2 - 0.399&lt;br /&gt;
* Severe - Severity: 0.4 - 0.599&lt;br /&gt;
* Extreme - Severity: 0.6 - 0.999&lt;br /&gt;
* Loss of function - Severity: 1&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Organ decay cannot be tended to or treated directly, nor can it be prevented by [[penoxycyline]]. Instead, the organ must be replaced by any natural or artificial replacement, or the condition healed by [[healer mech serum]], [[luciferium]], the [[scarless]] [[gene]],{{BiotechIcon}} or [[unnatural healing]].{{AnomalyIcon}} &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
If only a single lung or kidney is affected, organ decay is not directly lethal. Still, the loss of an organ will reduce productivity, increase risk of death by destruction of the other organ, and cause pain until the organ is actually removed or replaced. Loss of a kidney will also make a pawn [[Immunity Gain Speed|more vulnerable]] to other [[disease]]s.&lt;br /&gt;
&lt;br /&gt;
The simplest way to cure organ decay is to [[human resources|harvest organs]] from a [[prisoner]], but this inflicts a [[mood]] penalty on standard colonists. Note that installing an organic [[heart]] or [[prosthetic heart]] has an unavoidable chance to kill the pawn if the surgery fails, although a [[bionic heart]] does not have this chance. Lungs and kidneys can also be replaced by [[detoxifier lung]]s{{BiotechIcon}} and [[detoxifier kidney]]s,{{BiotechIcon}} but these are more expensive and require higher research than their natural counterparts. &lt;br /&gt;
&lt;br /&gt;
For lungs, it is also possible to give a pawn a [[fleshmass lung]]{{AnomalyIcon}} through a [[corrupted obelisk]], though unless all other mutations are impossible, this is not guaranteed to happen.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
* [[Version/1.5.4067|1.5.4067]] - Added custom descriptions to the diagnosed (hidden) versions of organ decay and crumbling mind to make them less confusing.&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=Large_chemfuel_tank&amp;diff=178942</id>
		<title>Large chemfuel tank</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Large_chemfuel_tank&amp;diff=178942"/>
		<updated>2026-04-04T03:25:53Z</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 = Large chemfuel tank&lt;br /&gt;
| image = LargeChemfuelTank_north.png&lt;br /&gt;
| description = A massive chemfuel storage tank that supplies fuel for thrusters on a gravship.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 300&lt;br /&gt;
| mass base = 70&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost = 20&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3x3&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
| blockswind = true&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| cover = 0.6&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Standard gravtech&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = LargeChemfuelTank&lt;br /&gt;
| label = large chemfuel tank&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| drawerType = MapMeshAndRealTime&lt;br /&gt;
| designationCategory = Odyssey&lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = 2155&lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = true&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 = 750&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
}}&lt;br /&gt;
The '''large chemfuel tank''' is a [[building]] added by the [[Odyssey DLC]] that stores [[chemfuel]] and allows the fuel to be consumed by the [[gravship]] on which the tank is built.&lt;br /&gt;
&lt;br /&gt;
It is the larger of the two such tanks, with the smaller being the appropriately named [[small chemfuel tank]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|aection=1|reason=Mechanics including loading (who by, how, limits etc), unlowding, placmeent on ship, lack of plumbing needed etc. Ensure parity with [[Small chemfuel tank]]}}&lt;br /&gt;
{{Image wanted|section=1|reason= Gizmos}}&lt;br /&gt;
Large chemfuel tanks hold 750 units of chemfuel for use in gravship travel. Fuel extends the range of a gravship.&lt;br /&gt;
Chemfuel can be removed from this container by use of the &amp;quot;eject fuel&amp;quot; gizmo. &lt;br /&gt;
&lt;br /&gt;
Chemfuel tanks that hold chemfuel and are damaged to ~40% of their total [[hit points]] will hiss before dropping all their inventory as a chemfuel bomb. The size of the explosion is dependent on the amount of stored chemfuel.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General- also specifically  placementand protection, how to decide which and how many to use, consider cribbing info/graphs/tables from [[fuel optimiser]] to show which you need when. ensure parity with [[Small chemfuel tank]]}}&lt;br /&gt;
A 3x3 building containing up to 750 chemfuel total, 83.33 chemfuel per square. This compares favorably with the small chemfuel tank which is a 2x2 building containing 250 chemfuel or 62.5 per square. &lt;br /&gt;
&lt;br /&gt;
If enough tanks are constructed to meet gravship range requirements but additional storage of chemfuel is required, [[Shelf|shelves]] are far more optimal for storage at 450 per square.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Image wanted|section=1|reason=Other orientstions}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&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=Small_chemfuel_tank&amp;diff=178941</id>
		<title>Small chemfuel tank</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Small_chemfuel_tank&amp;diff=178941"/>
		<updated>2026-04-04T03:24:08Z</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 = Small chemfuel tank&lt;br /&gt;
| image = ChemfuelTank_north.png&lt;br /&gt;
| description = A chemfuel storage tank that supplies fuel for thrusters on a gravship.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable =&lt;br /&gt;
| path cost =&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2x2&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
| blockswind = true&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| cover = 0.6&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 = 2000&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = ChemfuelTank&lt;br /&gt;
| label = small chemfuel tank&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| drawerType = MapMeshAndRealTime&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 = true&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 = 250&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
}}&lt;br /&gt;
The '''small chemfuel tank''' is a [[building]] added by the [[Odyssey DLC]] that stores [[chemfuel]] and allows the fuel to be consumed by the [[gravship]] on which the tank is built.&lt;br /&gt;
&lt;br /&gt;
It is the smaller of the two such tanks, with the larger being the appropriately named [[large chemfuel tank]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|aection=1|reason=Mechanics including loading (who by, how, limits etc), unlowding, placmeent on ship, lack of plumbing needed etc. Ensure parity with [[large chemfuel tank]]}}&lt;br /&gt;
{{Image wanted|section=1|reason= Gizmos}}&lt;br /&gt;
Small chemfuel tanks hold 250 units of chemfuel for use in gravship travel. Fuel extends the range of a gravship.&lt;br /&gt;
&lt;br /&gt;
Chemfuel can be removed from this container by use of the &amp;quot;eject fuel&amp;quot; gizmo.&lt;br /&gt;
&lt;br /&gt;
Chemfuel tanks that hold chemfuel and are damaged to ~40% of their total [[hit points]] will hiss before dropping all their inventory as a chemfuel bomb. The size of the explosion is dependent on the amount of stored chemfuel.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General- also specifically  placementand protection, how to decide which and how many to use, consider cribbing info/graphs/tables from [[fuel optimiser]] to show which you need when. ensure parity with [[large chemfuel tank]]}}&lt;br /&gt;
This tank contains 250 units of chemfuel with a footprint of 2x2, or 62.5 units per tile. Compared with the [[large chemfuel tank]] which is 3x3 and holds 83.3 units per tile (for a total of 750) it is significantly less dense, but it is easier to place in the crowded corridors of a gravship.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ChemfuelTank_south.png|Facing south&lt;br /&gt;
ChemfuelTank_east.png|Facing east&lt;br /&gt;
ChemfuelTank_north.png|Facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|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=Imbue_death_refusal&amp;diff=178913</id>
		<title>Imbue death refusal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Imbue_death_refusal&amp;diff=178913"/>
		<updated>2026-04-03T21:40:40Z</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;
{{Verified|1.6.4566}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Imbue death refusal &lt;br /&gt;
| image = Imbue death refusal.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Link a target with a distant archotechnological engine that can bring them back from the dead in seconds. This process is not without side-effects.&lt;br /&gt;
| research = Death refusal &lt;br /&gt;
| ritual duration = 15000&lt;br /&gt;
| ritual cooldown = 950000&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1 &lt;br /&gt;
}}&lt;br /&gt;
'''Imbue death refusal''' is a [[psychic ritual]] that grants the target charges of the death refusal ability, allowing them to self-resurrect from [[death]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Death refusal can be applied after researching the [[Research#Death refusal|death refusal research project]] through the imbue death refusal ritual after discovering an [[unnatural corpse]].&lt;br /&gt;
&lt;br /&gt;
{{Acquisition}} At least two ritual roles must be filled: the Invoker and the Target to be imbued. Optionally up to 6 Chanters can participate to increase the ritual quality.&lt;br /&gt;
&lt;br /&gt;
[[Horax cult]] gunners and highthralls have 1 death refusal stored on them. Grunts have no death refusals.&lt;br /&gt;
&lt;br /&gt;
A pawn can have a maximum of 2 death refusal stacks, with two exceptions: When choosing the [[Endings#Ending_-_Embrace_the_Void|embrace the void]] ending, the pawn you send gains 4 charges of death refusal. [[Creepjoiner]]s with the Death refusal benefit have a modified Hediff that also starts at 4 charges, with maximum stacks increased to 4 until they run out of charges.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Ritual mechanics itself, duration, roles etc - what is here is a some rough detail not a replacement for a summary}}&lt;br /&gt;
* Adds 1 charge of death refusal to the target, allowing them to self-resurrect after death at the cost of 1 charge.&lt;br /&gt;
* Reduce the total XP of every of their skills by a percentage, dependent on the ritual's quality - the higher the quality the lower the percentage is.&lt;br /&gt;
** At 100% quality, the amount of XPs reduced will only be 1%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Percentage of XP reduced&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Percentage of XP reduced (%)|x=0,50,75,100|y=50,15,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
=== Death refusal ability ===&lt;br /&gt;
{{Stub|section = 1|reason= Exactly which hediffs are removed on resurrection}}&lt;br /&gt;
[[File:Death refusal.png|Self resurrection Gizmo|thumb|left]]&lt;br /&gt;
[[File:Death refusal animation.mp4|Visual effects before and during activation|thumb|200x200px]]&lt;br /&gt;
Death refusal resurrects the user after a short activation period as their corpse kicks back to life. Any lethal condition is healed and missing body parts are restored, although [[Injury#Scarring|permanent injuries]], [[Ailments#Chronic|chronic ailments]] and non-lethal diseases will remain. Wounds present at the time of death may reveal themselves as new scars after resurrection as well.&lt;br /&gt;
&lt;br /&gt;
Much like the [[resurrector mech serum]], negative [[thoughts]] from losing a relative or friend are cleared when the pawn revives and worn [[tainted]] apparel becomes untainted. An available charge of death refusal also prevents the dead pawn from being risen as a [[shambler]]. Other penalties regarding death still occur without taking death refusal charges into account. [[Mechanoids]]{{BiotechIcon}} become uncontrolled, [[titles]]{{RoyaltyIcon}} will not be reclaimable and so on.&lt;br /&gt;
&lt;br /&gt;
For player controlled pawns, resurrection can be activated at any time by selecting the corpse and clicking the gizmo, regardless of its state. Non-player controlled pawns with at least one death refusal will revive after a few seconds and the message &amp;quot;NAME is using death refusal to self-resurrect&amp;quot; appears. Cultists killed while in psychic trance will wait until their raiding party starts moving in to attack before resurrecting. [[Ghoul]]s will use death refusal automatically on death, but cannot be given more charges.&lt;br /&gt;
&lt;br /&gt;
=== Death refusal sickness ===&lt;br /&gt;
Resurrecting through death refusal adds &amp;quot;Death refusal sickness&amp;quot; as a temporary penalty.&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
{| id=&amp;quot;Anomaly Global Misc&amp;quot; {{STDT| c_21 sortable}}&lt;br /&gt;
! Name !! Description !! Details !! Stages&lt;br /&gt;
|-&lt;br /&gt;
{{:Hediffs/Anomaly/Global/Misc/Death_refusal_sickness}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They will also gain {{Thought|desc=I was dead… I died. It was cold and terrifying.|label=Death refusal|value=-8}} penalty for the same duration.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Death refusal is one of the prime ways of dealing with the death of colonists. It acts as an extra life for the imbued pawn, akin to having a [[resurrector mech serum]] immediately available in case of death. Thus, the related ritual should be of top priority for anomaly research.&lt;br /&gt;
&lt;br /&gt;
When starting out with death refusal on your colonists, or if shards are a limiting factor, pawns that are both critical to the colony and exposed to combat should be prioritized. Generally that would be doctors, [[psycast]]ers,{{RoyaltyIcon}} [[mechanitor]]s,{{BiotechIcon}} melee fighters or pawns with a good combination of traits and skills or a powerful ability.&lt;br /&gt;
&lt;br /&gt;
Death refusal is not completely infallible, as destruction of the corpse - by [[fire]], explosion, or [[overhead mountain]] collapse - can occur before the pawn has a chance to safely revive.&lt;br /&gt;
&lt;br /&gt;
=== Gaining access ===&lt;br /&gt;
The fastest way to gain access to the Death refusal research project is to do [[void provocation]] as often as possible to eventually get an [[unnatural corpse]]. However this can be dangerous for an unprepared colony, both due to rushing the threats and the corpse itself. The [[Mysterious cargo]] quest can potentially bring the corpse earlier, but it's a 1/3 chance and the quest has a long cool-down to fire again, rendering it unreliable. Since advanced study is needed to unlock the ritual and its prerequisites, it's advisable to capture other advanced anomalies in the process.&lt;br /&gt;
&lt;br /&gt;
Shards can be hard to come by early game, but by the point death refusal can be researched they should be easily obtainable on demand (for more details on how to obtain them, refer to the [[shard]] article). Spending 4 shards on [[shard beacon]]s may be worth it if preserving the recipient's XP is a priority. On pawns whose value is not on their current skills (e.g [[children]]{{BiotechIcon}}) the beacons can be skipped, but their bonus to quality is usable on other psychic rituals as well so it's still a good investment.&lt;br /&gt;
&lt;br /&gt;
Note however that since two pawns are required for the ritual (an Invoker and a Target) the usual Invoker must be imbued by another pawn. For solo colonists this means the Void ending is the only way to receive any charges. In addition, psychically deaf pawns need a [[psychic sensitivity]] positive offset in order to participate in the ritual.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons to other death treatments ===&lt;br /&gt;
==== [[Resurrector mech serum]] ====&lt;br /&gt;
Death refusal can be accessed much more reliably and in greater numbers, doesn't require another pawn to bring an item to the corpse and the revived pawn will immediately be ready to keep fighting if needed, with only a relatively minor mood and consciousness penalty. However death refusal must be applied preemptively, as the ritual can only performed on living colonists, leaving the resurrector serum as the only treatment for already dead pawns. In addition, resurrector mech serum can revive [[psychically dead]] pawns.&lt;br /&gt;
&lt;br /&gt;
==== [[Deathless]]{{BiotechIcon}} ====&lt;br /&gt;
Deathless and death refusal serve largely different functions and purposes. Deathless is a permanent implant that can fail if the brain is destroyed, while death refusal works in more situations but is limited use and has a 15 day cooldown.&lt;br /&gt;
&lt;br /&gt;
Deathless is much harder to establish. It either requires a [[Sanguophage]] implantation, which is slow and has its [[Sanguophage#Analysis|own costs]], or finding a rare [[genepack]] only available via trade or quests, which further requires [[archite capsule]]s which are also uncommon. Once acquired, they can be quickly implanted, and deathless can be repeatedly used. Meanwhile, death refusal is essentially guaranteed to be available after enough [[void provocation]]s, and [[shard]]s are relatively easy to acquire by the time death refsual is unlocked, but is limited use, with a 15 day cooldown per charge. It also requires interacting with [[entities]], which may not be desirable to all players.&lt;br /&gt;
&lt;br /&gt;
Functionally, deathless and death refusal are significantly different. Most importantly, deathless does not protect the pawn from the neck, head, or brain destruction. Deathless forces the pawn into a multi-day coma, leaving the pawn a target for kidnapping. Death refusal is limited use, but protects the pawn in more cases, allows for immediate revival, and a pawn cannot be kidnapped when dead. However, death refusal does not prevent most of the consequences stemming from the pawn's death and revival, such as apparel damage, breaking animal bonds and [[psychic bonding]], [[Title#Inheritance|title inheritance]], work assignments, and some [[Metalhorror#Infection|insidious threats]]. Death refusal does have the side benefit of regenerating organs.&lt;br /&gt;
&lt;br /&gt;
That being said, there's no restriction on using deathless and death refusal together, and both tools can be researched and acquired in parallel. Deciding on using one or the other, or both at the same time will come down to the specific needs and preference of the player. Installing both on the same pawn is costly in both time and resources, but is likely the best way to preserve a pawn barring a total colony wipe. Note that deathless is more likely to activate than death refsual, so plan actions around that. There are a few cases where having both is worse than having just death refusal, such as having only one colonist on the map.&lt;br /&gt;
