Advanced component box
The Buildings table lists Advanced component box as a Ruins entry from Odyssey (DLC), with Flammability Base 0 and Max Hit Points Base 50; no Work To Make value is supplied.
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459 matching references · Undated entries are sorted A–Z.
The Buildings table lists Advanced component box as a Ruins entry from Odyssey (DLC), with Flammability Base 0 and Max Hit Points Base 50; no Work To Make value is supplied.
The ancient air conditioner is listed as a Ruins building from the Ideology DLC. Its work to make is 40, base flammability is 0, and base maximum hit points are 200.
The Buildings table lists Ancient ammo box as a Ruins entry from Odyssey (DLC), with Work To Make 9, Flammability Base 0, and Max Hit Points Base 50.
The Buildings table lists Ancient antenna as a Ruins entry from Odyssey (DLC), with Work To Make 9, Flammability Base 0, and Max Hit Points Base 50.
The Ancient armchair is listed as a Ruins building from Odyssey. Its base flammability is 0.5, maximum hit points are 50, and work to make is 9.
The ancient ATM is listed as a Ruins building from the Ideology DLC. Its work to make is 40, base flammability is 0, and base maximum hit points are 200.
The ancient band node is listed as a Ruins building from the Biotech DLC. Its work to make is 1,000, base flammability is 0.5, and base maximum hit points are 500.
The ancient barrel is classified as Ruins. Its listed work to make is 200, with base flammability 0.7 and 100 maximum hit points.
The ancient basic recharger is classified as Ruins. Its listed work to make is 1,000, with base flammability 0.5 and 500 maximum hit points.
The ancient bed is classified as Ruins. Its listed base stats are flammability 0.8, beauty 1, comfort 0.55, and 140 maximum hit points.
The Ancient brewery is listed as a Ruins building from Odyssey. Its base flammability is 0.5, maximum hit points are 100, and work to make is 50.
Ancient butcher table is listed as a Ruins building from Odyssey. Its work-to-make value is 50; base flammability is 0.5 and base maximum hit points are 100.
The Ancient car is listed as a Ruins building from Ideology. It has 600 base hit points and 0 base flammability.
The Ancient car frame is listed as a Ruins building from Ideology. It has 350 base hit points and 0 base flammability.
The Buildings table lists Ancient chembarrel as a Ruins entry from Odyssey (DLC), with Work To Make 9, Flammability Base 0.8, and Max Hit Points Base 50.
The Buildings table lists Ancient chembarrel pallet as a Ruins entry from Odyssey (DLC), with Work To Make 20, Flammability Base 0.8, and Max Hit Points Base 100.
The Ancient chemtruck is listed as a Ruins building from Odyssey. Its base flammability is 0.8, maximum hit points are 200, and work to make is 50.
Ancient cold storage is listed as a Ruins building from Odyssey. Its work-to-make value is 9; base flammability is 0 and base maximum hit points are 50.
The Ancient comms console is listed as a Ruins building from Ideology and has 250 base hit points and 0.5 base flammability. No work-to-make value is supplied.
The ancient concrete barrier is classified as Ruins. Its listed base stats are flammability 0, beauty -10, and 500 maximum hit points.
The ancient container (large) is classified as Ruins. Its listed work to make is 200, base flammability is 0, and maximum hit points are 500.
Ancient container (medium) is listed as a Ruins building from Odyssey. Its base flammability is 0 and base maximum hit points are 350.
Ancient container (small) is listed as a Ruins building from Odyssey. Its base flammability is 0 and base maximum hit points are 250.
The ancient crate is classified as Ruins. Its listed work to make is 300, with base flammability 0.5 and 100 maximum hit points.
Ancient crate pallet is listed as a Ruins building from Odyssey. Its work-to-make value is 50; base flammability is 0 and base maximum hit points are 50.
The ancient cryptosleep pod is listed as a Ruins building from the Ideology DLC. Its work to make is 2,000, base flammability is 1, and base maximum hit points are 200.
The Ancient defender turret is a Security building from Odyssey, with base flammability 0, base beauty -20, and maximum hit points of 175. No work-to-make value is supplied.
The Buildings table lists Ancient destroyed console (large) as a Ruins entry from Odyssey (DLC), with Work To Make 50, Flammability Base 0, and Max Hit Points Base 150.
