nyuuzyou/wikis huggingface dataset:
Toxifier generator

== Acquisition ==
== Summary ==
Each generator produces W and pollutes 6 tiles every 3 days, for an average of 2 tiles a day. The pollution can spread, up to a 27-tile radius from the bottom-left tile. This is an area of 2253 tiles. Once all cells in range are polluted, the generator ceases to work until there are unpolluted tiles again. Pollution can spread through constructed walls but not natural ones. This means that generator beginning on clear ground will cease working in years. 
Unlike wood-fired and chemfuel powered generators, toxifier generators do not produce heat or light, and cannot be toggled off.
== Analysis ==
Toxifier generators don't actually create too much pollution. A pollution pump can convert the output of 2 generators into wastepacks, which are easy to freeze and store.
A toxifier generator creates the equivalent of 1 wastepack every 3 days. With a pump, this is equal to 20 wastepacks, or 4 full stacks, per year. A year's worth of waste from 2 generators, 8 full stacks, can easily be frozen or otherwise managed. An 8x8 room has space for 64 tiles, or 8 years of running 2 generators, and can be frozen with a single cooler year-round in a temperate biome. The net power of this setup, W, can be enough to power an entire early- to mid- game colony.
The pollution can be annoying in the long term, especially with mechanoids. However, "free" and invariable power saves quite a bit of labor compared to wood-fired generators. Colonists can manually pick up pollution, though it is quite slow, and non-resistant colonists will accumulate toxic buildup.
=== Clean energy ===
The toxifier generator's key drawback is its pollution, however, with sufficient infrastructure it can provide net positive power without polluting the map.
Each generator produces an average of 2 tiles of pollution per day. A pollution pump cleans 4 tiles of pollution per day, where 6 tiles = 1 toxic wastepack. The wastepack atomizer destroys 2 wastepacks a day, or 12 pollution tiles per day. Pumps consume W of power each, and atomizers consume W. Therefore, a ratio of 6 toxifier generators : 3 pollution pumps : 1 atomizer is fully clean and has a net power of W.
== Gallery ==
Toxifier polluting.PNG|Toxifier polluting nearby tiles. Note the purple clouds over newly-polluted tiles.
Toxifier generator radius forested.png|Alternative visualization of radius with forest for scale. Green carpets are inside of the pollution zone, red carpets are outside.
== Version history ==
* Biotech DLC Release - Added.
Category:Power
Toxipotato plant

The toxipotato plant is a domesticated plant added by the Biotech DLC. It notably must be planted on polluted terrain; Toxipotatoes cannot be grown on unpolluted terrain and will rapidly die if planted on a tile that is subsequently cleaned of pollution.
==Growing==
== Analysis ==
Toxipotato plants are inferior to both potato plants and rice plants. Regular potato plants give 1.03 yield/day (+33%) in regular soil, and have +57% yield per unit work. Rice plants give 1.08 yield/day (+40%) in regular soil, and while slightly worse for work, their faster grow time means that rice is a more stable food crop.
Therefore, the primary advantage of toxipotatoes is that they can be grown in polluted soil. You would have to have no unpolluted soil anywhere close to your base for toxipotatoes to be worth it. And even then, you could clean up and move the pollution elsewhere, unless the map is 100% polluted. While these plants can grow on polluted hydroponics basins, due to their fertility sensitivity of 0%, toxipotatoes do not grow any faster in one.
Toxipotatoes have a 4% chance of causing food poisoning, double that of other raw vegetables. There is no difference once cooked in any way.
It is worth noting that Toxipotatoes still die to Toxic Fallout.
== Gallery ==
Toxipotato immature.png|Immature Toxipotato
Toxipotato a.png|Toxipotato variant A
Toxipotato B.png|Toxipotato variant B
Toxipotato C.png|Toxipotato variant C
== Version history ==
* Biotech DLC release - Added. 
Category:Plants
Category:Domesticated plants
Toxipotatoes