&lt;br /&gt;
=== Treating conditions ===&lt;br /&gt;
Similarly to resurrector mech serum, death refusal can be used to treat otherwise hard or impossible to treat conditions, such as [[resurrection psychosis]] or [[crumbled mind]]. The part to be treated must be removed before revival, either in life or in death.&lt;br /&gt;
&lt;br /&gt;
==== Farming body parts ====&lt;br /&gt;
Since death refusal restores any missing body part on activation, it can be used to extract more organs from a pawn. This, however, is a very inefficient use of a shard that would see better use in preventing an undesired death, unless there's no other use for them or the process doesn't involve spending any shard, when using an unwanted creepjoiner with the Death refusal benefit or a cultist prisoner.&lt;br /&gt;
&lt;br /&gt;
=== On enemies ===&lt;br /&gt;
Cultists with death refusal are effectively twice as durable as a regular raider. Combined with the pain resistance from [[Inhumanized]], it makes cultists a very resilient threat. Highthralls will lose their [[Metalblood]] on death however, making them relatively easier to kill on their second life.&lt;br /&gt;
&lt;br /&gt;
Cultist are also an alternative source of death refusal if they are captured and recruited without spending their charge, but the actual quality of the pawn is hard to control, and they may require a [[brainwipe]] if inhumanization is not desired.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crumbled_mind&amp;diff=178912</id>
		<title>Crumbled mind</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crumbled_mind&amp;diff=178912"/>
		<updated>2026-04-03T21:40:10Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Ailments#Crumbling mind&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ailments#Crumbling_mind]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ovum&amp;diff=178553</id>
		<title>Ovum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ovum&amp;diff=178553"/>
		<updated>2026-04-02T22:11:24Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub|reason=Minimum medical skill + success chance for ovum extraction}}{{infobox main|&lt;br /&gt;
| name = Ovum&lt;br /&gt;
| image = Ovum.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = &lt;br /&gt;
| description = An extracted, unfertilized human ovum cell stored in a protective capsule. Once fertilized by a male, it becomes an embryo which can then be implanted into a human mother or growth vat.&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| pathcost = 14&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 50&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|An extracted, unfertilized, [[human]] '''ovum''' cell stored in a protective capsule. Once fertilized by a male, it becomes an [[embryo]] which can then be implanted into a human mother or [[growth vat]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ova are extracted from live female [[human]]s that are older than 16, have a [[Fertility]] stat greater than 0%, and are not [[pregnant]]. This is done through the &amp;quot;Extract ovum for IVF&amp;quot; [[surgery]], which requires the [[Fertility procedures]] research. This requires 1x [[herbal medicine]] or better. Ova can be extracted from [[prisoner]]s, though extracting eggs from a pawn of a faction capable of diplomacy will cause surgical violation [[goodwill]] penalties.&lt;br /&gt;
&lt;br /&gt;
After extracting an ovum, it will not be possible to extract another for the next [[Time|10 days]]. The &amp;quot;ovum extracted&amp;quot; hediff on the health tab will show how many days it will take before the next ovum can be extracted.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Ovum items can be fertilized by a controllable (i.e. [[colonist]] or [[slave]]{{IdeologyIcon}}), fertile male pawn in order to create an [[embryo]]. Select the pawn, and right click on the ovum to start fertilization. This always succeeds if [[Fertility]] is greater than 0. Male prisoners cannot fertilize an ovum. The embryo will have [[gene]]s dependent on who the genetic mother and father are.&lt;br /&gt;
&lt;br /&gt;
Ova do not rot or spoil over time; they only [[deteriorate]] when left outside.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
IVF is generally superior to natural pregnancy once [[growth vat]]s are available. Embryo growth only takes 9 days rather than 18 days for pregnancy. More importantly, when outside of ideal conditions, natural pregnancy has a [[Reproduction#Outcomes|small chance to kill]] the mother. Growth vat gestation does comes at the cost of increased food uptake (6 [[nutrition]] / 9 days vs. 18 days of +30% nutrition), [[power]], and the [[Medicine (disambiguation)|medicine]] used to extract the ovum. These costs are usually affordable by the time you can build growth vats in the first place.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] release - Added.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Fertilize command label is broken.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: Disabled &amp;quot;extract ovum for IVF&amp;quot; surgery option displays on some male pawns.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_tongue&amp;diff=178552</id>
		<title>Bionic tongue</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_tongue&amp;diff=178552"/>
		<updated>2026-04-02T21:51:31Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main&lt;br /&gt;
| name = Bionic tongue&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An artificial tongue replacement. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 8&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass = 5&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| body part = Tongue&lt;br /&gt;
}}&lt;br /&gt;
A '''bionic tongue''' acts as a replacement for a removed tongue. It has 100% part efficiency, perfectly replacing but not exceeding the capabilities of a natural tongue. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|bought]] from traders.{{Check Tag|Which?}}{{Check Tag|Quest rewards?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Rewrite|section=1|reason=Format standard}}&lt;br /&gt;
Bionic tongues fully replace an organic tongue. Without a tongue, pawns have 0% [[Talking]] and are unable to:&lt;br /&gt;
* Initiate or responds to relationship requests, become lovers, or propose marriage&lt;br /&gt;
* Engage in conversations, good or bad.&lt;br /&gt;
** Will not be rebuff or be rebuffed by others&lt;br /&gt;
** Unable to trigger [[social fight]]s by insulting others&lt;br /&gt;
** Unable to increase [[opinion]] of an existing romantic partner&lt;br /&gt;
* Will not try and convert others to their [[ideoligion]]{{IdeologyIcon}}.&lt;br /&gt;
* (to be checked): Unable to issue role commands {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
In addition, a pawn without a tongue is considered [[disfigured]], giving {{--|15}} [[opinion]] from others. They will also have a {{--|8}} ''Missing tongue'' [[mood]] debuff until the tongue is replaced.&lt;br /&gt;
&lt;br /&gt;
Installing [[denture]]s or a [[bionic jaw]] will also restore missing tongues, as well as removing any previously installed bionic tongues upon installation. It is impossible to install a bionic tongue on a colonist with a bionic jaw.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As a bionic tongue has the same stats as a regular tongue, installing one on a healthy pawn serves no physical purpose. If [[Ideology DLC]] is installed, the [[biosculpter pod]]'s [[bioregeneration cycle]] {{IdeologyIcon}} can be used to restore the tongue at the cost of {{Icon Small|glitterworld medicine}} 2 instead. Otherwise, only the rare [[healer mech serum]] can fix it. &lt;br /&gt;
&lt;br /&gt;
Replacing a missing tongue may not be necessary at all, however.  While very important on any pawn that uses their [[talking]] stat (wardening, trading, taming), other pawns face a tradeoff. It removes all negative conversations, which can help with [[trait]]s like Abrasive, but removes relationship penalties. Note that the [[healer mech serum]] can heal a missing tongue in place of other ailments, so replacing the tongue may allow healer mech serum to target another condition.&lt;br /&gt;
&lt;br /&gt;
[[Bionic jaw]]s replace the tongue, offer better Eating and Talking (although no stat benefits from Talking over 100%), and are not much more expensive. Therefore, jaws are a better option for wardens as the extra Talking can help in case of injury.&lt;br /&gt;
&lt;br /&gt;
Body modders and transhumanists {{IdeologyIcon}} will be happier when using any artificial body part. Among the {{hover title|RimWorld base content without DLC|core RimWorld}} artificial parts that don't have any downsides, bionic tongues require the fewest [[advanced component]]s. This should be compared to [[denture]]s and [[cochlear implant]]s, which only gives a penalty to jobs using the Social or Animals skills. With the [[Royalty DLC]], [[Venom fangs]] {{RoyaltyIcon}}, [[knee spike]]s {{RoyaltyIcon}}, and [[elbow blade]]s {{RoyaltyIcon}} can provide a similar benefit without requiring advanced components and [[xenogerm]]s{{BiotechIcon}} are effectively free, even a purely cosmetic gene will satisfy them.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Baby&amp;diff=178551</id>
		<title>Baby</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Baby&amp;diff=178551"/>
		<updated>2026-04-02T21:40:20Z</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|pregenancy 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/1.4.3580|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;
&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=Vertigo_pulse&amp;diff=178109</id>
		<title>Vertigo pulse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vertigo_pulse&amp;diff=178109"/>
		<updated>2026-03-25T21:01:37Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Vertigo pulse&lt;br /&gt;
| image = VertigoPulse.png&lt;br /&gt;
| type = Psycast&lt;br /&gt;
| description = Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well.&lt;br /&gt;
| psylink level = 3&lt;br /&gt;
| casting time = 60&lt;br /&gt;
| ability range = 24.9&lt;br /&gt;
| psyfocus cost = 0.02&lt;br /&gt;
| neural heat gain = 30&lt;br /&gt;
| effect radius = 3.9&lt;br /&gt;
| duration = 1200&lt;br /&gt;
| duration multiplier = Psychic Sensitivity&lt;br /&gt;
| goodwill impact = -15&lt;br /&gt;
| caster must be capable of violence = false&lt;br /&gt;
}}&lt;br /&gt;
'''Vertigo pulse''' is a level {{P|Psylink Level}} [[psycast]] that causes pawns in its area of effect to stumble around randomly and repeatedly [[vomit]].  &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Upon casting, Vertigo pulse inflicts the [[Hediffs/Royalty/Psycasts/Psychic_vertigo|Psychic Vertigo]] [[hediff]] for {{Ticks|{{P|Duration}}}}, scaling with the target's [[Psychic Sensitivity]], on all psychically sensitive pawns within a 3 tile radius of the casting location, which can be any location within 25 tiles, respecting line of sight. &lt;br /&gt;
&lt;br /&gt;
The Psychic Vertigo hediff causes affected pawns to vomit (if able) with a MTB of approximately 3 ticks, or 0.05 seconds (see the above Psychic Vertigo page for the exact duration). Additionally, pawns moving while affected by Psychic Vertigo will periodically move to a randomly selected tile within a 3 tile radius of themselves, with a MTB of {{Ticks|125}}. This movement cannot be cancelled or interrupted, save for preventing the pawn from moving entirely. This movement will last for {{Ticks|180}}, regardless of whether or not the pawn arrives at their destination or moves at all - if the pawn reaches the selected tile before the full time elapses, they will remain in place, and be prevented from taking further action until the duration expires.&lt;br /&gt;
&lt;br /&gt;
A vertigo pulse will immediately cause any [[devourer]]s{{AnomalyIcon}} in its radius to regurgitate any pawns they have swallowed, and will reveal any invisible{{Check Tag|Other invis?|Will it make visible other invis pawns?}} [[revenant]]s{{AnomalyIcon}} in the area of effect.&lt;br /&gt;
&lt;br /&gt;
Additionally, note that Vertigo pulse is considered a harmful ability, and will incur a [[goodwill]] penalty of {{Bad|−15}} when cast on pawns from a neutral or allied faction. However, Vertigo pulse will not apply a goodwill penalty if used on temporary colonists, such as quest lodgers or an [[Titles#Permits|imperial laborer gang]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:pulse radius.PNG|thumb|right|175px|Area of affect of Vertigo pulse. Cast location has been marked in yellow, surrounding affected tiles in white, and unaffected tiles in red.]]&lt;br /&gt;
Vertigo pulse is one of the best psycasts in the game in terms of crippling an attacking force. A vomiting pawn is effectively stunned for several seconds at a time, and the extremely low MTB of this effect often results in affected targets spending nearly the entire duration of the effect standing in place and vomiting endlessly. This combined with the sizable area of effect and moderate allow Vertigo pulse to debilitate swathes of enemies for an extended period of time in a single cast, and the low psyfocus cost and neural heat gain make repeated casting a non-issue. Despite being a level 3 psycast, Vertigo pulse ranks among the most powerful of the roster.&lt;br /&gt;
&lt;br /&gt;
In spite of these qualities, Vertigo pulse is not without flaw. The primary and most critical weakness of Vertigo pulse is its near inability to affect [[mechanoids]], who already rank as one of the most dangerous [[factions]]. Not only do mechanoids have reduced psychic sensitivity compared to the average raider, thereby drastically reducing the duration of Vertigo pulse, but they are incapable of vomiting, rendering them wholly immune to the primary effect of Vertigo pulse. Additionally, as most ranged mechanoids will not move once they have reached a firing position, they will no longer trigger the random wandering effect, and thus be almost completely unhindered by Vertigo pulse. However, Vertigo pulse can still see some use, albeit in a heavily reduced capacity, against groups of approaching [[scorcher]]s{{BiotechIcon}} or [[scythers]]. &lt;br /&gt;
&lt;br /&gt;
Beyond the obvious use as a crowd control tool for enemy raiders, Vertigo pulse has some unique interactions with several entities from the [[Anomaly]]{{AnomalyIcon}} DLC, making it a valuable tool in several encounters. The first and most interesting interaction is with [[devourer]]s{{AnomalyIcon}}, as Vertigo pulse will instantly force them to expel any targets they are currently digesting, which eliminates their most dangerous ability entirely, and renders them nearly harmless to sufficiently capable defenders. Additionally, Vertigo pulse can also be used to reveal any invisible [[revenant]]s{{AnomalyIcon}}. Not only does the large area of effect make it reasonably well suited for the task, but the random wandering it inflicts being triggered by a revenant's propensity to run away when discovered, combined with a revenant's 200% psychic sensitivity when discovered make Vertigo pulse an excellent choice for finishing off a hiding revenant. Additionally, both the revenant and the [[unnatural corpse]]{{AnomalyIcon}} are susceptible to the random wandering inflicted by Psychic Vertigo while performing their hypnosis attack on a target, making Vertigo pulse a fairly (though not fully, unlike alternatives such as [[Skip]]) consistent way of interrupting their main forms of attack. On the subject of the unnatural corpse, it is susceptible to both the wandering and vomiting effects of Vertigo pulse, making it a fairly effective method of dealing with said threat. However, the ever-increasing speed of the unnatural corpse can make targeting it difficult if cast by targeting a tile. Conversely, if one chooses to target the corpse directly to ensure it hits the mark, the corpse's considerable movement speed can run the risk of it reaching your pawns during the cast time of Vertigo pulse, which would result in all of one's pawns near the corpse being affected by Vertigo pulse, throwing their ranks into disarray during an extremely high-stakes encounter.&lt;br /&gt;
&lt;br /&gt;
Lastly, the large area of effect of Vertigo pulse make it one of the few psycasts capable of affecting targets behind up to three tiles of walls. While in most circumstances the applications of this property are fairly limited, it is possible to take direct advantage of it using certain [[killbox]] designs. While affecting targets behind walls isn't particularly useful on the surface, it can be used as a tactic to impede the movement of raiders through killboxes which kill not by traditional means, but instead by merely remaining within. Some such methods of which include [[tox gas]]{{BiotechIcon}}, or more commonly an &amp;quot;oven&amp;quot;, which kills via the damage caused by superheated air. However, the applications of Vertigo pulse to said designs are fairly limited, as the former isn't a particularly effective mode of defense to begin with, while the latter can be frighteningly adept at dispatching raiders to the point of requiring no assistance whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Vertigo pulse range reduced from 25 to 20, cost increased from 25 to 30.&lt;br /&gt;
* ??? - Range increased from 20 to 25.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psycasts|wide}}&lt;br /&gt;
[[Category: Psycasts]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbit&amp;diff=178108</id>
		<title>Orbit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbit&amp;diff=178108"/>
		<updated>2026-03-25T20:36:12Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: It's been awhile&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;
* 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 is not easy to acquire in large numbers. Gravships can use [[gravcore power cell]]s as well.&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
Trade is possible through [[orbital trader]]s on the [[comms console]]. In addition, supplies can be obtained from the planet, then transported to space through the gravship, [[transport pod]]s, or [[passenger shuttle]]s. If there is a colony on the surface, a colony in space can be established without it needing to sustain itself right away.&lt;br /&gt;
&lt;br /&gt;
[[Raid]]s still occur in space, they will contain either [[human]]s with vacuum protective gear or [[mechanoid]]s. [[Infestation]]s do not naturally occur as no orbit tiles are considered overhead mountain, and [[deep drill]]s do not work in orbit. Because [[siege]]s and &amp;quot;[[Raider#&amp;quot;Drop right on top of you&amp;quot; drop pods|drop on top of you]]&amp;quot; raids do not happen raids are overall less dangerous. &lt;br /&gt;