Ancient destroyed console (small) is listed as a Ruins building from Odyssey. Its work-to-make value is 50; base flammability is 0 and base maximum hit points are 100.
The ancient display bank is classified as Ruins. Its listed work to make is 1,500, with base flammability 0.5 and 250 maximum hit points.
The Buildings table lists Ancient drill rig as a Ruins entry from Odyssey (DLC), with Work To Make 50, Flammability Base 0, and Max Hit Points Base 400.
The Ancient dropship is listed as a Ruins building from Ideology. It has 4,000 base hit points, 0 base flammability, and 40 work to make.
The ancient dropship engine is listed as a Ruins building from the Ideology DLC, with base flammability 0 and base maximum hit points of 2,000.
The Buildings table lists Ancient drug lab as a Ruins entry from Odyssey (DLC), with Work To Make 50, Flammability Base 0.5, and Max Hit Points Base 100.
The Buildings table lists Ancient electric smithy as a Ruins entry from Odyssey (DLC), with Work To Make 50, Flammability Base 0.5, and Max Hit Points Base 100.
The Ancient electric stove is listed as a Ruins building from Odyssey. Its base flammability is 0.5, maximum hit points are 100, and work to make is 50.
Source bounds: supplied RimWorld Wiki table excerpts only. The building catalog identifies Anomaly DLC entries in sample rows, but the broader edition and DLC coverage is not fully specified. Weapon tables are example calculations using a Normal Persona Zeus Hammer, and skill tables may include DLC-specific effects; no patch-wide completeness is established.
Counts describe the imported source tables. They do not establish complete coverage of every patch, DLC or upgrade variant. Multiple values remain labeled as listed values when the source does not identify their upgrade levels.
If you are reviewing bow unlocks, read Recurve bow and Greatbow together: Greatbow lists Recurve bow as a prerequisite and describes its intended range role.
Recurve bow GreatbowIf movement matters to your review, compare Plate armor and Flak armor; the source describes different movement penalties and protection characteristics.
Plate armor Flak armorIf you are tracing later equipment unlocks, review Precision rifling, Shields, and Prosthetics for their stated functions, prerequisites, bench types, and attachment requirement.
Precision rifling Shields ProstheticsChoose a topic to see how it works, where it helps and what to consider.
Recurve bow research unlocks a ranged weapon described as effective and inexpensive. The project is listed as Neolithic research using a simple research bench.
Understand this choiceGreatbow research unlocks greatbows described for killing enemies at great range. This medieval project depends on Recurve bow research and uses a simple bench.
Understand this choiceSmithing unlocks smithies for making metal weapons and tools, including simple melee weapons, and enables metal floor tile work.
Understand this choicePlate armor research unlocks suits made from metal or wood. The source describes this armor as highly protective and notably movement-slowing.
Understand this choiceMachining unlocks machining tables for crafting guns, grenades, and flak armor, as well as shredding dead mechanoids for resources.
Understand this choiceGunsmithing unlocks crafting for manually operated guns, including revolvers, pump shotguns, bolt-action rifles, and incendiary launchers.
Understand this choiceFlak armor research unlocks clothing with sewn-in metal armor to resist bullets and explosions. The source notes that this weighty armor slightly slows movement.
Understand this choicePrecision rifling unlocks crafting of precisely machined guns, including assault rifles and sniper rifles, through a hi-tech research project.
Understand this choiceShields research unlocks wearable gear using momentum-repulsion technology to stop projectiles from crossing the field boundary.
Understand this choiceProsthetics research unlocks inexpensive replacement body parts for lost limbs. Attaching those parts requires a skilled doctor, according to the source.
Understand this choiceOnly one project can be studied at a time. Researchers and multiple benches can contribute to that same project without penalty; switching projects is allowed and retains progress.
Projects list required research and a simple or hi-tech bench. For example, Precision rifling requires Microelectronics and Gas operation and a hi-tech bench.
The source says Plate armor noticeably slows movement and Flak armor slows movement slightly. It does not give quantified protection or movement values for either project.
This reference covers 10 named research projects that unlock ranged weapons, armor, wearable protection, prosthetics, or crafting stations. It records effects, prerequisites, and bench requirements stated in s1; it is not a complete research tree or comparative equipment guide.