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* HumanResources: If you can handle the mood damage, or if your ideoligion allows for it, humans can be recycled to produce all sorts of neat things. [[ImAHumanitarian Meat]] is the obvious one, but [[GenuineHumanHide human-skin leather]] is also a high-value product. You can also brain-scan people for mechanoid subcores, or extract genepacks from xenohumans. The most valuable product of all is OrganTheft, so long as you're working on a live human. And finally, [[MadeASlave live humans are also a legitimate trade good]]. Alternately, if your ideoligion doesn't allow any of this, [[FedToPigs feeding corpses to your animals]] will cut down on feed costs.

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* HumanResources: HumanResources:
**
If you can handle the mood damage, or if your ideoligion allows for it, humans can be recycled to produce all sorts of neat things. [[ImAHumanitarian Meat]] is the obvious one, but [[GenuineHumanHide human-skin leather]] is also a high-value product. You can also brain-scan people for mechanoid subcores, or extract genepacks from xenohumans. The most valuable product of all is OrganTheft, so long as you're working on a live human. And finally, [[MadeASlave live humans are also a legitimate trade good]]. Alternately, if your ideoligion doesn't allow any of this, [[FedToPigs feeding corpses to your animals]] will cut down on feed costs.costs.
** With the Biotech DLC you can extract genepacks for modifying your colonists or sale to other factions, or scan brains to produce mechanoid subcores. Normally either process only makes the pawn sick for a few days, but if you extract a pawn's genes again before they're finished regrowing (12 to 20 days) they'll die. And the most advanced mechanoid subcores require a "ripscanner" to produce.
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* BrainUploading: Making all but the most basic mechanoid subcores requires scanning a human brain. Standard subcores use a "softscanner" that makes the scanned pawn sick for a couple days, but high subcores use a ripscanner that kills the pawn.
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** Xenogenetics. It takes a '''long''' time to set up a gene bank, what with the large amounts of resources needed to get higher gene complexity and having to track down genes through traders, the gene extractor (which doesn't always get you the genes you want), quests, and also having to find Archite Capsules for the powerful Archite genes. Once it's set up, however, nothing's stopping you from giving your colonists Xenogerms that turn them into overpowered fighters, crafters, etc. Just keep the metabolic efficiency in mind if you don't want your food reserves to get emptied...
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* ImpossiblyDeliciousFood: The lavish meal. If consumed, it applies a significant +12 mood boost for an entire day, more than twice the mood boost given by a fine meal. The downside is it takes twice as much raw ingredients, 75% more cooking time, and a Cooking skill of 8 to make, so it's rarely sustainable to make in the early game.

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* ImpossiblyDeliciousFood: The lavish meal. If consumed, it applies a significant +12 mood boost for an entire day, more than twice the mood boost given by a fine meal. The downside is it takes twice as much raw ingredients, 75% more cooking time, and a Cooking skill of 8 to make, so it's rarely sustainable to make in the early game. It's the only meal nobles will accept to eat.



* InjuredSelfDrag: Humans who have are no longer able to walk (either by pain shock or losing their both legs) but still have control of their arms will attempt to crawl to safety.

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* InjuredSelfDrag: Humans Since the 15 patch, humans who have are no longer able to walk (either by pain shock or losing their both legs) but still have control of their arms will attempt to crawl to safety.

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* ImpossiblyDeliciousFood: The lavish meal. If consumed, it applies a significant +12 mood boost for an entire day, more than twice the mood boost given by a fine meal. The downside is it takes twice as much raw ingredients, 75% more cooking time, and a Cooking skill of 8 to make, so it's rarely sustainable to make in the early game.
-->'''Item Description:''' A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul.



* ImpossiblyDeliciousFood: The lavish meal. If consumed, it applies a significant +12 mood boost for an entire day, more than twice the mood boost given by a fine meal. The downside is it takes twice as much raw ingredients, 75% more cooking time, and a Cooking skill of 8 to make, so it's rarely sustainable to make in the early game.
-->'''Item Description:''' A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul.

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* ImpossiblyDeliciousFood: The lavish meal. If consumed, it applies a significant +12 mood boost for an entire day, more than twice the mood boost given InjuredSelfDrag: Humans who have are no longer able to walk (either by a fine meal. The downside is it takes twice as much raw ingredients, 75% more cooking time, and a Cooking skill pain shock or losing their both legs) but still have control of 8 their arms will attempt to make, so it's rarely sustainable crawl to make in the early game.
-->'''Item Description:''' A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul.
safety.