&lt;br /&gt;
[[Event]]s and [[quest]]s are heavily limited as most are unable to function in orbit. Notably, meteorites are particularly common, which can destroy equipment and open your base to the vacuum. However, since [[solar flare]]s and [[blight]]s do not happen, hydroponics farms are actually safer in orbit than on the planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to start the [[ship reactor]] in orbit to take advantage of the reduced raid variety. Make sure to roof in the reactor and the surrounding area once its built to protect against orbital debris.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbit&amp;diff=178107</id>
		<title>Orbit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbit&amp;diff=178107"/>
		<updated>2026-03-25T20:35:07Z</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;
* 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]]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 is not easy to acquire in large numbers. Gravships can use [[gravcore power cell]]s as well.&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
Trade is possible through [[orbital trader]]s on the [[comms console]]. In addition, supplies can be obtained from the planet, then transported to space through the gravship, [[transport pod]]s, or [[passenger shuttle]]s. If there is a colony on the surface, a colony in space can be established without it needing to sustain itself right away.&lt;br /&gt;
&lt;br /&gt;
[[Raid]]s still occur in space, they will contain either [[human]]s with vacuum protective gear or [[mechanoid]]s. [[Infestation]]s do not naturally occur as no orbit tiles are considered overhead mountain, and [[deep drill]]s do not work in orbit. Because [[siege]]s and &amp;quot;[[Raider#&amp;quot;Drop right on top of you&amp;quot; drop pods|drop on top of you]]&amp;quot; raids do not happen raids are overall less dangerous. &lt;br /&gt;
&lt;br /&gt;
[[Event]]s and [[quest]]s are heavily limited as most are unable to function in orbit. Notably, meteorites are particularly common, which can destroy equipment and open your base to the vacuum. However, since [[solar flare]]s and [[blight]]s do not happen, hydroponics farms are actually safer in orbit than on the planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to start the [[ship reactor]] in orbit to take advantage of the reduced raid variety. Make sure to roof in the reactor and the surrounding area once its built to protect against orbital debris.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbit&amp;diff=178106</id>
		<title>Orbit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbit&amp;diff=178106"/>
		<updated>2026-03-25T20:32:57Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Mentioning the steel actually doesn't matter because it doesn't even drop anything.&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;
* 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 [[drones]], [[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 is not easy to acquire in large numbers. Gravships can use [[gravcore power cell]]s as well.&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
Trade is possible through [[orbital trader]]s on the [[comms console]]. In addition, supplies can be obtained from the planet, then transported to space through the gravship, [[transport pod]]s, or [[passenger shuttle]]s. If there is a colony on the surface, a colony in space can be established without it needing to sustain itself right away.&lt;br /&gt;
&lt;br /&gt;
[[Raid]]s still occur in space, they will contain either [[human]]s with vacuum protective gear or [[mechanoid]]s. [[Infestation]]s do not naturally occur as no orbit tiles are considered overhead mountain, and [[deep drill]]s do not work in orbit. Because [[siege]]s and &amp;quot;[[Raider#&amp;quot;Drop right on top of you&amp;quot; drop pods|drop on top of you]]&amp;quot; raids do not happen raids are overall less dangerous. &lt;br /&gt;
&lt;br /&gt;
[[Event]]s and [[quest]]s are heavily limited as most are unable to function in orbit. Notably, meteorites are particularly common, which can destroy equipment and open your base to the vacuum. However, since [[solar flare]]s and [[blight]]s do not happen, hydroponics farms are actually safer in orbit than on the planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to start the [[ship reactor]] in orbit to take advantage of the reduced raid variety. Make sure to roof in the reactor and the surrounding area once its built to protect against orbital debris.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=178020</id>
		<title>Sentience catalyst</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=178020"/>
		<updated>2026-03-23T17:41:11Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub| reason = Intro, categories, cleanup, mechanical detail - including roaming and pen behaviour}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Sentience catalyst&lt;br /&gt;
| image = SentienceCatalyst.png&lt;br /&gt;
| description = A single-use dose of mechanites used to enhance neural pathways in animals, permanently increasing their trainability and reducing their wildness.&amp;lt;br&amp;gt;The effect does not stack.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| hp = 80&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Sentience catalysts''' are special mechanite drugs added by the [[Odyssey DLC]] that permanently improve the [[consciousness]] and [[trainability]] of [[animal]]s.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Purchasable from [[exotic goods trader]]s, [[shaman merchant]]s, [[slaver]]s, and [[Trade#Faction base|faction bases]].&lt;br /&gt;
&lt;br /&gt;
Also obtained through ancient stockpiles, [[quest]] rewards and [[fishing]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Sentience catalysts can be used by colonists on any tamed or wild animal (excluding [[wild human]]s) and are consumed on use. Every animal can receive a sentience catalyst injection, but not more than one. The catalyst can applied by selecting &amp;quot;use&amp;quot; on the sentient catalyst, then locating an animal to administer it to. Once used all the effects are permanent, though not inheritable through offspring.&lt;br /&gt;
&lt;br /&gt;
It lowers the wildness of the targeted animal by 25% which subsequently lowers the [[minimum handling skill]] of the animal by 2-3 levels in most cases, with the exception of 99% wildness animals like the [[alpha thrumbo]] which benefit from a much larger 7 level reduction. Note though this does not affect the revenge chance on failure. The taming pawn still has to meet the new handling requirement to tame it, even with [[inspired taming]]. &lt;br /&gt;
&lt;br /&gt;
It also advances the [[trainability]] of the animal by at least a step, e.g. a [[rhino]]s trainability goes from intermediate to advanced, meaning unlike its unmodified cousins, it can now rescue, and more importantly, haul. Note that animals that are too small for certain training types still won't be able to do be trained for those tasks even after using the catalyst.&lt;br /&gt;
&lt;br /&gt;
For [[pen animals]], they lose their [[fence]]-blocked status. This means [[horse]]s and [[boomalope]]s with sentience catalyst treatment can roam the colony freely like a common [[labrador retriever]] without the risk of [[Mental_break#Roaming|wandering off]], and will respect their [[allowed area]].&lt;br /&gt;
&lt;br /&gt;
The animal also gains an additional {{+|10%}} [[consciousness]], further affecting [[capacities]] and stats.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Improving an animal's trainability opens up new skills. If your colony uses a pack of trained [[warg]]s in combat, the catalyst can enable them to haul outside of combat. Pack animals such as [[muffalo]] can be trained to fight, which is useful for defending your colony, or to protect a caravan when it's ambushed. &lt;br /&gt;
&lt;br /&gt;
Reducing wildness can be useful. If used on a tame animal, it improves the chances of successful training, which can save your animal handler time and food. If used on a wild animal, it may enable a sub-par animal handler to tame that animal. It may be worth keeping a Sentience catalyst around specifically for when a rare [[thrumbo]] visits your colony: If you happen to have a pawn with an animal handling skill between 7 and 9, and they have inspired taming, you can get a guaranteed pet Thrumbo by using the catalyst. &lt;br /&gt;
&lt;br /&gt;
Boosting an animal's [[consciousness]] by 10% also improves their [[manipulation]]. This increases their chance to hit, making the animal more efficient during combat. It also increases their carrying capacity, potentially making the animal more efficient at hauling.&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: Unnatural healing/healer serum removing sentience catalyst. Fix: Sentience catalyst can target wild people. Previously it would provide a permanent consciousness buff even after the wild person was tamed.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Sentience catalyst now removes roaming and fence-blocked status from animals.&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Odyssey]]&lt;br /&gt;
[[Category:Drug]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=178019</id>
		<title>Sentience catalyst</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=178019"/>
		<updated>2026-03-23T17:39:32Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub| reason = Intro, categories, cleanup, mechanical detail - including roaming and pen behaviour}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Sentience catalyst&lt;br /&gt;
| image = SentienceCatalyst.png&lt;br /&gt;
| description = A single-use dose of mechanites used to enhance neural pathways in animals, permanently increasing their trainability and reducing their wildness.&amp;lt;br&amp;gt;The effect does not stack.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| hp = 80&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Sentience catalysts''' are special mechanite drugs added by the [[Odyssey DLC]] that permanently improve the [[consciousness]] and [[trainability]] of [[animal]]s.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Purchasable from [[exotic goods trader]]s, [[shaman merchant]]s, [[slaver]]s, and [[Trade#Faction base|faction bases]].&lt;br /&gt;
&lt;br /&gt;
Also obtained through ancient stockpiles, [[quest]] rewards and [[fishing]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Sentience catalysts can be used by colonists on any tamed or wild animal (excluding [[wild human]]s) and are consumed on use. Every animal can receive a sentience catalyst injection, but not more than one. The catalyst can applied by selecting the sentient catalyst, the locating an animal to administer it to. Once used all the effects are permanent, though not inheritable through offspring.&lt;br /&gt;
&lt;br /&gt;
It lowers the wildness of the targeted animal by 25% which subsequently lowers the [[minimum handling skill]] of the animal by 2-3 levels in most cases, with the exception of 99% wildness animals like the [[alpha thrumbo]] which benefit from a much larger 7 level reduction. Note though this does not affect the revenge chance on failure. The taming pawn still has to meet the new handling requirement to tame it, even with [[inspired taming]]. &lt;br /&gt;
&lt;br /&gt;
It also advances the [[trainability]] of the animal by at least a step, e.g. a [[rhino]]s trainability goes from intermediate to advanced, meaning unlike its unmodified cousins, it can now rescue, and more importantly, haul. Note that animals that are too small for certain training types still won't be able to do be trained for those tasks even after using the catalyst.&lt;br /&gt;
&lt;br /&gt;
For [[pen animals]], they lose their [[fence]]-blocked status. This means [[horse]]s and [[boomalope]]s with sentience catalyst treatment can roam the colony freely like a common [[labrador retriever]] without the risk of [[Mental_break#Roaming|wandering off]], and will respect their [[allowed area]].&lt;br /&gt;
&lt;br /&gt;
The animal also gains an additional {{+|10%}} [[consciousness]], further affecting [[capacities]] and stats.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Improving an animal's trainability opens up new skills. If your colony uses a pack of trained [[warg]]s in combat, the catalyst can enable them to haul outside of combat. Pack animals such as [[muffalo]] can be trained to fight, which is useful for defending your colony, or to protect a caravan when it's ambushed. &lt;br /&gt;
&lt;br /&gt;
Reducing wildness can be useful. If used on a tame animal, it improves the chances of successful training, which can save your animal handler time and food. If used on a wild animal, it may enable a sub-par animal handler to tame that animal. It may be worth keeping a Sentience catalyst around specifically for when a rare [[thrumbo]] visits your colony: If you happen to have a pawn with an animal handling skill between 7 and 9, and they have inspired taming, you can get a guaranteed pet Thrumbo by using the catalyst. &lt;br /&gt;
&lt;br /&gt;
Boosting an animal's [[consciousness]] by 10% also improves their [[manipulation]]. This increases their chance to hit, making the animal more efficient during combat. It also increases their carrying capacity, potentially making the animal more efficient at hauling.&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: Unnatural healing/healer serum removing sentience catalyst. Fix: Sentience catalyst can target wild people. Previously it would provide a permanent consciousness buff even after the wild person was tamed.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Sentience catalyst now removes roaming and fence-blocked status from animals.&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Odyssey]]&lt;br /&gt;
[[Category:Drug]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=177970</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=177970"/>
		<updated>2026-03-22T18:10:21Z</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;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 51%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links}}&lt;br /&gt;
&lt;br /&gt;
Based on a specific colour.&lt;br /&gt;
It pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, &lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]] (configured correctly)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || 0{{Icon Small|silver}}. Removable&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additional effects, e.g. torrential rain causing flooding. All sources kf forced weather (Check: Death pall Gray pall, blood rain, and sandstorm}}&lt;br /&gt;
&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
[[Fire#Rain event|Large fires]] can also influence the weather cycle, and can encourage rainy weather to arrive faster than it would otherwise for the duration of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Firewatcher ===&lt;br /&gt;
{{Stub|section=1|reason=Conflicting information from merge. [[Fire]] version alleges:&lt;br /&gt;
&lt;br /&gt;
This happens once the map's &amp;quot;Fire Danger&amp;quot; rises above 90 points, which is calculated as 0.5 points for every fire on the map, plus 1 point for each size a fire has increased. At this point, the duration of any current non-forced weather will be shortened by 75%, and the chances for the next weather to be any weather with more than 10% [[weather|rainfall]] will be increased by 1500% }}&lt;br /&gt;
&lt;br /&gt;
Colloquially referred to as a &amp;quot;rain event&amp;quot; or the &amp;quot;firewatcher&amp;quot; after the name of the process in the game code, sufficiently large [[fire]]s on a map increase the chance for rain to occur. The resultant rain will gradually extinguish [[roof|unroofed]] fires, and may eventually control large wildfires.&lt;br /&gt;
&lt;br /&gt;
The '''firewatcher''' process checks every {{ticks|426}} for fires on the map. If there are any, it sets the variable '''firedanger''' to 0.5 + the size of the fire (usually 0.1) for every fire on the map. A large fire is declared once '''firedanger''' reaches 90, resulting on the progress towards any weather with a rain rate above 0.1 (any weather with rain, in practice) increasing 15 times faster than normal. This effect will remain in place for as long as '''firedanger''' remains above 90.&lt;br /&gt;
&lt;br /&gt;
It's important to note that rainfall is not guaranteed, only drastically encouraged by speeding up the weather cycle and increasing bias towards rainy weathers. It is possible for rainfall to not occur even during the most extreme fires.&lt;br /&gt;
&lt;br /&gt;
Forced weather, such as from [[weather controller]]s{{RoyaltyIcon}} or certain weather events such as [[drought]]s{{OdysseyIcon}} or [[Environment#Weather|Flashstorms]] will disable rain entirely, preventing it from appearing during accelerated weather. [[Unnatural darkness]]{{AnomalyIcon}} also forces the weather to clear.&lt;br /&gt;
&lt;br /&gt;
=== Weather types ===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! AM&amp;lt;ref&amp;gt;[[Weapons#Accuracy|Accuracy modifier]]&amp;lt;/ref&amp;gt; !! MSM &amp;lt;ref&amp;gt;Movement speed modifier&amp;lt;/ref&amp;gt;!! Wind speed !! WSM&amp;lt;ref&amp;gt;Wind speed modifier&amp;lt;/ref&amp;gt; !! EF&amp;lt;ref&amp;gt;Does extinguish fire? This only applies to fires that aren't under a roof, for obvious reasons.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! SR&amp;lt;ref&amp;gt;Snowing rate&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to [[short circuit]].&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Lightning strikes combined with rain, massively mitigating the fire hazards from the falling bolts. &lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood rain]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 50% || 90% || None to Moderate || 100% || {{Check}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, in addition to either the [[Blood rain]] incident or [[Blood rain (ritual)|ritual]].&lt;br /&gt;
The '''blood rage''' hediff and subsequent [[berserk]]/[[manhunter]] mental breaks are part of the event itself, rather than the weather. See that page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen. &lt;br /&gt;
Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Death pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, and the [[Death pall]] event/entity.&lt;br /&gt;
Mechanically identical to the '''Gray pall''' weather. Corpses will raise as [[shambler]]s due to the associated event. See the [[Death pall]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Shuttle]]s can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rain sometimes appears pixelated.&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=Pleasure_cycle&amp;diff=177969</id>
