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An automatic smokeleaf-burning device which generates a smoke cloud around itself. Anyone in the cloud will become high on smokeleaf over time.

Base Stats

BuildingIdeology (Buildings)
Path Cost


2 × 2
pass through only
Cover Effectiveness
Terrain Affordance
-150 W
Light Radius


Required Research
Work To Make
800 ticks (13.33 secs)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 100 + Smokeleaf leaves 25 + Component 3
Deconstruct yield
Stuff 50 + Smokeleaf leaves 12 - 13 + Component 1 - 2
Destroy yield
Stuff 25 + Smokeleaf leaves 6 - 7 + Component 0 - 1

An autobong is a machine added by the Ideology DLC. It creates a smoke cloud with a radius of 5 tiles, and anyone in the cloud will become high on smokeleaf over time.


Autobongs can be constructed once the Microelectronics research to be completed if the High life meme is part of the constructor's ideoligion. It requires Stuff 100 Stuff (Metallic/Woody, 1000 for SMVs), Smokeleaf leaves 25 Smokeleaf leaves, Component 3 Components.


The autobong consumes Smokeleaf leaves 1.66 smokeleaf leaves per day as long as it is lit. It can hold up to 25 leaves at a time, for a maximum run time of 15.06 days. Any non-mechanoid pawn inside that cloud is affected by the smokeleaf high, with severity increasing by 0.005 per second. This smoke cloud does not affect shooting accuracy, unlike blind smoke.

It outputs light in a 10 tile radius, with the nearest 7.175 tiles being above 50% light level and considered lit.

While running, it produces a smoke cloud in a radius of 5 tiles around itself. All open cells that are pathable from the Autobong within a radius of 5 cells are affected. The smoke cannot travel through open doors, nor through vents, but can appear on the other side of very long walls as long as those walls do have one single pathable opening. Roofing is not relevant.



As a drug[edit]

The autobong causes a smokeleaf high, providing +13 mood for −30% Consciousness, a further −10% Moving (for -40% total), and a few other downsides. Consciousness, in turn, impacts almost everything a colonist can do. The smokeleaf high lasts for the duration they stay in the cloud. And once you leave the cloud, the duration persists for ~5% the length a pawn has stayed in the cloud. This is before considering the effects of drug tolerance. Be careful, as if a pawn with a Consciousness of 30% or below passes through a smoke cloud for an extended period of time, they will die from a lack of consciousness.

The Consciousness and Moving debuffs severely inhibit a colonist's ability to do work. "Therapy bedrooms" can be created by placing an autobong in a room and unhappy pawns can be swapped in and out when needed.

Compared to actual smokeleaf joints, each joint costs Smokeleaf leaves 4 Smokeleaf leaves and lasts for up to 12 hours. The autobong consumes Smokeleaf leaves 1.66 smokeleaf leaves per day, and lasts for x1.05 the duration you stay in the cloud. It can also affect multiple pawns at once. Therefore, pawns using the autobong for at least 4.7 combined hours per day running is more efficient than actual smokeleaf joints for high duration. Note that joints give a burst of chemical Recreation, which can equate to more mood faster.

Smokeleaf joints have to be made for 450 ticks (7.5 secs), while autobongs just need to be hauled to. In contrast, autobongs are stationary, which can make a single autobong inconvenient.

Autobongs bypass "no drug use" precepts, and thus are useful for keeping guests happy.

As a weapon[edit]

It can be used offensively to provide a consciousness penalty to raiders, providing a modest penalty to their aiming and movement. Care should be taken to put it within range of the entrance while still putting it as far out of harm's way as possible. Be careful not to let your pawns restock it while a raid is in progress. Long hallways can be used so the Autobong can affect enemies while not being easily reachable by those enemies.

Basics of how to use Autobong in a Killbox

Stats table

  • Autobong Autobong Beauty Work to Build HP Flamma­bility Market
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 002,000 ticks (33.33 secs) 160 0% 220 Silver
    Gold Gold 20 000,720 ticks (12 secs) 48 0% 10,140 Silver
    Plasteel Plasteel 0 001,760 ticks (29.33 secs) 224 0% 1,040 Silver
    Silver Silver 6 000,800 ticks (13.33 secs) 56 0% 1,140 Silver
    Steel Steel 0 000,800 ticks (13.33 secs) 80 0% 330 Silver
    Uranium Uranium 0 001,520 ticks (25.33 secs) 200 0% 740 Silver
    Wood Wood 0 000,560 ticks (9.33 secs) 52 0% 260 Silver
  • Version history[edit]

    • Ideology DLC Release - Added.
    • 1.3.3200 - Now satisfies smokeleaf dependency. Mechanoids are no longer affected by the smoke cloud.
    • 1.4.3580 - Fix: Selecting autobong blueprint causes NullReferenceException.