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* ContrivedCoincidence: The main backstory, and most of the other default scenarios, have your colonists crash-landing on the rimworld after drifting through space in cryptosleep for decades. Nonetheless, many of the [=NPCs=] you will most likely encounter on the planet have some sort of background relationship to your colonists, and there's also the chance more people will crash land on the planet right next to your colony with some familial connection to one or more of your colonists.

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* ContrivedCoincidence: ContrivedCoincidence:
**
The main backstory, and most of the other default scenarios, have your colonists crash-landing on the rimworld after drifting through space in cryptosleep for decades. Nonetheless, many of the [=NPCs=] you will most likely encounter on the planet have some sort of background relationship to your colonists, and there's also the chance more people will crash land on the planet right next to your colony with some familial connection to one or more of your colonists.colonists.
** Also, if you have all the DLC enabled, then no matter where your pawns crashland/choose to settle, they will ''always'' just happen to pick a spot with a downed warmech with an active transponder, a dormant void obelisk, and (as long as you're not in a biome too inhospitable for trees) an anima tree, all within spitting distance of each other; chances are very good there's also one or more intact ancient buildings nearby, full of monsters and cryosleep caskets containing old world soldiers just waiting to be unleashed.
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** All animals can eat the same generic "kibble" food, despite many of the animals which eat kibble having vastly different diets and nutritional requirements in real life. For example, both cows and panthers can subsist entirely on it, despite one being an obligate herbivore and one being a hypercarnivore.
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* EpisodeOfTheDead: The ''Anomaly'' DLC introduces a new random event known as the "Deathpall", a rain of defective resurrective nanites which will revive any corpses (including skeletons) present on the map and outdoors as flesh-hungry undead monsters called "shamblers". Fortunately, the effect is temporary; the nanites eventually run out of energy and the corpses go back to being dead again within a few days.


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* InvincibleVillain: The ''Anomaly'' DLC centres around an archotech intelligence gone egomaniacally insane, besieging the rimworld with all sorts of horrifying maladies and monstrosities. As archotechs are functionally gods and tend to be many lightyears away, it's impossible to actually defeat this machine god gone mad; the best you can do is [[spoiler:destroy the monolith it's using as a conduit to banish its influence from the planet]] (and it seems the archotech doesn't care enough about this one backwater world to retaliate after this).

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Stellarchs only govern a single star system


* ContrivedCoincidence:
** The main backstory, and most of the other default scenarios, have your colonists crash-landing on the rimworld after drifting through space in cryptosleep for decades. Nonetheless, many of the [=NPCs=] you will most likely encounter on the planet have some sort of background relationship to your colonists, and there's also the chance more people will crash land on the planet right next to your colony with some familial connection to one or more of your colonists.
** The ''Royalty'' ending revolves around hosting and protecting the Stellarch in charge of the entire star cluster your rimworld is a part of, who conveniently happens to be orbiting your backwater planet so they can pay you a visit without first having to travel between the stars for several years.

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* ContrivedCoincidence:
**
ContrivedCoincidence: The main backstory, and most of the other default scenarios, have your colonists crash-landing on the rimworld after drifting through space in cryptosleep for decades. Nonetheless, many of the [=NPCs=] you will most likely encounter on the planet have some sort of background relationship to your colonists, and there's also the chance more people will crash land on the planet right next to your colony with some familial connection to one or more of your colonists.
** The ''Royalty'' ending revolves around hosting and protecting the Stellarch in charge of the entire star cluster your rimworld is a part of, who conveniently happens to be orbiting your backwater planet so they can pay you a visit without first having to travel between the stars for several years.
colonists.
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* NoNameGiven: If the malevolent archotech that serves as the ''Anomaly'' DLC's ArcVillain has a name, it's never mentioned. The entity is only ever talked about in the vaguest of terms, so even its basic nature can be easy to miss unless you pay close attention to the FlavorText.

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* DeadGuyOnDisplay: ''Ideology'' lets you stuff human corpses into gibbet cages to decorate your base, break prisoners' will, and terrorize slaves into obedience.
* DealWithTheDevil: Not literally, but invoked by name with Luciferium. It's actually a nanite pill that provides significant health benefits (including the ability to repair brain damage, regenerate lost limbs, and reverse the effects of aging), but at the cost of giving the patient and incurable addiction with potentially lethal withdrawal symptoms... and you can't make any yourself, so you're limited to whatever stockpiles you can scavenge.