		<title>Pleasure cycle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pleasure_cycle&amp;diff=177969"/>
		<updated>2026-03-22T18:00:31Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Biosculpter pod#Pleasure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Biosculpter_pod#Pleasure]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Age_reversal_cycle&amp;diff=177968</id>
		<title>Age reversal cycle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Age_reversal_cycle&amp;diff=177968"/>
		<updated>2026-03-22T17:59:36Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Biosculpter pod#Age reversal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Biosculpter_pod#Age_reversal]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioregeneration_cycle&amp;diff=177967</id>
		<title>Bioregeneration cycle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioregeneration_cycle&amp;diff=177967"/>
		<updated>2026-03-22T17:58:56Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Biosculpter pod#Bioregeneration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Biosculpter_pod#Bioregeneration]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=177966</id>
		<title>Gut worms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=177966"/>
		<updated>2026-03-22T17:57:26Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Prevention */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Gut worms}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{Quote|Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.|Description}}'''Gut worms''' are a parasitic [[disease]] that infects the [[Human#Stomach|stomach]], causing pain and nausea and doubling the host's hunger rate.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[Hunger Rate Factor]]: {{++|100%}}&lt;br /&gt;
* [[Pain]]: {{++|20%}}&lt;br /&gt;
* Vomiting ({{MTB}} of 1 day)&lt;br /&gt;
* {{Thought|desc=I don't feel very well.|label=sick|value=-5}}, stacking with any mood effect from the pain.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Gut Worms do not increase in severity over time, nor are they cured over time. Direct and quality treatment is the primary way to cure it.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Gut Worms will be cured when the treatments performed on it reach a cumulative [[tend quality]] of 300%, thus it is important to maximize the [[medical tend quality]] of the doctor performing the tending and the quality of the medicine used. It takes 48 ingame hours (2 days, or {{ticks|120000}}) between each treatment. For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 1 at 130% plus 2 at 85%.&lt;br /&gt;
&lt;br /&gt;
=== Other treatments ===&lt;br /&gt;
* Administer [[healer mech serum]], or use [[unnatural healing]]{{AnomalyIcon}} - instantly treats the disease&lt;br /&gt;
* Install a [[bionic stomach]] (or other stomach replacements{{RoyaltyIcon}})&lt;br /&gt;
* Use the [[medic cycle]] of the [[Biosculpter pod]]{{IdeologyIcon}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
The [[perfect immunity]] gene{{BiotechIcon}} will prevent the acquisition of this disease, but will not cure pre-existing conditions present at the time of implantation. Having any form of [[Artificial_body_parts#Stomach|artificial stomach]] completely cures and prevents any gut worm infections.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Frequently when Gut Worms strike a colony, several members will be affected at once. With multiple colonists vomiting, the base can quickly become very dirty. If this happens in the kitchen, the risk of [[food poisoning]] increases, risking further vomiting. If vomiting occurs while a pawn is eating a meal, the eating process is cancelled, and the pawn will have to start over after vomiting. &lt;br /&gt;
&lt;br /&gt;
If already malnourished when Gut Worms (or Food Poisoning) strike, this can be a real problem, as things can spiral out of control, and the malnutrition severity can progress, even while seated at the dinner table actively trying to eat a meal. Pemmican is said to be better than meals in this situation, because a pawn may successfully eat a few small pieces of pemmican before the vomiting begins again. In this case, the partial progress toward removing hunger is retained, and malnutrition may not advance. &lt;br /&gt;
&lt;br /&gt;
As with many other things in [[RimWorld]], if Gut Worms are not managed well, minor problems can snowball into mental breaks, downing, death and loss of the entire colony. Preventative installation of a few bionic stomachs, especially in the main cook, is one possible strategy to help prevent future outbreaks of Gut Worms from dominoing out of control.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Gut worms no longer always required 5 treatments regardless of quality, and instead is based on cumulative treatment quality.&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=177965</id>
		<title>Gut worms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=177965"/>
		<updated>2026-03-22T17:57:00Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Gut worms}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{Quote|Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.|Description}}'''Gut worms''' are a parasitic [[disease]] that infects the [[Human#Stomach|stomach]], causing pain and nausea and doubling the host's hunger rate.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[Hunger Rate Factor]]: {{++|100%}}&lt;br /&gt;
* [[Pain]]: {{++|20%}}&lt;br /&gt;
* Vomiting ({{MTB}} of 1 day)&lt;br /&gt;
* {{Thought|desc=I don't feel very well.|label=sick|value=-5}}, stacking with any mood effect from the pain.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Gut Worms do not increase in severity over time, nor are they cured over time. Direct and quality treatment is the primary way to cure it.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Gut Worms will be cured when the treatments performed on it reach a cumulative [[tend quality]] of 300%, thus it is important to maximize the [[medical tend quality]] of the doctor performing the tending and the quality of the medicine used. It takes 48 ingame hours (2 days, or {{ticks|120000}}) between each treatment. For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 1 at 130% plus 2 at 85%.&lt;br /&gt;
&lt;br /&gt;
=== Other treatments ===&lt;br /&gt;
* Administer [[healer mech serum]], or use [[unnatural healing]]{{AnomalyIcon}} - instantly treats the disease&lt;br /&gt;
* Install a [[bionic stomach]] (or other stomach replacements{{RoyaltyIcon}})&lt;br /&gt;
* Use the [[medic cycle]] of the [[Biosculpter pod]]{{IdeologyIcon}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
The [[perfect immunity]] gene{{BiotechIcon}} will prevent the acquisition of this disease, but will not cure pre-existing conditions present at the time of implantation. Having any form of [[Artificial_body_parts#Stomach|artificial stomach]] completely cures and prevents any Gut worms infections.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Frequently when Gut Worms strike a colony, several members will be affected at once. With multiple colonists vomiting, the base can quickly become very dirty. If this happens in the kitchen, the risk of [[food poisoning]] increases, risking further vomiting. If vomiting occurs while a pawn is eating a meal, the eating process is cancelled, and the pawn will have to start over after vomiting. &lt;br /&gt;
&lt;br /&gt;
If already malnourished when Gut Worms (or Food Poisoning) strike, this can be a real problem, as things can spiral out of control, and the malnutrition severity can progress, even while seated at the dinner table actively trying to eat a meal. Pemmican is said to be better than meals in this situation, because a pawn may successfully eat a few small pieces of pemmican before the vomiting begins again. In this case, the partial progress toward removing hunger is retained, and malnutrition may not advance. &lt;br /&gt;
&lt;br /&gt;
As with many other things in [[RimWorld]], if Gut Worms are not managed well, minor problems can snowball into mental breaks, downing, death and loss of the entire colony. Preventative installation of a few bionic stomachs, especially in the main cook, is one possible strategy to help prevent future outbreaks of Gut Worms from dominoing out of control.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Gut worms no longer always required 5 treatments regardless of quality, and instead is based on cumulative treatment quality.&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medic_cycle&amp;diff=177964</id>
		<title>Medic cycle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medic_cycle&amp;diff=177964"/>
		<updated>2026-03-22T17:56:36Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Biosculpter pod#Medic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Biosculpter_pod#Medic]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=177963</id>
		<title>Sentience catalyst</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=177963"/>
		<updated>2026-03-22T17:40:54Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub| reason = Intro, categories, cleanup, mechanical detail - including roaming and pen behaviour}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Sentience catalyst&lt;br /&gt;
| image = SentienceCatalyst.png&lt;br /&gt;
| description = A single-use dose of mechanites used to enhance neural pathways in animals, permanently increasing their trainability and reducing their wildness.&amp;lt;br&amp;gt;The effect does not stack.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| hp = 80&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Sentience catalysts''' are special mechanite drugs added by the [[Odyssey DLC]] that grants improved mental capacity in a [[tame]]d [[animal]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Purchasable from [[exotic goods trader]]s, [[shaman merchant]]s, [[slaver]]s, and [[Trade#Faction base|faction bases]].&lt;br /&gt;
&lt;br /&gt;
Also obtained through ancient stockpiles, [[quest]] rewards and [[fishing]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Sentience catalysts can be used by colonists on any tamed or wild animal (excluding [[wild human]]s) and are consumed on use. Every animal can receive a sentience catalyst injection, but not more than one. &lt;br /&gt;
&lt;br /&gt;
It lowers the wildness of the targeted animal by 25% which subsequently lowers the [[minimum handling skill]] of the animal by 2-3 levels in most cases, with the exception of 99% wildness animals like the [[alpha thrumbo]] which benefit from a much larger 7 level reduction. Note though this does not affect the revenge chance on failure. The taming pawn still has to meet the new handling requirement to tame it, even with [[inspired taming]]. It also advances the [[trainability]] of the animal by at least a step, e.g. a [[rhino]]s trainability goes from intermediate to advanced, meaning unlike its unmodified cousins, it can now rescue, and more importantly, haul. Note that animals that are too small for certain training types still won't be able to do be trained for those tasks even after using the catalyst.&lt;br /&gt;
&lt;br /&gt;
For [[pen animals]], they lose their [[fence]]-blocked status. This means [[horse]]s and [[boomalope]]s with sentience catalyst treatment can roam the colony freely like a common [[labrador retriever]] without the risk of [[Mental_break#Roaming|wandering off]] and will respect their [[allowed area]].&lt;br /&gt;
&lt;br /&gt;
The animal also gains an additional 10% [[consciousness]], further affecting stats.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Improving an animal's trainability opens up new skills. If your colony uses a pack of trained [[warg]]s in combat, the catalyst can enable them to haul outside of combat. Pack animals such as [[muffalo]] can be trained to fight, which is useful for defending your colony, or to protect a caravan when it's ambushed. &lt;br /&gt;
&lt;br /&gt;
Reducing wildness can be useful. If used on a tame animal, it improves the chances of successful training, which can save your animal handler time and food. If used on a wild animal, it may enable a sub-par animal handler to tame that animal. It may be worth keeping a Sentience catalyst around specifically for when a rare [[thrumbo]] visits your colony: If you happen to have a pawn with an animal handling skill between 7 and 9, and they have inspired taming, you can get a guaranteed pet Thrumbo by using the catalyst. &lt;br /&gt;
&lt;br /&gt;
Boosting an animal's [[consciousness]] by 10% also improves their [[manipulation]]. This increases their chance to hit, making the animal more efficient during combat. It also increases their carrying capacity, potentially making the animal more efficient at hauling.&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: Unnatural healing/healer serum removing sentience catalyst. Fix: Sentience catalyst can target wild people. Previously it would provide a permanent consciousness buff even after the wild person was tamed.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Sentience catalyst now removes roaming and fence-blocked status from animals.&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Odyssey]]&lt;br /&gt;
[[Category:Drug]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trainability&amp;diff=177962</id>
		<title>Trainability</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trainability&amp;diff=177962"/>
		<updated>2026-03-22T17:40:18Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Animal husbandry#Training&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Animal_husbandry#Training]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=177961</id>
		<title>Sentience catalyst</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=177961"/>
		<updated>2026-03-22T17:32:52Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub| reason = Intro, categories, cleanup, mechanical detail - including roaming and pen behaviour}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Sentience catalyst&lt;br /&gt;
| image = SentienceCatalyst.png&lt;br /&gt;
| description = A single-use dose of mechanites used to enhance neural pathways in animals, permanently increasing their trainability and reducing their wildness.&amp;lt;br&amp;gt;The effect does not stack.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| hp = 80&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Sentience catalysts''' are special mechanite drugs added by the [[Odyssey DLC]] that grants improved mental capacity in a [[tame]]d [[animal]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Purchasable from [[exotic goods trader]]s, [[shaman merchant]]s, [[slaver]]s, and [[Trade#Faction base|faction bases]].&lt;br /&gt;
&lt;br /&gt;
Also obtained through ancient stockpiles, [[quest]] rewards and [[fishing]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Sentience catalysts can be used by colonists on any tamed or wild animal (excluding [[wild human]]s) and are consumed on use. Every animal can receive a sentience catalyst injection, but not more than one. &lt;br /&gt;
&lt;br /&gt;
It lowers the wildness of the targeted animal by 25% which subsequently lowers the [[minimum handling skill]] of the animal by 2-3 levels in most cases, with the exception of 99% wildness animals like the [[alpha thrumbo]] which benefit from a much larger 7 level reduction. Note though this does not affect the revenge chance on failure. The taming pawn still has to meet the new handling requirement to tame it, even with [[inspired taming]]. It also advances the [[Animal_husbandry#Training|trainability]] of the animal by at least a step, e.g. a [[rhino]]s trainability goes from intermediate to advanced, meaning unlike its unmodified cousins, it can now rescue, and more importantly, haul. Note that animals that are too small for certain training types still won't be able to do be trained for those tasks even after using the catalyst.&lt;br /&gt;
&lt;br /&gt;
For [[pen animals]], they lose their [[fence]]-blocked status. This means [[horse]]s and [[boomalope]]s with sentience catalyst treatment can roam the colony freely like a common [[labrador retriever]] without the risk of [[Mental_break#Roaming|wandering off]] and will respect their [[allowed area]].&lt;br /&gt;
&lt;br /&gt;
The animal also gains an additional 10% [[consciousness]], further affecting stats.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Improving an animal's trainability opens up new skills. If your colony uses a pack of trained [[warg]]s in combat, the catalyst can enable them to haul outside of combat. Pack animals such as [[muffalo]] can be trained to fight, which is useful for defending your colony, or to protect a caravan when it's ambushed. &lt;br /&gt;
&lt;br /&gt;
Reducing wildness can be useful. If used on a tame animal, it improves the chances of successful training, which can save your animal handler time and food. If used on a wild animal, it may enable a sub-par animal handler to tame that animal. It may be worth keeping a Sentience catalyst around specifically for when a rare [[thrumbo]] visits your colony: If you happen to have a pawn with an animal handling skill between 7 and 9, and they have inspired taming, you can get a guaranteed pet Thrumbo by using the catalyst. &lt;br /&gt;
&lt;br /&gt;
Boosting an animal's [[Consciousness]] by 10% also improves their [[Manipulation]]. This increases their chance to hit, making the animal more efficient during combat. It also increases their carrying capacity, potentially making the animal more efficient at hauling.&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: Unnatural healing/healer serum removing sentience catalyst. Fix: Sentience catalyst can target wild people. Previously it would provide a permanent consciousness buff even after the wild person was tamed.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Sentience catalyst now removes roaming and fence-blocked status from animals.&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Odyssey]]&lt;br /&gt;
[[Category:Drug]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Inspired_taming&amp;diff=177960</id>
		<title>Inspired taming</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Inspired_taming&amp;diff=177960"/>
		<updated>2026-03-22T17:29:56Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Mental inspiration#Inspired taming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mental_inspiration#Inspired_taming]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=177807</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=177807"/>
		<updated>2026-03-18T19:55:27Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Social{{!}}Skills}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start a social fight, which will do damage to both and can potentially lead to permanent injury. On the other hand, a colonist needs a minimum opinion of another colonist to pursue a romance with them.&lt;br /&gt;