Toxipotatoes are a vegetable raw food obtained by harvesting toxipotato plants. Toxipotato plants are one of the only plants to grow on polluted soil, but toxipotatoes have an increased chance of food poisoning when eaten raw. 
== Acquisition == 
Toxipotatoes are harvested from toxipotato plants. Each plant requires full days at optimal light and temperature range to reach maturity in normal, 100% fertile soil and yields units per plant, before modifiers for Difficulty and Plant Harvest Yield. 
== Summary ==
As a raw food, toxipotatoes can be be eaten raw, with a chance of giving food poisoning, however this chance is double that of other raw foods at 4%. They can also be cooked into a meal with a food poisoning chance dependent on the skill of the cook and the cleanliness of the kitchen, with no additional malus when compared to other raw foods. Animals are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of nutrition, such as fine meals, toxipotatoes are classified as a vegetable.
As with most raw food, eating toxipotatoes directly results in a Ate raw food mood penalty. This mood penalty is negated if the pawn has the ascetic trait or the robust digestion gene.
Toxipotatoes take days to rot, tied with corn for the longest rot time of all raw food .
== Analysis ==
Toxipotato plants ( base yield/day) are strictly inferior in yield to both potato plants ( yield/day) and rice plants ( yield/day) in regular soil. While better in yield/work than rice, toxipotatoes take the time per plant to grow, so are a less reliable crop. If work is a concern, then regular potatoes () or corn () are much better options for yield.
Toxipotatoes can be grown on polluted soil, but their abysmal yield in all aspects means that it would take a heavily polluted map, where little clean soil is nearby, to make it feasible. Even then, you could clear out a field to grow more traditional plants in. Cleaning can take a while, so toxipotatoes can be used in the earlier stages of an extremely polluted colony.
The extra food poisoning chance is negligible, as raw food should always be cooked anyways.
Toxipotatoes have lower market value () than other raw food like rice, corn, potatoes () or meat (). They also last for 60 days without refrigeration. This factors make toxipotatoes an attractive option when buying raw food from traders.
== Version history ==
* Biotech DLC Release - Added.
Category:Food Category:Raw Food Category:Vegetarian
Toy box

The toy box is a furniture item added by the Biotech DLC
== Acquisition ==
== Summary ==
Toy boxes provide a boost to the Play with baby interaction, helping fulfill the baby's Play need faster. They have a 125% Baby Play Power and 125% Recreation power stat, providing a 125% multiplier on the fulfillment of those needs.
== Analysis ==
?
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3525 - Fix: Toy box can be rotated.
Category:Furniture
Trader/Base Neolithic Standard

This trader buys and sells the following things:
Name 	Price	Min stock	Max stock
Silver 	×1 	800 	3000
Component 	×2 	3 	10
Steel 	×1 	200 	300
Wood 	×1 	500 	600
Cloth 	×1 	200 	300
Gold 	×1 	-40 	120
Pemmican 	×1 	500 	1000
Herbal medicine	×1 	15 	30
Animus stone 	×1 	-3 	1
Slave 	×1 	-1 	2
This trader buys and sells the following groups of things:
Group /Trade tag 	Price	Variety 	Min stock	Max stock	Things
Textiles 	×1 	1 - 2 kinds	300 	700 	
Raw resources 	×1 	3 kinds 	200 	600 	
Raw food 	×1 	3 - 5 kinds	200 	800 	
Drugs (neolithic) 	×1 	1 - 2 kinds	400 	1000 	
Melee weapons (neolithic) 	×1 	2 - 4 kinds	1 	3 	
Ranged weapons (neolithic)	×1 	2 - 4 kinds	1 	1 	
Basic clothing (neolithic)	×1 	3 - 9 kinds	1 	1 	
Clothing (neolithic) 	×1 	1 - 3 kinds	1 	1 	
Artifact 	×1 	0 - 3 kinds	1 	1 	
This trader only sells the following things:
Group /Trade tag 	Price	Variety 	Min stock	Max stock	Things
Farm and pet animals	×1 	3 - 4 kinds	2 	4 	Farm animals: (mating pairs will be generated for these)Pet animals:
This trader only buys the following things:
Group /Trade tag 	Price	Things
Art 	×1 	
Musical iInstruments	×1 	
Uncommon animals 	×1 	
Exotic animals 	×1 	
Expensive simple 	×1 	
Category:Trade
Train Animal Chance