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* DeadGuyOnDisplay: ''Ideology'' lets you stuff human corpses into gibbet cages to decorate your base, break prisoners' will, and terrorize slaves into obedience.
obedience. You can also extract dead pawns' skulls to put on display on skull spikes, which serve the same purpose.
* DealWithTheDevil: DealWithTheDevil:
**
Not literally, but invoked by name with Luciferium. It's actually a nanite pill that provides significant health benefits (including the ability to repair brain damage, regenerate lost limbs, and reverse the effects of aging), but at the cost of giving the patient and incurable addiction with potentially lethal withdrawal symptoms... and you can't make any yourself, so you're limited to whatever stockpiles you can scavenge.scavenge.
** The evil ending to the ''Anomaly'' DLC does this in a much more literal sense of the word - [[spoiler:the pawn you send into the monolith becomes essentially TheAntiChrist, the conduit to the void is now permanently open, and the evil AI can exert its full malevolence on the world with no way to stop it]].

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* ContrivedCoincidence: The main backstory, and most of the other default scenarios, have your colonists crash-landing on the rimworld after drifting through space in cryptosleep for decades. Nonetheless, many of the [=NPCs=] you will most likely encounter on the planet have some sort of background relationship to your colonists, and there's also the chance more people will crash land on the planet right next to your colony with some familial connection to one or more of your colonists.

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* ContrivedCoincidence: ContrivedCoincidence:
**
The main backstory, and most of the other default scenarios, have your colonists crash-landing on the rimworld after drifting through space in cryptosleep for decades. Nonetheless, many of the [=NPCs=] you will most likely encounter on the planet have some sort of background relationship to your colonists, and there's also the chance more people will crash land on the planet right next to your colony with some familial connection to one or more of your colonists.colonists.
** The ''Royalty'' ending revolves around hosting and protecting the Stellarch in charge of the entire star cluster your rimworld is a part of, who conveniently happens to be orbiting your backwater planet so they can pay you a visit without first having to travel between the stars for several years.

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* BoomHeadshot: Every shot has a chance to hit the target in the head. The brain has very few hitpoints, so while pawns ''can'' survive a headshot, it's much more likely to be a OneHitKill instead, and even if they do survive, the resulting brain damage usually turns them into dead meat anyway unless your colony has access to some advanced medical assets. Notably, getting their headshot off is the only injury in the game that was visualized on pawns until the 1.3 update.
** Having an eye ripped or shot out puts a bandage over the affected socket.

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* BoomHeadshot: Every shot has a chance to hit the target in the head. The brain has very few hitpoints, so while pawns ''can'' survive a headshot, it's much more likely to be a OneHitKill instead, and even if they do survive, the resulting brain damage usually turns them into dead meat anyway unless your colony has access to some advanced medical assets. Notably, getting their headshot head shot off is was the only injury in the game that was visualized on pawns until the 1.3 update.
** Having
update added additional graphics effects for injuries, like how having an eye ripped or shot out puts a bandage over the affected socket.
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* StartXToStopX: On default settings, ''Anomaly'' events have a 10% chance of triggering even while the void monolith is dormant. The only way to stop the horror permanently is to willingly activate the monolith and make things a whole lot worse for a while until your researchers figure out a way to close the gateway for good.
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* PromotedToPlayable: While Mechanoids have been a feature in the game since before its release, they were always antagonists who existed to provide endgame-level challenges for a colony. With ''Biotech'', the player is given a chance to

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* PromotedToPlayable: While Mechanoids have been a feature in the game since before its release, they were always antagonists who existed to provide endgame-level challenges for a colony. With ''Biotech'', the player is given a chance to construct their own mechanoids, starting with simple worker units and advancing through the tech tiers to progressively more powerful combat units including the ones you're used to fighting.

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* MeatMoss: One of the earliest sneak-peeks into the ''Anomaly'' DLC was about an entire event chain built around an EldritchAbomination that covers everything around it in fleshy growths, which in turn spawn assorted horrors to menace your colonists with until you find a way to get rid of it permanently.

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* MeatMoss: One of the earliest sneak-peeks into the advanced ''Anomaly'' DLC was about entitites is the Fleshmass Heart, an entire event chain built around an EldritchAbomination archotech-based quasi-EldritchAbomination that rapidly covers everything around it in fleshy growths, which a solid mass of flesh that in turn spawn spawns assorted horrors to menace your colonists with until you find a way to get rid of it permanently.permanently. KillItWithFire is one of the more effective ways to limit its ceaseless growth, but the flesh is mostly non-flammable, so you'll have to make those flamers work overtime for a while.