&lt;br /&gt;
= Opinion =&lt;br /&gt;
There are multiple different types of relations possible between pawns. They are based on both the opinions between these pawns and their familial ties. Opinions are affected by social interaction and the actions of the player.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Stub|section=1|reason=Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| +40&lt;br /&gt;
|- &lt;br /&gt;
! Pretty&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|- &lt;br /&gt;
! Ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Social Interactions ==&lt;br /&gt;
Random social interactions occur between pawns when they are in each other's vicinity. Whether interactions are good or bad is random but influenced their &amp;quot;pawn compatibility&amp;quot;. This value is hidden but can be seen by turning on Development Mode and hovering over the target pawn in the other pawn's Social tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chitchat&lt;br /&gt;
| 0.66&lt;br /&gt;
| 10&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had deep talk&lt;br /&gt;
| 15&lt;br /&gt;
| 10*&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Slighted&lt;br /&gt;
| -5&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Strange talk** {{AnomalyIcon}} &lt;br /&gt;
| -4&lt;br /&gt;
| 1*&lt;br /&gt;
| Unknown&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
=== Chitchat ===&lt;br /&gt;
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.&lt;br /&gt;
=== Deep talk ===&lt;br /&gt;
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.&lt;br /&gt;
=== Insulted ===&lt;br /&gt;
This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet.&lt;br /&gt;
=== Slighted ===&lt;br /&gt;
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.&lt;br /&gt;
=== Strange chat {{AnomalyIcon}} ===&lt;br /&gt;
This social interaction can occur when interacting with a [[Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion of the Void touched pawn. The affected pawn also suffers a -4 moodlet.&lt;br /&gt;
&lt;br /&gt;
=== Social fights ===&lt;br /&gt;
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as [[bloodlust]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after at least {{Ticks|420}} have passed, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights, including bionics. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| -22&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| 38&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&lt;br /&gt;
&lt;br /&gt;
== Family by Blood ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest Opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Intimate Relations ==&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
=== Rival ===&lt;br /&gt;
A rival of another pawn has an opinion of that pawn between -100 and -20.&lt;br /&gt;
=== Acquaintance ===&lt;br /&gt;
An acquaintance has a relation between -20 and 20.&lt;br /&gt;
=== Friend ===&lt;br /&gt;
A friend has a relation with another pawn between 20 and 100.&lt;br /&gt;
&lt;br /&gt;
== Romance ==&lt;br /&gt;
{{Rewrite|section=1|reason=Quick and dirty move from [[Reproduction]] - needs cleanup and page integration}}&lt;br /&gt;
Human pawns can come together and become lovers, affecting their opinion of each other, their mood, their wishes for accomodation and allow the chance for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
=== Romance Controls ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&lt;br /&gt;
For any pawns over 16, the Social tab will have a &amp;quot;Romance...&amp;quot; button that allows the player to try instigating a romantic relationship between that pawn and another of the gender they're attracted to. This can be tried every 12 days, and can be done even when the pawns are already in relationships. You can only attempt to romance a target pawn that has a high-enough opinion of the current pawn and isn't closely related to them. Beyond this, their relationship and relative ages affect the Romance abilities chance of success.&lt;br /&gt;
&lt;br /&gt;
====Limitations ====&lt;br /&gt;
When you've selected the current pawn and attempt to Romance a target pawn, it won't be allowed if: &lt;br /&gt;
* the target pawn has a negative opinion of the current pawn (stating &amp;quot;low opinion&amp;quot;)&lt;br /&gt;
* the likelihood of success is too low (stating &amp;quot;zero chance&amp;quot;))&lt;br /&gt;
* they are closely related (incestuous) &lt;br /&gt;
&lt;br /&gt;
Pawns that are under 16 or have an incompatible sexual attraction will not even be shown on the list.&lt;br /&gt;
&lt;br /&gt;
====Likelihood of success====&lt;br /&gt;
With the current pawn selected, and the social tab open, you can see the chance of a Romance action's success by mousing over the target pawn's row in the social tab. It will tell you the probability of success and how it is calculated. The factors are: &lt;br /&gt;
* The target's opinion of the current pawn&lt;br /&gt;
* The pawns' relative ages (which additionally factors in each pawn's youth)&lt;br /&gt;
* Certain genes and traits for the pawns&lt;br /&gt;
* The target pawn's opinions of the people they already are in relationships with (the chance of success is already 0% even if the pawn's opinion of their partner is only +20)&lt;br /&gt;
&lt;br /&gt;
The current pawn's beauty traits are major factors in the chance of success, beyond their influence on social opinions. An Ugly pawn (Beauty -1.0) has a x30% multiplier on success. A Pretty pawn (Beauty +1.0) has a x230% multiplier on success. Beauty here can be influenced by normal Beauty traits or Beauty-affecting genes. The beauty of the target pawn does not provide a multiplier or affect these chances: there is no boost from a pretty pawn romancing a pretty pawn and no extra penalty for an ugly pawn romancing a pretty pawn.&lt;br /&gt;
&lt;br /&gt;
Other genes can come into play as well. Someone with the Furskin gene has a x20% multiplier on romancing someone without it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Note on relative ages'''&lt;br /&gt;
The relative age factor doesn't just take into account the difference in age between colonists. It also factors in how old each colonist is. This effect is very large for young colonists. A 16 year-old's relative age factor with any colonist, of any age, will steadily increase from 0% to a maximum of about 25% as they age from 16 to 17 biological years. This factor is still affected by the other colonist's age as well: a late 16-year-old has a x4.4% multiplier on a relationship with a 46-year-old but a x4.1% multiplier with a 51-year-old. However, this is drastically outweighed by the youth effect, because that same 16-year-old only has a ~1% multiplier on their romance chance with a younger 16-year-old. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age maximum by pawn age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 22&lt;br /&gt;
|y=0, 50, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a colonist has reached the point where relative age isn't affected by their own youth, relative age is more affected by the difference in colonist ages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age multiplier by age of male partner for a 22-year-old female&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 28, 46, 55, 73&lt;br /&gt;
|y=0, 30, 100, 45, 20, 20&lt;br /&gt;
|xAxisTitle = Age difference (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base opinions ===&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| 35&lt;br /&gt;
| -50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married.&lt;br /&gt;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&lt;br /&gt;
==== Fiancés/Fiancées ====&lt;br /&gt;
After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
==== Spouses ====&lt;br /&gt;
Spouses are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
==== Ex-Lovers ====&lt;br /&gt;
Ex-Lovers are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion of the other person.&lt;br /&gt;
==== Ex-Spouses ====&lt;br /&gt;
Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
&lt;br /&gt;
==== Romantic Social Interactions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
=== Lovin' ===&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}, lovin with slaves and prisoners when in relationship}}&lt;br /&gt;
{{Stub|section=1|reason=Missing mood buff (+8). Use {{t|Thought}}. need stacking info}}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Low libido]]:{{BiotechIcon}} {{MTB}} ×2.&lt;br /&gt;
* [[High libido]]:{{BiotechIcon}} {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by [[word of love]] [[psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
* Affected by [[pleasure pulse]]: {{MTB}} ×0.5.&lt;br /&gt;
A session of lovin' will last for between 6 minutes and 1 hour 6 minutes game time (250 and 2750 ticks&amp;lt;ref&amp;gt;RimWorld.JobDriver_Lovin:MakeNewToils&amp;lt;/ref&amp;gt;) and can be interrupted prematurely, which will still give the mood buff for lovin'. This can be repeated to stack the mood buff.&lt;br /&gt;
&lt;br /&gt;
=== Affairs ===&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
== Misc actions ==&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&lt;br /&gt;
Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20*&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my loved one**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my bonded animal**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]], [[Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Needs&amp;diff=177804</id>
		<title>Needs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Needs&amp;diff=177804"/>
		<updated>2026-03-18T19:52:40Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pawns have basic '''needs''' that can trigger a variety of effects, often being [[thoughts]], [[mood]], [[capacities]] and [[health]].&lt;br /&gt;
&lt;br /&gt;
== List of basic pawn needs ==&lt;br /&gt;
* [[Saturation|Food]]: [[human]]s and [[animal]]s need [[nutrition]] to stay healthy. An empty food bar indicates [[starvation]], leading to [[malnutrition]] in various stages, and eventually [[death]]. Hunger lowers mood, and starvation [[Social fight|increases the irritability]] of a person. [[Ghoul]]s {{AnomalyIcon}} will eventually turn traitor against the colony if left unfed.&lt;br /&gt;
* [[Rest]]: how rested the person or creature still is. An empty rest bar builds [[Rest#Levels of Rest|exhaustion]], which will eventually result in the exhausted pawns falling asleep on the spot. Being tired also puts the person in a bad mood and hampers their [[immunity gain speed]].&lt;br /&gt;
&lt;br /&gt;
=== Human only ===&lt;br /&gt;
* [[Recreation]]: the need to spend time on varied enjoyable activities. Unsatisfied recreation will trigger {{Thought|desc=We need more variation in the recreation activities, and I need more time to enjoy them./We need more variation in the recreation activities, and I need more time to enjoy them. This place is really dull./It's been so long since I did anything for fun on my own time.|label=Recreation unfulfilled/deprived/starved|value=-5|value2=-10|value3=-20}}.&lt;br /&gt;
* [[Beauty]]: the desire to exist in a visually pleasing environment.  May trigger a mild mood penalty when unsatisfied, and a substantial mood bonus when satisfied. [[Sight|Blind pawns]] have no need for, nor appreciation of beauty.&lt;br /&gt;
* [[Comfort]]: people want to sit in comfortable [[chair]]s and sleep in cozy [[bed]]s. Otherwise they get mildly irritated, but when satisfied it makes them quite happy.&lt;br /&gt;
* [[Outdoors]]: the need to be outside, ie. not under a [[roof]] or [[Mountain#Roofs|mountain top]].  Pawns that are indoors for too long grow increasingly unhappy.&lt;br /&gt;
* [[Indoors]]: the need to be inside, ie. under a roof or mountain top. Pawns that are outdoors for too long grows increasingly unhappy. Only appears and replaces Outdoors needs if pawn has the [[Undergrounder]] trait or the pawn has an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Indoors|Indoors: Preferred]] precept.&lt;br /&gt;
* [[Chemical (Need)|Chemical]]: the general need to consume [[social drugs|social]] and [[hard drugs]] of any kind, distinct from [[addiction]]s. Pawns that spend too long without consuming drugs will become increasingly unhappy. Only appears if pawn has the [[Chemical interest]] or [[Chemical fascination]] trait.&lt;br /&gt;
* [[Learning]]: present only in [[children]].{{BiotechIcon}}  Children need new lessons and experiences to [[Growth moments|grow up well]], and will become unhappy without them.  Children will only do learning activities when their [[schedule]] is set to Recreation or Anything.  A satisfied learning need helps children gain growth tiers faster, giving them more passions and choices during growth moments.&lt;br /&gt;
* [[Reproduction#Play|Play]]:{{BiotechIcon}} present only in [[babies]]. Babies need to be played with by adults, or else they will become unhappy.&lt;br /&gt;
* [[Kill satiety]]:{{BiotechIcon}} present only in [[Kill thirst|specific]] [[Xenogerm|genetically modified]] humans. Humans with unfilled kill satiety will start to suffer {{Thought|desc=Must kill... It has been too long since I have killed somebody up close and personal.|label=Kill thirst|value=-4}}, scaling up to {{Thought|desc=Must kill... It has been too long since I have killed somebody up close and personal.|label=Kill thirst|value=-18}}. Kill satiety fully refills after the afflicted pawn kills another human in melee combat.&lt;br /&gt;
* [[Deathrest]]:{{BiotechIcon}} present only in specific [[Sanguophages|genetically modified humans]].{{BiotechIcon}}  People with the deathrest gene must deathrest every few days or quadrums. Deathresting means entering a regenerative coma for several days, during which the rester appears dead.  A variety of special buildings can connect to a deathresting person and give them bonuses upon waking. Going too long without deathrest will cause deathrest exhaustion, which massively degrades physical capacities.&lt;br /&gt;
* [[Hemogen]]:{{BiotechIcon}} present in [[Hemogenic]] pawns.{{BiotechIcon}}  It decays over time, is consumed and required by hemogenic abilities, is refilled by [[bloodfeeder|bloodfeeding]] or consuming [[hemogen pack]]s and [[human meat]]. When low, it inflict increasingly severe [[mood]], [[pain]], and [[consciousness]] penalties.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid only ===&lt;br /&gt;
* [[Power|Energy]]:{{BiotechIcon}} present only in colony owned [[mechanoid]]s.{{BiotechIcon}} A reserve of bioelectric energy needed for a mechanoid to function, energy recharges very slowly when left on dormant self-charging mode, and can be speed up by letting mechs draw power from a [[mech recharger]]. If it reaches zero, the mech will be forced into dormant self-charging mode unless hauled to a recharge station.&lt;br /&gt;
&lt;br /&gt;
=== Drug addictions ===&lt;br /&gt;
&lt;br /&gt;
Any [[Drugs|drug]] addictions a pawn has developed become ''needs'' for that pawn, and need to be satisfied like the need for food and rest.  Failure to do so puts the pawn into [[withdrawal]], which can be an extremely disrupting or even [[Luciferium|fatal]] situation. &lt;br /&gt;
&lt;br /&gt;
After a person has successfully withdrawn from the drug, the need will disappear entirely.&lt;br /&gt;
&lt;br /&gt;
=== The ''Needs'' window of a pawn ===&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist needs beauty.png|frame|right|Example view of a colonist's needs window with the beauty level highlighted.]]&lt;br /&gt;
&lt;br /&gt;
This window is shown if you select a colonist's ''needs'' tab.  It can also be displayed for prisoners, guests and tame animals, but will display fewer statistics in some of these cases (eg. animals do not have ''beauty'' and ''comfort'' needs, and no ''thoughts'' at all).&lt;br /&gt;
&lt;br /&gt;
The colonist in the displayed example has no positive or negative ''mood thoughts'' yet, besides a default thought reflecting his current expectations: in this case, particularly low expectations trigger a very positive mood thought for +30 mood.&lt;br /&gt;
&lt;br /&gt;
==== Showing more information ====&lt;br /&gt;
&lt;br /&gt;
You can mouse over the various meters to have the game give you more information in a tooltip.  In the example, the ''beauty'' meter is currently selected, and the tooltip displays its current level (&amp;quot;49%&amp;quot;) with some text detailing the meaning.  Some of the meters display very detailed explanations when selected.&lt;br /&gt;
&lt;br /&gt;
==== How to read the levels ====&lt;br /&gt;
&lt;br /&gt;
The '''red and green triangles''' show the current tendencies of the meters: in this example, the ''mood'' level is growing, the ''outdoors'' level is not changing, and all the other levels are shrinking.&lt;br /&gt;
&lt;br /&gt;
The '''white triangles''' show where the mood, beauty and comfort levels will settle if the current situation of the pawn does not change: the pawn from the example will have a little higher overall mood, somewhat lower beauty level, and zero comfort.&lt;br /&gt;
&lt;br /&gt;
If a meter has white triangles, the tendency of the meter will be ''falling'' if the white marker is ''inside'' the bar, and ''rising'' if the marker is outside the bar.  That is because the white marker shows the eventual end point for the level.&lt;br /&gt;
&lt;br /&gt;
Since the white markers represent the current, immediate situation, their positions will change often, and not necessarily have a substantial impact on the need level.&lt;br /&gt;
&lt;br /&gt;
The '''black hatch marks''' on the level meters represent the '''threshold points''' where the [[mood]] of the colonist will change because of a [[thought]] that would occur at that point.  In the example, the ''beauty'' level is at 49%, right in the middle, but the white marker indicates that it will fall to somewhat below 35%, the position of the second hatch mark.  This will then incur the thought &amp;quot;Unsightly environment&amp;quot; and a -5 mood penalty.&lt;br /&gt;
&lt;br /&gt;
The hatch marks on the mood gauge show the thresholds for minor, major and extreme [[mental break]]s.  Mental breaks are not good...&lt;br /&gt;
&lt;br /&gt;
==== This is confusing, I still don't understand... ====&lt;br /&gt;
&lt;br /&gt;
The main aspect to focus on when looking at the needs window is the position of the white mood marker in relation to the current level of the mood bar.  The mood bar will always try to catch up with the marker, and various [[thought]]s will appear or disappear in the process, changing the mood of the colonist.&lt;br /&gt;
&lt;br /&gt;
Do not get confused by the white marker seemingly always being in the &amp;quot;wrong position&amp;quot; – this is not true, because it actually ''does'' reflect the current situation of the colonist, while the meter level grows and shrinks more slowly.&lt;br /&gt;