== Factors ==
* Animals : 10% plus 5% per skill level.
* Talking: 70% importance, 20% allowed defect. Max 100%
* Hearing: 30% importance, 5% allowed defect. Max 100%
* Manipulation: 50% importance, 20% allowed defect. Max 100%
== Wildness == 
In practice, the final tame chance is a function of both the animal's Wildness and the handler's Train Animal Chance. There are currently two theories for this relationship and it is currently unclear which, if either, is correct.
Theory 1:
* If the Wildness is 50%, the above holds true. If lower than 50%, the chance of taming is higher - double for an animal with 0% Wildness. If higher, the chance is lower - impossible for an animal with 100% Wildness.
Theory 2:
* The final train chance is equal to the Handler's train animal chance * (1.5 - the Animal's wildness)
* If the handler and animal are bonded, mutiply this value by 5.
Trap

Traps are static defenses that trigger when enemies step upon, since they are invisible to them. , all traps in-game are single-use, have to be rebuilt after use,and cannot be placed directly next to one another.
*IED antigrain warhead trap
*IED EMP trap
*IED firefoam trap
*IED incendiary trap
*IED trap
*Spike trap
== Summary ==
== Notes ==
Traps belonging to the enemy are still visible to you (the player), but not to the colonists, whose pathfinding will not avoid the traps. Note that , no known vanilla events will generate enemy traps.
== Analysis ==
Traps should be laid on "easy" access paths, to maximize the chances an enemy will use it. The un-trapped path for colonists may be protected with doors, so that the enemy AI consider them a waste of effort.
Explosive traps should be kept away from colonists. The most powerful ones are more useful in the outskirts, while others can usually be handled with stone walls.
== Version history ==
* 0.11.877 - Added added Deadfall trap (later renamed), IED trap, Incendiary IED Trap (later renamed).
* 0.19.2009 - Deadfall trap redesigned into Spike trap.
* 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
* Biotech DLC Release - Added IED tox trap.
#Trap
Trap Melee Damage

== Bases ==
Trap 	Trap Melee Damage Base
Spike trap	100
== Explanation ==
This stat is only displayed on trap buildings.
This value is divided by 5 before being processed, representing the fact that spike traps deal damage rapidly 5 times. A base value of 100 damage therefore represents 20 damage per hit, that is, before random variation.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:TrapMeleeDamage
* Label:trap melee damage 	How much damage this trap does on average per hit. Each trap hits multiple times.The actual damage in any instance will vary randomly.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Worker Class: StatWorker_MeleeDamageAmountTrap
* Default Base Value: 1
* Min Value: 1
* To String Style: Integer
* Show If Undefined:	- 	5001
== Version history ==
Trap Spring Chance

* The base chance is 100% for enemies, including animals affected by the manhunter mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
* Non-manhunting wild animals have a 25% chance. 
* Colonists and tame animals have 0.4% (one in 250) chance. 
* Friendly visitors will never trigger a trap, and have a 0% chance.
In all instances, the Nimble trait multiplies the trap spring chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.
Traveler

Occasionally, one or more members of a friendly faction will arrive, just passing through. They'll enter at one edge of the map and proceed across the map. They'll exit the map upon reaching another edge. 
A drafted colonist can be directed to capture (arrest) one of the travelers. However, once the arresting colonist reaches the target, that entire faction will immediately turn extremely hostile, dropping to -76 Goodwill. This shift includes any other members of the same Faction currently there. 
Category:Characters
Tribal headdress