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** The Fleshmass Heart's flesh mass is coded in a way that makes it virtually immune to explosive weapons ''including antigrain warheads''. If you launch any of these right into the flesh mass, it merely destroys the targeted tile plus the four tiles directly adjacent to it, and even an indirect hit is quickly absorbed by the mass before it can deal full damage.

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* {{Cult}}: The ''Anomaly'' DLC introduces not only a MadGod but also a rather nondescript evil cult that apparently worships it and occasionally attacks your colony with arcane rituals, some of which can be quite dangerous.



* LoveHurts: Being in a healthy relationship can significantly improve the mood of colonists, but a relationship ending, either becouse one of them dies or because of a divorce, induces a rather big mood penalty that lasts for a long time. Also, failure to establish a relationship can lead to small but repeated mood penalties that can leave your colonist at the edge of breaking for a long time.

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* LovecraftLite: The game just barely stays on this side of the Lovecraft Lite vs. CosmicHorrorStory divide.
** With ''Anomaly'' installed, the evil AI that torments your colony with eldritch monsters is for all intents and purposes a MadGod, but its minions are as mortal as your colonists and thus can be defeated through copious application of firepower. That said, the best outcome you can achieve is to banish the AI's influence from your particular rimworld, and even that probably only for a time. The AI itself remains completely untouchable and free to continue its machinations elsewhere.
** The vanilla game archotechs are closer to CHS territory than the ''Anomaly'' example because they generally act directly and in ways you can do nothing against once they get going. What keeps it Lovecraft Lite is the fact that the majority of these godlike [=AIs=] are actually quite benevolent to humanity, and any archotech artifacts in the game are purely beneficial, with not a single evil relic in sight.
* LoveHurts: Being in a healthy relationship can significantly improve the mood of colonists, but a relationship ending, either becouse because one of them dies or because of a divorce, induces a rather big mood penalty that lasts for a long time. Also, failure to establish a relationship can lead to small but repeated mood penalties that can leave your colonist at the edge of breaking for a long time.


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* TomeOfEldritchLore: With ''Anomaly'' installed, some of the tech schematics you can buy from traders are books that progress the DLC's otherworldly research projects, at the cost of giving the pawn reading it a constant chance to [[GoMadFromTheRevelation suffer a mental break]] regardless of their mood.

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* AllAnimalsAreDogs: Downplayed. With enough skill and luck, your colonists can tame and control any animal in the game, no matter how dangerous they are in real life, even the AlwaysChaoticEvil insectoids. However, wild animals have a "wildness" percentage, meaning they need to be continuously retrained to prevent them gradually forgetting they're tame and becoming feral, while domestic animals like dogs and cats have zero wildness, meaning they do not need to be tamed and will never become untamed.



* AllAnimalsAreDogs: Downplayed. Most animals can be tamed, but only dogs and a few other particularly intelligent animals can be trained to do certain tasks.

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* AllAnimalsAreDogs: Downplayed. Most With enough skill and luck, your colonists can tame and control any animal in the game, no matter how dangerous they are in real life, even the AlwaysChaoticEvil insectoids. However, wild animals can have a "wildness" percentage, meaning they need to be tamed, but continuously retrained to prevent them gradually forgetting they're tame and becoming feral, while domestic animals like dogs and cats have zero wildness, meaning they do not need to be tamed and will never become untamed. Additionally, only dogs and a few other particularly intelligent animals can be trained to do certain tasks.the most complex tasks like rescuing downed pawns.

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* ABirthdayNotABreak: When colonists receive age-related maladies, it always happens on the exact day their age ticks up by one. Happy birthday,and enjoy your new crooked spine! To add insult to injury, colonists' birthdays are only mentioned in the feed if it results in this.

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* BioweaponBeast:
** The [[BigCreepyCrawlies bugs]] that can occasionally pop up from underground were genetically engineered specifically to fight against [[AIIsACrapshoot mechanoids]], though they predictably escaped into the wild and now serve as a recurring threat to colonists.
** EVERY monster from the ''Anomaly'' DLC was hand-crafted by the [[MadGod mad AI]] for the sole purpose of making your life miserable.
* ABirthdayNotABreak: When colonists receive age-related maladies, it always happens on the exact day their age ticks up by one. Happy birthday,and birthday, and enjoy your new crooked spine! To add insult to injury, colonists' birthdays are only mentioned in the feed if it results in this.
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* NamesToRunAwayFromReallyFast: The horror-themed ''Anomaly'' DLC unsurprisingly is chock-full of these. Fleshbeasts, sightstealers, gorehulks, deathpall, devourers, metalhorrors and more assorted nasties can be encountered, and most certainly live up to their scary names.