&lt;br /&gt;
The meter levels display the ''long term situation'' of the pawn, while the markers show you the ''immediate circumstances''.  Short-term events do not instantly lead to a mental breakdown or euphoric mood, but eventually they will.  This is how you would expect the character to react psychologically if it was a real person.&lt;br /&gt;
&lt;br /&gt;
The markers on the ''comfort'' and ''beauty'' bar are much less important, you will usually only look at them if you want to precisely examine how the current environment of the pawn impacts these needs.  The ''food'', ''rest'' and ''recreation'' bar do not even have markers: they are naturally falling towards zero, unless the pawn is eating, sleeping or relaxing – like fuel meters.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=177803</id>
		<title>Blood rain (ritual)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=177803"/>
		<updated>2026-03-18T19:46:19Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &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.&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 adds to [[melee damage factor]] (to a max. of an {{+|150%}} damage increase). At 100% severity, the affected pawn will go [[Mental break#Berserk|berserk]] (if human, until blood rage wears of) or [[manhunter]] (if animal, until sleeping). Blood rage fades rapidly when exposed pawns shelter indoors.&lt;br /&gt;
&lt;br /&gt;
[[Mechanoids]] 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;
As of 1.6 Blood Rain is bugged due to incorrectly calculating ticks, rendering it impossible to cause any pawn to reach an enraged state. It would require a minimum of six blood rain's worth of exposure at the current rate for a chance to have an effect. A temporary fix is available [https://steamcommunity.com/sharedfiles/filedetails/?id=3665183535 here.] This issue has already been patched on Unstable, and once it is pushed to the live version of the game, this note should be taken down.&lt;br /&gt;
&lt;br /&gt;
The blood rain ritual is the single most expensive ritual in terms of [[bioferrite]] and 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. It will also affect colonists and animals on the map; even if colonists stay indoors, the animals can be dangerous. 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;
&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=Unnatural_corpse&amp;diff=177781</id>
		<title>Unnatural corpse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unnatural_corpse&amp;diff=177781"/>
		<updated>2026-03-18T00:09:43Z</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 = Unnatural human corpse&lt;br /&gt;
| image = Unnatural corpse.png&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| deterioration = 0.25&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = UnnaturalCorpse_Human&lt;br /&gt;
| label = Unnatural {0_label} corpse&lt;br /&gt;
}}&lt;br /&gt;
An '''unnatural corpse''' is an advanced [[entity]] that can threaten your colony. It will haunt one of your colonists until it is ready to strike. Its arrival unlocks [[Research#Death_refusal|Death refusal]] as an anomaly research option.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are two ways to acquire an unnatural corpse:&lt;br /&gt;
* The [[Mysterious cargo]] quest involves either a friendly planetary faction{{Check Tag|Which factions?|Confirmed: Star Empire, any others?}} or an anonymous AI asking you to take an unspecified item off their hands, along with a sizable payment. One of the randomly selected options for the cargo is the unnatural corpse. For further information about the quest, see that page. The unnatural corpse appears with a blue &amp;quot;Mysterious Cargo&amp;quot; letter when it lands on your map. &lt;br /&gt;
* Performing the [[void provocation]] ritual can result in the appearance of a unnatural corpse on your map. The [[monolith]] must be at least at Level 2 for the unnatural corpse to appear after a void provocation. The corpse appears with an orange &amp;quot;Strange Corpse&amp;quot; letter when it appears on your map this way.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The unnatural corpse is a dead copy of one of your colonists or guests. While relatively harmless at first, after 12-16 days, it will awaken and seek to kill its target. It is ''highly recommended'' you research and destroy the corpse as fast as possible, as it is nearly impossible to stop when it is awakened.&lt;br /&gt;
&lt;br /&gt;
=== Unawakened behavior ===&lt;br /&gt;
Before awakening, the unnatural corpse is treated as a regular [[corpse]] item, including the regular mood debuffs for seeing it. It is a near-identical copy of the target, but will lack artificial body parts like [[bionics]], although it will keep any [[flesh whip]]s and [[flesh tentacle]]s the original target has. It cannot be resurrected by any means, such as [[resurrector mech serum]] or [[deadlife dust]] from any source, including [[death pall]]s; attempting to do so displays a message stating ''&amp;quot;Failed to resurrect &amp;lt;PAWNNAME&amp;gt;. It simply does not respond.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
The corpse's existence causes a {{--|6}} mood penalty on the chosen target, and its presence can cause random [[mental breaks]] in them,{{Check Tag|MTB?|Frequency of the mental breaks?}} such as [[corpse obsession]] and [[insane ramblings]].&lt;br /&gt;
&lt;br /&gt;
The corpse can be be temporarily destroyed through any regular means, such as butchering, animal eating, explosions, and so on. However, the original pawn suffer a &amp;quot;Corpse Torment&amp;quot; hediff every time the corpse is destroyed, knocking them unconscious for 24 hours and inflicting {{++|20%}} [[pain]]. The corpse will reappear after the 24 hours have passed, following the rules of teleportation ([[#Teleportation|see below]]).&lt;br /&gt;
 &lt;br /&gt;
Temporarily destroying the corpse will not reset or slow down the awakening timer. The study timer does reset, though, so destroying the corpse can be done to study faster at the cost of disabling the original target.&lt;br /&gt;
&lt;br /&gt;
Studying the unnatural corpse and gaining 8 to 12 advanced anomaly research from it will unlock the ability to destroy it permanently, yielding one [[shard]]. &lt;br /&gt;
&lt;br /&gt;
If the original pawn dies, the corpse will vanish shortly after. If the original pawn is no longer available (i.e. it has targeted a guest who leaves before it can awaken) then it will disappear after seven days.&lt;br /&gt;
&lt;br /&gt;
=== Teleportation ===&lt;br /&gt;
The corpse will sometimes silently teleport itself near the original, which is uniquely affected by the camera of the game: the corpse will attempt to teleport only if it is out of camera shot, and it can only land at a point out of camera shot. By zooming out or always looking at the corpse, it won't teleport. In addition, it cannot teleport while the game is paused, so pausing the game can let the player zoom in whenever needed. If the corpse was buried in a [[grave]] or [[sarcophagus]], it will teleport out leaving an open burial site, with the same limitations of teleporting off-screen applying.&lt;br /&gt;
&lt;br /&gt;
If the original pawn moves to a different world tile, the corpse will teleport to the new tile. If the original pawn enters a [[caravan]], the corpse won't force itself into the caravan, but will teleport whenever the pawn enters a loaded map.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
11 to 13 days after arrival on the map, you will receive a warning [[letter]] stating the corpse is growing stronger and is beginning to awaken. 1 to 3 days later after this warning, the corpse will begin to awaken and you will have mere moments to destroy the corpse before it fully activates. There is no way to delay the awakening. Any part destruction of the corpse, e.g., an extracted skull, will be healed upon awakening.&lt;br /&gt;
&lt;br /&gt;
When it has awoken, the corpse has only one goal: to find and grab the original pawn. The corpse will chase the original pawn until either the original or the corpse itself is destroyed. If it succeeds, it will hypnotize the pawn and hold them in place for several seconds, before instantly and unavoidably killing the original pawn by psychically incinerating the target's brain. Skipping (via [[Skip]], [[Chaos skip]], or [[Mass chaos skip]]){{RoyaltyIcon}} either the pawn or the corpse away from each other will break the trance, as well as disorientating the corpse with [[Vertigo pulse]]{{RoyaltyIcon}}. Although the hypnosis is broken and the pawn is no longer at immediate risk of dying, they are still rendered immobile for some time after.&lt;br /&gt;
&lt;br /&gt;
The corpse cannot be trapped by any means. It can freely open [[door]]s and if unable to path to its target, it will teleport through solid walls. It can chase and hypnotize its victim even if the target gains [[invisibility]]. However, if the target is held in a 1x1 room without a [[door]], teleportation is not possible and the corpse will endlessly pace around their cell. If the target is carried by another pawn, it will attack the pawn with its melee attack; if the target is inside of something like a [[cryptosleep casket]], it will begin ripping open the casket to attack. This does slow the corpse down as, other than its psychic death glare, it performs as a normal unarmed melee fighter.&lt;br /&gt;
&lt;br /&gt;
After the destruction of its target, the corpse will wander momentarily before disappearing.  &lt;br /&gt;
&lt;br /&gt;
The unnatural corpse will attempt to copy the original pawn again once it awakens. An awoken corpse will copy:&lt;br /&gt;
* Injuries, including [[scar]]s. These will be healed nearly instantly at the cost of some of its stored regeneration.&lt;br /&gt;
* Drug effects, such as [[go-juice]] and [[flake]]. This includes [[addiction]]s and [[anesthetic]]s.&lt;br /&gt;
* Buffs, such as [[combat command]]{{IdeologyIcon}}&lt;br /&gt;
* Age-based illnesses, such as [[bad back]] and [[dementia]]. These are not healed.&lt;br /&gt;
* Certain specialty hediffs, such as [[void touched]] and [[Inhumanized|inhumanization]].&lt;br /&gt;
* [[Genes]]{{BiotechIcon}}, including any changes since the corpse's arrival.&lt;br /&gt;
* [[Psycast]]s{{RoyaltyIcon}}, although they cannot be used.&lt;br /&gt;
&lt;br /&gt;
The corpse does not copy:&lt;br /&gt;
* Diseases, like [[malaria]], [[food poisoning]], or [[flu]]&lt;br /&gt;
* [[Pregnancy]] {{BiotechIcon}}&lt;br /&gt;
* New [[artificial body parts]]&lt;br /&gt;
&lt;br /&gt;
Destroying the unnatural corpse after it has awoken is exceptionally difficult. The corpse has an incoming damage multiplier of 20%, receiving only a fifth of incoming damage.  The corpse has +1000% [[Pain Shock Threshold|pain shock resistance]] and a regeneration ability similar to [[Ghoul]]s, but far more powerful: '''30000 HP/day''' regeneration for up to 150 HP of damage taken (effectively 900 HP due to the damage modifier), and it cannot die by any means if the regeneration capacity is not depleted. It may be [[downed]] by external means like [[hypothermia]] and [[heatstroke]], but even at 100%, these will not kill the corpse while it has regenerates.&lt;br /&gt;
&lt;br /&gt;
Items like the [[psychic shock lance]] will have no effect on the corpse. [[Biomutation lance]]s do work, however they will only delay the corpse's assault; it will reappear after some time. While awoken, if the target is on a [[caravan]], the unnatural corpse will vanish and reappear once the target enters a new loaded map.&lt;br /&gt;
&lt;br /&gt;
The corpse starts with a [[move speed]] modifier of x50%, which increases over the next few hours to a 300% movement speed modifier. Movement increases will be notified with a message at the top of the screen. Combined with the extreme regeneration, ability to teleport, and the ability to benefit from any [[trait]]s and [[gene]]s{{BiotechIcon}} the target has, an awoken corpse is nearly unstoppable and very likely to kill the target pawn. &lt;br /&gt;
&lt;br /&gt;
If the awoken corpse loses its regeneration and becomes [[downed]], it will be destroyed. Destroying the corpse after it has awoken yields one shard as normal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Given how hard it is to stop an awoken corpse through standard combat, and the fact allowing it to awaken provides no benefit to the colony, it is highly recommended study it ASAP and to destroy the unnatural corpse as soon as you are done studying it.&lt;br /&gt;
&lt;br /&gt;
Note that the corpse will start forbidden when it first arrives or when it respawns, so make sure to unforbid it each time this happens.&lt;br /&gt;
&lt;br /&gt;
However, if for whatever the reason you must fight an awoken corpse, there are ways to make the fight significantly easier.&lt;br /&gt;
&lt;br /&gt;
=== Sedation by proxy ===&lt;br /&gt;
The easiest way to fight the corpse once it has awakened is to render its target unconscious before the corpse awakens. This can be done through various means like [[anesthetic]]s, [[neural heat dump]]ing{{RoyaltyIcon}}, and [[blood loss]] (such as through extracting a [[hemogen pack]]{{BiotechIcon}}). After that, the corpse will awaken but be unconscious, allowing you to leisurely deal damage and exhaust its regeneration limit. Once this limit is reached, the corpse will be destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Delaying it===&lt;br /&gt;
The target can be walled into a 1x1 room without any doors. This prevents the corpse from teleporting to the target and allows the rest of the colony to concentrate on the fight.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the target can be inside of a [[cryptosleep casket]], [[biosculpter pod]]{{IdeologyIcon}}, or [[passenger shuttle]]{{OdysseyIcon}}. The awakened corpse does relatively little amounts of melee damage to try to break the target out. Assign one colonist to repair the building, and bring multiple melee-equipped pawns to engage the awakened corpse. You will be able to break through the awakened corpses' regeneration relatively quickly with several melee-equipped pawns. Keep an eye on the building health and re-order repairs as needed.&lt;br /&gt;
&lt;br /&gt;
If your targeted colonist is downed, they can be relocated mid-trance by rescuing them. Trapping the awoken corpse in a confined space with colonists or animals, and blocking off most avenues of teleportation for the corpse, can allow you to quickly overpower and then kill it. &lt;br /&gt;
&lt;br /&gt;
[[Biomutation lance]]s can affect the corpse. Sending the target away such as on a [[caravan]] will cause the awoken corpse to vanish as well, with a message stating it will return. These stalling tactics can be useful, but they will reset the corpse's regeneration capacity and its movement speed bonus, effectively restarting the fight.&lt;br /&gt;
&lt;br /&gt;
=== Poisoning it ===&lt;br /&gt;
The awoken corpse is unable to regenerate from certain effects, namely [[temperature]] and [[Toxic buildup|poison]]. Extreme temperatures can inflict heatstroke and hypothermia into the corpse as normal, which will cripple it just like a normal pawn. Toxic build-up from [[venom fangs]]{{RoyaltyIcon}} and [[venom talon]]s{{RoyaltyIcon}} cannot be regenerated from either. Once it is downed, it is easy to kill. The only problem to this is the corpse's speed and teleportation can make it difficult to hit.&lt;br /&gt;
&lt;br /&gt;
=== Psychic slaughter ===&lt;br /&gt;
The [[psychic slaughter]] ability that some [[Creepjoiner]]s have can be used to instantly destroy the corpse. This means you lose the shard in the process, however.&lt;br /&gt;
&lt;br /&gt;
=== Taking advantage of death refusal ===&lt;br /&gt;
Finally, the unnatural corpse's appearance unlocks the [[death refusal]] research. Unlocking the ritual and using it on the original pawn gives them the ability to revive even if the corpse manages to attack them. However, this is unlikely as you will probably finish studying the corpse long before the ritual is available.&lt;br /&gt;
&lt;br /&gt;
=== Prevent reappearance ===&lt;br /&gt;
Dumping the unnatural corpse into a [[pit gate]] and collapsing it while the corpse is still there will destroy the corpse and prevent it from reappearing.&lt;br /&gt;
&lt;br /&gt;
A less reliable method is to turn the corpse into a [[nutrient paste meal]] in the small chance that it teleports into a [[hopper]] for a [[nutrient paste dispenser]]. This is different than butchering the corpse. The nutrient paste meal should display &amp;quot;Unnatural human corpse&amp;quot; as part of the ingredients. You can also put a stockpile next to a nutrient paste dispenser haul and the unnatural corpse there then build a hopper there.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* A unique music track titled &amp;quot;Corpse_Attack&amp;quot; plays while there's an active awoken unnatural corpse on the map.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4069|1.5.4069]] - Fix: Error when trying to debug spawn unnatural corpse.&lt;br /&gt;
* [[Version/1.5.4081|1.5.4081]] - Added field in race props to generate unnatural corpse defs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Unnatural corpse fails to explode on death.&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=Insane_ramblings&amp;diff=177780</id>
		<title>Insane ramblings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Insane_ramblings&amp;diff=177780"/>
		<updated>2026-03-18T00:08:58Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Mental break#Insane ramblings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mental_break#Insane_ramblings]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corpse_obsession&amp;diff=177779</id>
		<title>Corpse obsession</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corpse_obsession&amp;diff=177779"/>
		<updated>2026-03-18T00:08:30Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Mental break#Corpse obsession&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mental_break#Corpse_obsession]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_drone&amp;diff=177778</id>
		<title>Hunter drone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_drone&amp;diff=177778"/>
		<updated>2026-03-17T23:58:02Z</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 = Hunter drone&lt;br /&gt;
| image = HunterDrone_east.png&lt;br /&gt;
| description = An automated kill drone. The hunter drone pursues its target and detonates when it gets close.&lt;br /&gt;
| type = Drone&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 0.05&lt;br /&gt;
| armorsharp = 25&lt;br /&gt;
| armorheat = 150&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 0.35&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Stab&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 0.1&lt;br /&gt;