The tribal headdress is a tribal clothing item that covers the head. It provides a +15% increase to Social Impact, minimal armor for the head and ears, and modest insulation.
== Acquisition ==
For New Tribes, New Arrivals can never craft tribal headdresses. Leathers can't be used to craft tribal headdresses.
They can also be purchased from Tribal traders, or obtained from the following raider kinds:
Raider Kind 	Chance	Average Quality	Health
Trader 	100% 	Normal 	50-180%
Archer chief 	100% 	Normal 	100%
Berserker chief	100% 	Normal 	100%
== Summary ==
== Analysis ==
Tribal headdresses can be used to increase Social Impact in the very early game, before you have access to a hand tailor bench. Veils cost less material, they take less work to make, they protect just as much against bullets, insulate better against temperature, and they cover the entire face, whilst the tribal headdress only covers the head and ears. Social Impact increases opinion impact (positive and negative), and boosts the qualify of certain rituals. When used for rituals, only 1 person needs a headdress, and it can be taken off as soon as the ritual is over.
Once you have researched Complex clothing, there is even less purpose for this item. The hood offers the same protection, somewhat better heat insulation, costs the same amount of material and work to make, and offers +20% Social Impact instead of +15%.
Ideally, you should not be using a tribal headdress for combat, but if you have no other materials, then it offers some sort of protection. It is better to swap to some sort of helmet when engaging in battle. A steel simple helmet beats a hyperweave headdress, the best material of headdress, of the same quality. If you have spare hyperweave leftover, it's likely better to use it on the more protective veil instead.
Thus, the tribal headdress has a very small niche: when you have access to fabric AND when you need a Social Impact boost, but before you have access to Complex Clothing. You may also want to use a tribal headdress if you obtain a particularly great / high quality one for protection in the early game.
== Version history ==
* 0.18.1722 - Added.
Category:Clothing
Tribes/Pawns/Impid

Pawn Type	Combat Power	Gear 	Apparel 	Weapons 	Tech 	Inventory 	Additional Info edit
Archer 	75 	HP: 50~180%Avg. Quality: Poor	Budget: 180~350Available: 	Budget: 80~80Available: 	Budget: 50~503% chance to have one of the following: 	51x 	Age Range: Up to 60Race: HumanDefault Faction Type: Savage Impid TribeDisallowed Traits: BrawlerRequired Work Tags: ViolentChemical Addiction Chance: 5%Initial Will Range: 1~3Initial Resistance Range: 17~27
Hunter 	80 	HP: 50~180% 	Budget: 200~300Required: VeilAvailable:	Budget: 100~100Available:	- 	51x 	Age Range: Up to 60Race: HumanDefault Faction Type: Savage Impid TribeBackstories: Tribal (Childhood) and Tribal Hunter (Adulthood)Disallowed Traits: BrawlerRequired Work Types: ViolentChemical Addiction Chance: 5%Initial Will Range: 2~4Initial Resistance Range: 10~16
Warrior 	75 	HP: 50~180%Avg. Quality: Poor	Budget: 200~300Required: VeilAvailable:	Budget: 150~150Available:	- 	51x 	Age Range: Up to 60Race: HumanDefault Faction Type: Savage Impid TribecanBeSapper Required Work Tags: ViolentChemical Addiction Chance: 5%Initial Will Range: 1~3Initial Resistance Range: 5~9
Penitent 	70 	HP: 20~110%Avg. Quality: Poor	Budget: 50~100Available: 	Budget: 90~150Available: 	Budget: 50~5015% chance to have one of the following:	0 Nutrition	Age Range: Up to 60Race: HumanDefault Faction Type: Savage Impid TribeChemical Addiction Chance: 10%Initial Will Range: 0~1Initial Resistance Range: 10~17
Villager 	30 	HP: 50~180%Avg. Quality: Poor	Budget: 180~350Available: 	Budget: 0Available: 	Budget: 50~503% chance to have one of the following: 	51x 	Pawn Group Development Stage: ChildRace: HumanDefault Faction Type: Savage Impid TribeChemical Addiction Chance: 5%Initial Will Range: 1~3Initial Resistance Range: 17~27
Category:Pawnkind tables
Trispike