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* GameplayAndStorySegregation: Disposing of toxic waste packs by drop-podding them onto (or near) faction bases invariably damages faction relations and tends to incur retaliatory waste pack spam and/or raids... even if you targeted the local Wasters faction, which ''thrive'' on toxic waste and should be thankful for the delivery. This may have to do with the fact it would make getting rid of toxic waste packs far too easy (every other method either has consequences or is extremely tedious/diffcult to achieve).

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* GameplayAndStorySegregation: GameplayAndStorySegregation:
**
Disposing of toxic waste packs by drop-podding them onto (or near) faction bases invariably damages faction relations and tends to incur retaliatory waste pack spam and/or raids... even if you targeted the local Wasters faction, which ''thrive'' on toxic waste and should be thankful for the delivery. This may have to do with the fact it would make getting rid of toxic waste packs far too easy (every other method either has consequences or is extremely tedious/diffcult to achieve).achieve).
** If you pick the good ending for the ''Anomaly'' DLC, [[spoiler:you can continue to perform void rituals as usual although you ostensibly severed the link to the void and banished the mad AI's influence from your rimworld in the process, which among other things made all entities on the map drop dead instantly... yet somehow there are still more around to summon afterwards]].
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** The Void ending that's part of the ''Anomaly'' DLC is actually two separate endings, depending on [[spoiler:whether you choose to sever the monolith's connection to the void, or merge with the void instead. In the former case, the monolith is destroyed, the pawn you sent in returns unchanged, and you gain +50 reputation with every faction on the planet for ending the threat. If you make the DealWithTheDevil instead, the pawn becomes the new focus of the void, turning into an inhuman, practically [[TheAntiChrist antichrist]]-like avatar of evil with MysticalWhiteHair, some insanely overpowered buffs, and a total disregard for the rest of humanity including their former friends, lovers, spouses, or family in general.]] Regardless of the path you choose, this is certainly among the fastest endings one can go for, being obtainable in about one in-game year if the storyteller is set to prioritize ''Anomaly'' events over the others.

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** The Void ending that's part of the ''Anomaly'' DLC is actually two separate endings, depending on [[spoiler:whether you choose to sever the monolith's connection to the void, or merge with the void instead. In the former case, the monolith is destroyed, the pawn you sent in returns unchanged, and you gain +50 reputation with every faction on the planet for ending the threat. If you make the DealWithTheDevil instead, the pawn becomes the new focus of the void, turning into an inhuman, practically [[TheAntiChrist antichrist]]-like avatar of evil with MysticalWhiteHair, some insanely overpowered buffs, and a total disregard for the rest of humanity including their former friends, lovers, spouses, or family in general.]] Regardless of the path you choose, this is certainly among the fastest endings one can go for, being obtainable in about one in-game year if the storyteller is set to prioritize ''Anomaly'' events over the others.others, and both branches allow you to continue playing afterwards.
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** The Void ending is actually two separate endings, depending on [[spoiler:whether you choose to sever the monolith's connection to the void, or merge with the void instead. In the former case, the monolith is destroyed, the pawn you sent in returns unchanged, and you gain +50 reputation with every faction on the planet for ending the threat. If you make the DealWithTheDevil instead, the pawn becomes the new focus of the void, turning into an inhuman, practically [[TheAntiChrist antichrist]]-like avatar of evil with MysticalWhiteHair, some insanely overpowered buffs, and a total disregard for the rest of humanity including their former friends, lovers, spouses, or family in general.]]