| attack1part = shell spike&lt;br /&gt;
}}&lt;br /&gt;
A '''hunter drone''' is a self-propelled explosive machine added by the [[Odyssey  DLC]] that homes in on its target after activation.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Hunter drones do not spawn as pawns natively in the world, but instead only come into existence during interactions with two related objects.&lt;br /&gt;
&lt;br /&gt;
These are: &lt;br /&gt;
* The [[hunter pack]], a craftable, single use [[utility]] item that allows the user to deploy a hunter drone within a set range; and &lt;br /&gt;
* The [[hunter trap]], a building that turns into a hunter drone when activated by an enemy of the faction that owns the building. They can be constructed, in which case they will belong to the player colony and be activated by, and target, only enemies of the colony. Hostile hunter traps belonging to the Hostile [[Ancients]] faction can also be encountered in [[landmarks]], such as an [[Landmarks#Ancient_garrison|Ancient Garrison]]. These can be triggered by most{{Check Tag|All?}} other factions, including the player's colony.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section =1|reason =1)   &amp;lt;labelOverride&amp;gt;Battery power&amp;lt;/labelOverride&amp;gt;&lt;br /&gt;
        &amp;lt;tooltipOverride&amp;gt;Drones have limited battery life. When the battery runs dry, the drone dies.&amp;lt;/tooltipOverride&amp;gt;&lt;br /&gt;
 2) Check Tags&lt;br /&gt;
 3) EMP detail in summary. See a mechanoid page for an example of an appropriate description if mechabics the same, alternatively a turret page if no adaptation, or write new as necessar&lt;br /&gt;
}}&lt;br /&gt;
{{Image wanted|section=1|reason=Gizmos for player use, and Exposion AoE in standard style}}&lt;br /&gt;
Drones are similar to [[mechanoids]] in several ways - they eschew [[cover]], do not drop equipment when destroyed, die when [[downed]], are [[Flammability |non-flammable]], and have 100% [[toxic environment resistance]] and 100% [[vacuum resistance]]. Unlike mechs, they are not entirely immune to [[flame]] and [[Damage Types#Heat|heat]] damage and have a [[psychic sensitivity]] of 0%.&lt;br /&gt;
&lt;br /&gt;
When generated as part of a map, drones will be at least 200 years old{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Hunter drones will chase, and attempt to close with, targets{{Check Tag|LoS? Range? Ever change target? Ever disengage? Living?}} through doors, including player-owned [[door]]s, without breaking them.{{Check Tag|Verify|For sentry drones this has been confirmed by the developers as intentional}}&lt;br /&gt;
&lt;br /&gt;
Upon reaching a target in its melee range, they will attack it, forcing a longer than usual melee cooldown on the pawn and detonate themselves on a five second cooldown, dealing 40 [[Damage Type#Bomb|Bomb]] damage in a 2.9 tile radius. Shows sparks for {{Ticks|120}} and then explodes. When it explodes, it does not leave a corpse. Same behavior applies if its killed&lt;br /&gt;
&lt;br /&gt;
Hunter drones also have a melee stabbing attack independent of their bomb explosion, which can slow its target into remaining within blast radius if used.&lt;br /&gt;
&lt;br /&gt;
While the drone is active, its battery slowly depletes. The battery lasts {{Ticks|12500}}, which is displayed on a gizmo visible when the drone is selected, regardless of whether the drone is friendly or hostile to the player. After this time, the drone dies without exploding, leaving a corpse with their core part destroyed. The corpse can be shredded for {{Icon Small|Steel||15}} [[steel]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Hunter drones are very dangerous for colonists in the early game as, without high-tech armor or shields, the explosion can instantly kill them. They are best avoided, especially mid-combat, since speed is crucial for escape.&lt;br /&gt;
&lt;br /&gt;
A [[shield belt]] will completely protect the wearer from the explosion damage, however normal and below [[quality]] shield belts will be broken and require recharging afterwards. This can be dangerous when multiple drones or other threats are present.&lt;br /&gt;
&lt;br /&gt;
Multiple hunter drones can spawn in a single room. Rooms may contain a combination of items that could magnify the explosive reaction of an exploding hunter drone, such as [[chemfuel]] or [[ancient mining charge]]s. &lt;br /&gt;
&lt;br /&gt;
A healthy target can outrun it, allowing others to take it down, especially with fast ranged weapons, however they typically spawn inside ruins with close confines, obstructions, and doors which may slow down a pawn enough to be caught by the drone. Hunter drones attack in melee, [[stagger]]ing their targets and usually preventing them from escaping their final explosive attack. &lt;br /&gt;
&lt;br /&gt;
It is possible to avoid damage from a sparking drone by quickly moving away from it (similar to a turret sparking before the explosion) or hiding behind a wall. Friendly Hunter drones can be used to destroy hostile and triggered hunter drones as they will aggro onto one another if one becomes the closest target.&lt;br /&gt;
&lt;br /&gt;
Hunter drones are vulnerable to [[EMP]] damage, but stunning them is risky, as they still explode on death, and move quickly enough that [[EMP grenades]] may miss them and leave your colonists without a safe way to escape. EMP damage completely nullifies hunter ''traps'', as long as they are stunned before activating. EMP-stunned hunter traps never deploy a hunter drone, and drop steel and chemfuel instead of exploding when destroyed. Since they trigger in line-of-sight, not all hunter drones or traps can be safely stunned, even if already scouted. Hunter drones adapt to EMP damage the same way [[mechanoids]] do, but this is not a notable concern due to their low health and single attack nature. &lt;br /&gt;
&lt;br /&gt;
The [[Skip]] and [[Wallraise]] psycasts{{RoyaltyIcon}} are ideal for dealing with them.&lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s can usually tank a hunter drone without dying and regenerate the damage without requiring doctor attention or medicine.&lt;br /&gt;
&lt;br /&gt;
===Colony use===&lt;br /&gt;
{{Stub|section=1|reason=Very simple}}&lt;br /&gt;
Hunter drone traps cannot be dodged and are entirely automatic seeking weapons. But they can cause collateral damage and are subject to dumb AI targeting methods. As built Hunter drones are considered part of the colony, their splash damage can cause problems with [[goodwill]] if they happen to maim your allies.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Recode|section=1|reason=DroneWithThreeLegs body type not supported}}&lt;br /&gt;
{{Animal Health Table|DroneWithThreeLegs}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HunterDrone_east.png|Facing east&lt;br /&gt;
File:HunterDrone_north.png|Facing north&lt;br /&gt;
File:HunterDrone_south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
[[Category: Drones]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Power_cell&amp;diff=177777</id>
		<title>Power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Power_cell&amp;diff=177777"/>
		<updated>2026-03-17T23:47:44Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Power cells''' are a type of building that generate [[power]] from nothing and produce no waste. These are:&lt;br /&gt;
&lt;br /&gt;
* [[Gravcore power cell]] {{OdysseyIcon}} - Constructed using [[gravcore]]s. Provides {{Q|Gravcore power cell|Power Consumption}}W, but is limited to [[gravship]] use.&lt;br /&gt;
* [[Unstable power cell]] {{RoyaltyIcon}} - Arrives with [[mechanoid cluster]]s. Provides {{Q|Unstable power cell|Power Consumption}}W and explodes with sufficient damage taken.&lt;br /&gt;
* [[Vanometric power cell]] - A [[quest]] reward that provides {{Q|Vanometric power cell|Power Consumption}}W.&lt;br /&gt;
&lt;br /&gt;
{{Disambiguation}}&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infinite_chemreactor&amp;diff=177776</id>
		<title>Infinite chemreactor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infinite_chemreactor&amp;diff=177776"/>
		<updated>2026-03-17T23:43:03Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Infinite chemreactor&lt;br /&gt;
| image = Infinite chemreactor.png&lt;br /&gt;
| description = Slowly generates chemfuel by a complex series of chemical reactions, using atoms extracted from the air.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| placeable = True&lt;br /&gt;
| minifiable = True&lt;br /&gt;
| terrain affordance = Medium&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| mass base = 35&lt;br /&gt;
| cover = 1&lt;br /&gt;
| marketvalue = 1500&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| deconstruct yield = {{Icon Small|steel||100}} + {{Icon Small|advanced component||3}}&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| power = -300&lt;br /&gt;
| tradeTags = ExoticBuilding&lt;br /&gt;
}}&lt;br /&gt;
The '''infinite chemreactor''' is a [[quest]] reward building that produces [[chemfuel]] as long as it is powered.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Infinite chemreactors 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 a chemreactor in a given play-through.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
An infinite chemreactor generates {{Icon Small|Chemfuel||75}} [[chemfuel]] every {{Ticks/gametime|600000}} as long as it is powered by {{#expr:-{{P|Power Consumption}}}}W. This requires no input or work from any pawns. When it is done producing chemfuel, it will drop a stack of 75 onto an empty adjacent tile. Progress is retained if the reactor is unpowered. Progress to the next batch of chemfuel is displayed in the info panel when the reactor is selected.&lt;br /&gt;
&lt;br /&gt;
When destroyed the chemreactor explodes, dealing 10 [[Damage Type#Flame|Flame]] damage to everything in 8 tile radius. While the explosion itself doesn't create [[fire]]s, things damaged by the explosion may ignite.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It is a slow way of obtaining chemfuel, especially in the mid-game stage where you're most likely to get this item. It generates {{Icon Small|chemfuel||7.5}} chemfuel a day, compared to {{Icon Small|chemfuel||35}} for every batch made at a [[refinery]] or {{Icon Small|chemfuel||{{Q|Boomalope|Daily Milk Average}}}} per day extracted from a [[boomalope]]. &lt;br /&gt;
&lt;br /&gt;
It generates more chemfuel per day than a single [[chemfuel powered generator]] consumes. The infinite chemreactor consumes {{#expr:-{{P|Power Consumption}}}}W, while a single chemfuel powered generator produces {{Q|Chemfuel powered generator|Power Consumption}}W, resulting in a generated power surplus of {{#expr:{{Q|Chemfuel powered generator|Power Consumption #}}+{{P|Power Consumption #}}}}W and a chemfuel surplus of 3 per day. This makes the infinite chemreactor a slow but sustainable tool for passively generating both free energy and chemfuel, if you can get your hands on one. &lt;br /&gt;
&lt;br /&gt;
3 infinite chemreactors can generate enough fuel to power 5 [[chemfuel powered generator]]s ({{Icon Small|chemfuel||22.5}} per day), for a generated power surplus of 4,100W.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Given the description of how it works, the infinite chemfuel reactor may possibly be [https://en.wikipedia.org/wiki/In_situ_resource_utilization a late-midworld technology] rather than glitterworld or even transcendent in origin like the other quest items.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|special|wide}}&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
[[Category:Special]]&lt;br /&gt;
[[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravcore_power_cell&amp;diff=177775</id>
		<title>Gravcore power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravcore_power_cell&amp;diff=177775"/>
		<updated>2026-03-17T23:40:04Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Gravcore power cell&lt;br /&gt;
| image = GravcorePowerCell.png&lt;br /&gt;
| description = A power generator that passively draws a small amount of energy from gravitational waves passing through the gravship.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| power = 1200&lt;br /&gt;
| flammability = 0.30&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 x 1&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| placeable = true&lt;br /&gt;
| terrain affordance = Substructure&lt;br /&gt;
| minifiable = true&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Advanced gravtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 67&lt;br /&gt;
| resource 1 = Gravcore&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Gravlite panel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 60&lt;br /&gt;
| deconstructyieldfraction = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4633&lt;br /&gt;
}} &lt;br /&gt;
'''Gravcore power cells''' are buildable [[ultratech]] [[power]] generators added by the [[Odyssey DLC]], and used by [[gravship]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Gravcore powercells can only be placed on tiles containing [[gravship substructure]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gravcore powercells generate {{P|Power Consumption}}W of [[power]] constantly, with no resource cost or negative effects. They will not [[breakdown]] with time. They do not need to be connected to a [[grav engine]] or be within its radius to function.&lt;br /&gt;
&lt;br /&gt;
Like [[vanometric power cell]]s and [[unstable power cell]]s,{{RoyaltyIcon}} gravcore power cells can be uninstalled to be moved elsewhere.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Gravcore power cells are meant for gravship playthroughs. They totally outmatch the performance of the other best power generator in the game, the vanometric power cell, but require [[gravcore]]s that are mainly obtained from the [[Quests#The_Gravship|gravship sub-quest]]s. These items are also used for [[grav field extender]]s and [[signal jammer]]s. &lt;br /&gt;
&lt;br /&gt;
Until the limit of 6 extenders is reached, constructing gravcore power cells represents an opportunity cost; generating power, at the expense of potentially expanding the size of the gravship. However, using gravcore power cells can save space that would have otherwise been used for bulkier forms of power generation or storage. After reaching the gravship limit of 6 extenders and, if necessary, 1 signal jammer, any future gravcores acquired can (and should) be used to generate power.&lt;br /&gt;
&lt;br /&gt;
A functional gravship is not required to take advantage of gravcore power cells: so long as there is gravship substructure, the power cell will function. Therefore, grounded colonies can use it if a gravcore is found. It does ''not'' need to remain attached to a [[grav engine]], so one strategy is to disconnect the grav engine, place it wherever, build substructure where you want a powercell, then re-install the engine back to where it will function.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|Power|wide}}&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Power]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Embryo&amp;diff=177774</id>
		<title>Embryo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Embryo&amp;diff=177774"/>
		<updated>2026-03-17T23:37:13Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Embryo&lt;br /&gt;
| image = Embryo.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = &lt;br /&gt;
| description = A human embryo which can be implanted in a mother to create a pregnancy.&lt;br /&gt;
| mass base = .5&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 50&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A [[human]] '''embryo''' which can be implanted in a female human to create a [[pregnancy]] or inserted into a [[growth vat]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Main|Ovum}}&lt;br /&gt;
Embryos are created when an [[ovum]] is fertilized. Ova can be fertilized by male colonists and [[slave]]s{{IdeologyIcon}} that are at least 14 years in age, but not by male [[prisoner]]s. Either select the male pawn and right click the ovum, or send order a viable male via the &amp;quot;fertilize&amp;quot; gizmo on the ovum.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Embryos can be used to birth [[babies]]. You can view its [[gene]]s by selecting the embryo. Each embryo is a unique item, even if they came from the same parents.&lt;br /&gt;
&lt;br /&gt;
They can be implanted into a female colonist, slave, or prisoner in order to start a [[pregnancy|surrogate pregnancy]]. The chance of success depends on the surrogate's [[fertility]]. Alternatively, you can place the embryo in a [[growth vat]], with a 100% success rate.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=177773</id>
		<title>Blood rain (ritual)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=177773"/>
		<updated>2026-03-17T23:12:43Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &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.&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 adds to [[melee damage factor]] (to a max of an {{+|150%}} damage increase). At 100% severity, the affected pawn will go [[Mental break#Berserk|berserk]] (if human, until blood rage wears of) or [[manhunter]] (if animal, until sleeping). Blood rage fades rapidly when exposed pawns shelter indoors.&lt;br /&gt;
&lt;br /&gt;
[[Mechanoids]] 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;
&lt;br /&gt;
As of 1.6 Blood Rain is bugged due to incorrectly calculating ticks, rendering it impossible to cause any pawn to reach an enraged state. It would require a minimum of six blood rain's worth of exposure at the current rate for a chance to have an effect. A temporary fix is available [https://steamcommunity.com/sharedfiles/filedetails/?id=3665183535 here.] This issue has already been patched on Unstable, and once it is pushed to the live version of the game, this note should be taken down.&lt;br /&gt;
&lt;br /&gt;
The blood rain ritual is the single most expensive ritual in terms of [[bioferrite]] and 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. It will also affect colonists and animals on the map; even if colonists stay indoors, the animals can be dangerous. 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]] - Increased the upper end of blood rain duration for both the incident and psychic ritual.&lt;br /&gt;
* [[Version/1.5.4083]] - Blood rage at 100% now forces animals to be awake.&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=Patchleather&amp;diff=177180</id>
		<title>Patchleather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Patchleather&amp;diff=177180"/>
		<updated>2026-03-11T12:08:30Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|leathery&lt;br /&gt;
| name = Patchleather&lt;br /&gt;
| image = Patchleather b.png&lt;br /&gt;
| description = A weak textile created by cutting up and sewing together various types of leathers. Regardless of what kind of leather is used to create it, patchleather's irregular seams make it less tough and less insulating than any intact leather.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Textile&lt;br /&gt;
| type2 = Leather&lt;br /&gt;
| stuff category = Leathery&lt;br /&gt;
| hp = 60&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| marketvalue = 1.5&lt;br /&gt;
| beauty = -30&lt;br /&gt;
| mass = 0.03&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| max hit points factor = 1&lt;br /&gt;
| flammability factor = 1&lt;br /&gt;
| armor - sharp factor = 0.45&lt;br /&gt;
| armor - blunt factor = 0.19&lt;br /&gt;
| armor - heat factor = 0.9&lt;br /&gt;
| insulation - cold factor = 9&lt;br /&gt;
| insulation - heat factor = 9&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| work to make = 900&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| stuff tags = Leathery&lt;br /&gt;
| product amount = 50&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.2.2753&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (90,75,60)&lt;br /&gt;
| commonality = 0.0025&lt;br /&gt;
| default color = (90,75,60)&lt;br /&gt;
| label = patchleather&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Patchleather''' is a type of [[leather]] produced when a [[Skills#Crafting|tailor]] combines different types of leather at a [[electric tailor bench|tailor bench]]. Useful for combining unusably small amounts of different leathers into a single type to get a large enough quantity for use.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unlike other leathers, patchleather is not procured by butchering animals, but rather by combining other leathers together at a [[electric tailor bench|tailor bench]]. 50 units of any other type of non-[[human leather|human]] leather will output 50 units of patchleather. Despite its mechanical similarity to human leather, [[dread leather]]{{AnomalyIcon}} can be converted into patchleather as normal.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{PAGENAME}} can be used as a material for [[stuff]]able items with the [[Leathery]] stuff tag.&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Patchleather has the worst stats of any leather in the game, in terms of [[armor|protection]], [[insulation]], [[market value]] and [[beauty]]. Patchleather is also tied for having the 2nd lowest item [[hit points]], only beating [[guinea pig fur]] in durability. As armor, the only [[textiles]] it is better than are [[cloth]] and the [[wools]], and even then that is only considering protection values.&lt;br /&gt;
&lt;br /&gt;
The main advantage of patchleather is that it's easy to produce in the early game and in bulk. Small quantities of different leathers are insufficient to make anything on their own, converting those various quantities into patchleather will give them an immediate use. However, that is only for an ''immediate'' use of the leathers, it may be more profitable to sell the intact leathers directly.&lt;br /&gt;
&lt;br /&gt;
Generally, it should only be when there is no alternative, when its stats have little effect on the utility of the resulting item, or to maintain lower [[wealth]] for [[wealth management|min-maxing runs]]. Some uses are: &lt;br /&gt;
* Clothing production [[quests]], where material and value doesn't matter, only [[quality]].&lt;br /&gt;
* [[Armchair]]s/[[couch]]es in rooms where [[beauty]] isn't important for the [[room stats|room's quality]].&lt;br /&gt;
* [[Bedroll]]s for [[caravan]]s, as [[Rest]] and [[Comfort]] will remain the same while being cheaper to make.&lt;br /&gt;
* Clothing for [[prisoner]]s and [[slave]]s,{{IdeologyIcon}} as they are cheaper and provide lower defense in case of [[prison break]]s or [[slave rebellion]]s.&lt;br /&gt;
* [[Heavy bandolier]]s,{{BiotechIcon}} as the [[Ranged Cooldown Multiplier]] passive is not affected by material and bandoliers provide neglible protection and insulation regardless of material.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Patchleather a.png|One patchleather&lt;br /&gt;
Patchleather b.png|Stack of patchleathers&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Quests|Trade requests]] will no longer request patchleather.&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Textile]] [[Category:Leather]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slave_rebellion&amp;diff=177179</id>
		<title>Slave rebellion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slave_rebellion&amp;diff=177179"/>
		<updated>2026-03-11T12:07:35Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Redirected page to Slavery#Slave rebellion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Slavery#Slave_rebellion]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Patchleather&amp;diff=177178</id>
		<title>Patchleather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Patchleather&amp;diff=177178"/>
		<updated>2026-03-11T12:07:27Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|leathery&lt;br /&gt;
| name = Patchleather&lt;br /&gt;
| image = Patchleather b.png&lt;br /&gt;
| description = A weak textile created by cutting up and sewing together various types of leathers. Regardless of what kind of leather is used to create it, patchleather's irregular seams make it less tough and less insulating than any intact leather.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Textile&lt;br /&gt;
| type2 = Leather&lt;br /&gt;
| stuff category = Leathery&lt;br /&gt;
| hp = 60&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| marketvalue = 1.5&lt;br /&gt;
| beauty = -30&lt;br /&gt;
| mass = 0.03&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| max hit points factor = 1&lt;br /&gt;
| flammability factor = 1&lt;br /&gt;
| armor - sharp factor = 0.45&lt;br /&gt;
| armor - blunt factor = 0.19&lt;br /&gt;
| armor - heat factor = 0.9&lt;br /&gt;
| insulation - cold factor = 9&lt;br /&gt;
| insulation - heat factor = 9&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| work to make = 900&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| stuff tags = Leathery&lt;br /&gt;
| product amount = 50&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.2.2753&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (90,75,60)&lt;br /&gt;
| commonality = 0.0025&lt;br /&gt;
| default color = (90,75,60)&lt;br /&gt;
| label = patchleather&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Patchleather''' is a type of [[leather]] produced when a [[Skills#Crafting|tailor]] combines different types of leather at a [[electric tailor bench|tailor bench]]. Useful for combining unusably small amounts of different leathers into a single type to get a large enough quantity for use.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unlike other leathers, patchleather is not procured by butchering animals, but rather by combining other leathers together at a [[electric tailor bench|tailor bench]]. 50 units of any other type of non-[[human leather|human]] leather will output 50 units of patchleather. Despite its mechanical similarity to human leather, [[dread leather]]{{AnomalyIcon}} can be converted into patchleather as normal.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{PAGENAME}} can be used as a material for [[stuff]]able items with the [[Leathery]] stuff tag.&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Patchleather has the worst stats of any leather in the game, in terms of [[armor|protection]], [[insulation]], [[market value]] and [[beauty]]. Patchleather is also tied for having the 2nd lowest item [[hit points]], only beating [[guinea pig fur]] in durability. As armor, the only [[textiles]] it is only better than are [[cloth]] and the [[wools]], and even then that is only considering protection values.&lt;br /&gt;
&lt;br /&gt;
The main advantage of patchleather is that it's easy to produce in the early game and in bulk. Small quantities of different leathers are insufficient to make anything on their own, converting those various quantities into patchleather will give them an immediate use. However, that is only for an ''immediate'' use of the leathers, it may be more profitable to sell the intact leathers directly.&lt;br /&gt;
&lt;br /&gt;
Generally, it should only be when there is no alternative, when its stats have little effect on the utility of the resulting item, or to maintain lower [[wealth]] for [[wealth management|min-maxing runs]]. Some uses are: &lt;br /&gt;
* Clothing production [[quests]], where material and value doesn't matter, only [[quality]].&lt;br /&gt;
* [[Armchair]]s/[[couch]]es in rooms where [[beauty]] isn't important for the [[room stats|room's quality]].&lt;br /&gt;
* [[Bedroll]]s for [[caravan]]s, as [[Rest]] and [[Comfort]] will remain the same while being cheaper to make.&lt;br /&gt;
* Clothing for [[prisoner]]s and [[slave]]s,{{IdeologyIcon}} as they are cheaper and provide lower defense in case of [[prison break]]s or [[slave rebellion]]s.&lt;br /&gt;
* [[Heavy bandolier]]s,{{BiotechIcon}} as the [[Ranged Cooldown Multiplier]] passive is not affected by material and bandoliers provide neglible protection and insulation regardless of material.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Patchleather a.png|One patchleather&lt;br /&gt;
Patchleather b.png|Stack of patchleathers&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Quests|Trade requests]] will no longer request patchleather.&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Textile]] [[Category:Leather]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tailor%27s_workbench&amp;diff=177177</id>
		<title>Tailor's workbench</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tailor%27s_workbench&amp;diff=177177"/>
		<updated>2026-03-11T12:06:07Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Removed redirect to Electric tailor bench&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Delete|reason=Not used once}}&lt;br /&gt;
#REDIRECT [[Electric tailor bench]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Property:Disease_MTB_Days&amp;diff=177169</id>
		<title>Property:Disease MTB Days</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Property:Disease_MTB_Days&amp;diff=177169"/>
		<updated>2026-03-11T07:07:18Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: Created page with &amp;quot;This has type::number property counts the estimated time for a biome to generate a disease event.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This [[has type::number]] property counts the estimated time for a biome to generate a disease event.&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_leather&amp;diff=177168</id>
		<title>Human leather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_leather&amp;diff=177168"/>
		<updated>2026-03-11T07:00:56Z</updated>

		<summary type="html">&lt;p&gt;Zalxxuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|leathery&lt;br /&gt;
| name = Human leather&lt;br /&gt;
| image = Humanleather b.png&lt;br /&gt;
| description = Tanned, dried, scraped human skin. Most people find this material horrifying. Some find it fascinating. While a decent leather, it neither protects nor insulates particularly well.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Textile&lt;br /&gt;
| type2 = Leather&lt;br /&gt;
| stuff category = Leathery&lt;br /&gt;
| hp = 60&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| marketvalue = 4.2&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| max hit points factor = 1.3&lt;br /&gt;
| flammability factor = 1&lt;br /&gt;
| armor - sharp factor = 0.64&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 12&lt;br /&gt;
| insulation - heat factor = 12&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.2.2753&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (211,194,143)&lt;br /&gt;
| commonality = 0.0025&lt;br /&gt;
| default color = (211,194,143)&lt;br /&gt;
| default color two = (200,200,200)&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = humanleather&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = ThingWithComponents&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Human leather'''  is a type of [[leather]] produced when a [[Skills#Cooking|cook]] butchers a [[human]] or [[gorehulk]]{{AnomalyIcon}} at a [[butcher table]]. It inflicts a [[mood]] penality on most pawns when worn as [[clothing]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The following animals provide human leather:&lt;br /&gt;
{{Leather List}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Rewrite|section=1|reason=Not a great display of information - now the info is complete, it could use a better display section. Table seems like the obvious option but may have dimensional issues}}&lt;br /&gt;
Wearing [[stuffable]] items made from human leather inflicts [[mood]] penalties on [[human]] pawns, proportional to the number of items worn:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:800px;&amp;quot;&amp;gt;&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no, my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
Disabled by: [[Bloodlust]], [[Cannibal]], or [[Psychopath]] traits, the [[Inhumanized]] hediff, or any [[Ideoligion#Cannibalism|Cannibalism]]{{IdeologyIcon}} precept.&lt;br /&gt;
&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+8|stack=1}} &lt;br /&gt;
Requires: [[Bloodlust]] or [[Cannibal]] trait.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:800px;&amp;quot;&amp;gt;&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no... my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
Requires: [[Ideoligion#Cannibalism|Cannibalism: Abhorrent]]{{IdeologyIcon}} precept. Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is wrong.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I feel really uncomfortable with all this human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather? This is horrible!|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak, this is horrifying!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-6|stack=1}} &lt;br /&gt;
Requires: [[Ideoligion#Cannibalism|Cannibalism: Horrible]]{{IdeologyIcon}} precept. Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:800px;&amp;quot;&amp;gt;&lt;br /&gt;
* 1 item: {{Thought|desc=I should not be wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed in human skin. I do not like this.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather apparel? We should have something else to wear for me...|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I should really wear non-human leather apparel. I look like a crazy person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-4|stack=1}} &lt;br /&gt;
Requires: [[Ideoligion#Cannibalism|Cannibalism: Disapproved]]{{IdeologyIcon}} precept. Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
&lt;br /&gt;
* 1 item: {{Thought|desc=I feel good wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I enjoy wearing the skin of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I wear the faces of my enemies. This makes me happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a real cannibal. Who could doubt me?|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+4|stack=1}} &lt;br /&gt;
Requires: [[Ideoligion#Cannibalism|Cannibalism: Preferred]]{{IdeologyIcon}} precept. Disabled by: [[Bloodlust]], and [[Cannibal]] traits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:800px;&amp;quot;&amp;gt;&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the faces of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+6|stack=1}} &lt;br /&gt;
Requires: [[Ideoligion#Cannibalism|Cannibalism: Required (strong)]]{{IdeologyIcon}} precept. Disabled by: [[Bloodlust]], and [[Cannibal]] traits.&lt;br /&gt;
&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+8|stack=1}} &lt;br /&gt;
Requires: [[Ideoligion#Cannibalism|Cannibalism: Required (ravenous)]]{{IdeologyIcon}} precept. Disabled by: [[Bloodlust]], and [[Cannibal]] traits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} cannot be hidden, as it is the only leather that can't be made into [[patchleather]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{PAGENAME}} can be used as a material for [[stuff]]able items with the [[Leathery]] stuff tag.&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{See also|Human resources}}&lt;br /&gt;
Human leather is an abundant and valuable resource. But in ordinary circumstances, using it comes with several downsides:&lt;br /&gt;
* Simply butchering a human [[corpse]] gives {{--|6}} mood to all colonists. This does not stack, so butchering 50 corpses has the same moodlet as butchering one.&lt;br /&gt;
** The butcher gets further {{--|6}} mood for the bill, which ''does'' stack up to 20 times.&lt;br /&gt;
* Seeing a human corpse gives another {{--|3}} moodlet.&lt;br /&gt;
* Actually wearing human leather gives a {{--|2}} moodlet per item. &lt;br /&gt;
* Creating items out of human leather, or using human [[furniture]] at all, does not upset anyone.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Bloodlust]], [[Cannibal (Trait)|Cannibal]], or [[Psychopath]] [[trait]]s are immune to all mood penalties. Bloodlusted and cannibal pawns get a mood boost for wearing human leather clothing. These penalties are also negated by a pro-Cannibalism [[ideoligion]]{{IdeologyIcon}}. For colonists bothered by human butchering, their mood isn't too difficult to handle. Possible ways to offest the {{--|6}} moodlet includes [[fine meal]]s, impressive dining room/bedrooms, and more time for Recreation.&lt;br /&gt;
&lt;br /&gt;
As clothing items, human leather is one of the worst [[textiles]] in the game. It joins the 4th place for most Hit Points Factor (alongside most leathers), 22nd for Sharp [[Armor ]](or 8th worst), 6th for Blunt Armor, 3rd for Heat Armor (alongside all leathers excluding [[Patchleather]]). It also has terrible [[insulation]], being the 3rd and 4th worst against cold and heat, respectively. As these clothes can please certain pawns - use it for innerwear which have a small impact on protection, like [[t-shirt]]s. &lt;br /&gt;
&lt;br /&gt;
As furniture, it has a poor [[beauty]] value, but is great for bulk projects due to how common it is.&lt;br /&gt;
&lt;br /&gt;
Human leather has an oddly high [[market value]], which makes it a valuable trade good. As with all fabrics, [[corset]]s{{RoyaltyIcon}}/[[formal vest]]s{{RoyaltyIcon}} are the most economical use of leather; without the [[Royalty DLC]], [[duster]]s and [[armchair]]s are the best. Human leather remains quite profitable when sold raw, so cannibal colonies are able to quickly accumulate wealth.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Humanleather a.png|One human leather&lt;br /&gt;
Humanleather b.png|Stack of human leathers&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Textile]] [[Category:Leather]]&lt;/div&gt;</summary>
		<author><name>Zalxxuz</name></author>
	</entry>
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