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** The Void ending that's part of the ''Anomaly'' DLC is actually two separate endings, depending on [[spoiler:whether you choose to sever the monolith's connection to the void, or merge with the void instead. In the former case, the monolith is destroyed, the pawn you sent in returns unchanged, and you gain +50 reputation with every faction on the planet for ending the threat. If you make the DealWithTheDevil instead, the pawn becomes the new focus of the void, turning into an inhuman, practically [[TheAntiChrist antichrist]]-like avatar of evil with MysticalWhiteHair, some insanely overpowered buffs, and a total disregard for the rest of humanity including their former friends, lovers, spouses, or family in general.]]]] Regardless of the path you choose, this is certainly among the fastest endings one can go for, being obtainable in about one in-game year if the storyteller is set to prioritize ''Anomaly'' events over the others.
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** The Void ending is actually two separate endings, depending on [[spoiler:whether you choose to sever the monolith's connection to the void, or merge with the void instead. In the former case, the monolith is destroyed, the pawn you sent in returns unchanged, and you gain +50 reputation with every faction on the planet for ending the threat. If you make the DealWithTheDevil instead, the pawn becomes the new focus of the void, turning into an inhuman, practically [[TheAntiChrist antichrist]]-like avatar of evil with MysticalWhiteHair, some insanely overpowered buffs, and a total disregard for the rest of humanity including their former friends, lovers, spouses, or family in general.]]


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* MysticalWhiteHair: If you [[spoiler:choose to make a DealWithTheDevil in the ''Anomaly''-exclusive Void ending]], the pawn you picked for the task returns with snow-white hair and a massive upgrade in the creepiness department.
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Just plain wrong. The pawn sent into the void always returns seconds after the credits roll; the only difference is in what condition.


* HeroicSacrifice: The ending added in ''Anomaly'' involves [[spoiler:sending one of your pawns into [[PocketDimension the Void]] to interface directly with the [[MadGod insane archotech]] that's been throwing monsters at you for the whole game. You can have them make a DealWithTheDevil and return with some [[AmbiguouslyHuman seriously creepy improvements]], or they can shut down the link between the Void and the rest of the universe and banish the mad AI's influence from the Rimworld permanently... but they won't be coming back.]]
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* GameplayAndStorySegregation: Disposing of toxic waste packs by drop-podding them onto (or near) faction bases invariably damages faction relations and tends to incur retaliatory waste pack spam... even if you targeted the local Wasters faction, which ''thrive'' on toxic waste and should be thankful for the delivery.

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* GameplayAndStorySegregation: Disposing of toxic waste packs by drop-podding them onto (or near) faction bases invariably damages faction relations and tends to incur retaliatory waste pack spam...spam and/or raids... even if you targeted the local Wasters faction, which ''thrive'' on toxic waste and should be thankful for the delivery. This may have to do with the fact it would make getting rid of toxic waste packs far too easy (every other method either has consequences or is extremely tedious/diffcult to achieve).
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* GameplayAndStorySegregation: Disposing of toxic waste packs by drop-podding them onto (or near) faction bases invariably damages faction relations and tends to incur retaliatory waste pack spam... even if you targeted the local Wasters faction, which ''thrive'' on toxic waste and should be thankful for the delivery.
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** ''Anomaly'' allows you to turn any pawn (usually unwilling ones) into a mindless quasi-undead killing machine called a ghoul, a process that irreversibly destroys that pawn's personality. The DLC also introduces a dark ritual that teleport-abducts a random pawn from a hostile faction for you to capture and do with as you please. Or how about killing a bunch of raiders the old-fashioned way, then raising their dead bodies as zombies that immediately attack their former friends? Or summoning psychically charged blood rain that turns anyone exposed to it insane until they go berserk?

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* PrefersRawMeat: Colonists with the "Cannibal" trait get a big mood buff if they're allowed to consume human flesh, but the buff they get will be bigger if they're allowed to eat human flesh raw (the chance of food poisoning is still present though).

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* PrefersRawMeat: PrefersRawMeat:
**
Colonists with the "Cannibal" trait get a big mood buff if they're allowed to consume human flesh, but the buff they get will be bigger if they're allowed to eat human flesh raw (the chance of food poisoning is still present though).though).
** Domesticated ''Anomaly'' ghouls are obligate carnivores that will turn against your colonists if you fail to keep them fed with fresh meat or corpses.
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** Also played straight when tackling the revenant, added in the ''Anomaly'' DLC. It is unable to cloak itself if set aflame, making incendiary weapons or the scorcher mechanoids a great choice when fighting the monster. The devourer, also from the DLC, will instantly spit up any prey the moment it's set on fire.

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** Also played straight when tackling the revenant, added in the ''Anomaly'' DLC. It is unable to cloak itself if set aflame, making incendiary weapons or the scorcher mechanoids a great choice when fighting the monster. The devourer, also from the DLC, will instantly spit up any prey the moment it's set on fire. ''Anomaly'' entities in general are extremely vulnerable to fire damage, which is probably why several of the new weapons introduced with the DLC are fire-based.

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