Trispikes are entities, and type of fleshbeast, added by the Anomaly DLC. 
== Occurrence == 
Like the fingerspike and toughspike, trispikes are found during most fleshbeast-related incidents, most likely from pit gate emergences, or as reinforcements to protect the fleshmass heart, as well as higher-wealth fleshbeast burrow incidents.
== Summary ==
Trispikes are the weakest fleshbeast with the capacity to split into more fleshbeasts. Compared to the toughspike, trispikes are quite fragile, but this plays into their role as a splitter.
== Analysis ==
Since splitting fingerspikes can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.
== Version history == 
* Anomaly DLC Release - Added.
Category: Entities
Category: Fleshbeasts
Tube television

A tube television is a recreation item that provides "" recreation to colonists in an area in front of it. It is functionally similar to other types of television.
== Acquisition ==
 
They can also be acquired through trade.
== Summary ==
== Analysis ==
Any form of television provides another form of recreation to your colony. They are useful for bed-ridden pawns in particular, as the only other option requires that another colonist talk to them. Flatscreen televisions and megascreen televisions provide more recreation power, but take up more space and power.
In general, it is not worth it to actually research television. Megascreen televisions provide stronger recreation, and are often carried by exotic goods traders and faction bases. Tube televisions can also be bought from the same sources.
== Version history ==
* 0.10.785 - Added as Television with the addition of the Joy system.
* 0.13.1135 - Sick people in bed can now watch TV
File:Tube television old.png|Old texture replaced sometime prior to 26 July 2018
Category:Recreation Category:Television
Tuque

Tuques are woolly caps worn in colder climates to protect the upper head and ears from the bitter cold and wind chill from the likes of ice sheets and tundras. Unlike cowboy hats and bowler hats, tuques don't provide a Social Impact bonus.
== Acquisition ==
 Leathers cannot be used to create tuques.
Tuques can also be purchased or stripped from Outlanders and Pirates.
== Analysis ==
Tuques, like parkas, significantly improve minimum comfortable temperature, meaning they're designed for colder biomes, especially the more extreme ones which can drop below in Winter (sea ice, ice sheets, tundras, boreal Forests). Tuques are limited to fabrics only - this makes a number of low cost, high insulation materials such as the wools available as an option, but also makes it so it cannot make use of the best warmth textile, guinea pig fur with a value of . The warmest valid choices, starting with megasloth wool , can be compared on the table, below. 
Compared to cowboy hats and bowler hats, tuques don't offer any heat insulation or social impact bonus, but provide identical armor (which varies only with material) and much better cold insulation. Even a common cloth tuque of normal quality would provide better cold protection than an elite guinea pig fur cowboy hat or bowler. If you expect your colonists to experience both hot and cold extremes, having both types of hats on hand would be wise.
The tailcap is essentially a tuque made with leather instead of fabric, to the point where it is largely statistically identical. Thus, the differences between the two pieces of headwear come primarily from the materials that are used to make them rather than items themselves. Thus, when deciding between the tuque and the tailcap, it largely comes down to that stats of the textiles are available. For ease of comparison, see the table on the Textiles page, as well as the material table below and on the Tailcap page.
== Version history ==
* 0.8.657 - Added
Category:Clothing
Turkey

The turkey is a large bird that lays eggs. Male turkeys can be distinguished by a red head and neck, blue body, and a large fanned tail while females are largely brown with a downwards angled tail.
== Taming ==
Turkeys can be tamed wild from , randomly join your colony in an event, or bought pre-tamed from a trading ship.
== Summary == 
A female turkey produces turkey egg every day when fertilized. Contrary to real life, RimWorld turkeys cannot lay unfertilized eggs.
== Analysis ==
Turkeys are one of many egg-laying animals that are inferior to chickens. 2 hens eat less food and each hen lays more eggs than 1 turkey. While chicken eggs are half as large, 2 chickens still lay more food per day. Hens do not need to be fertilized, which adds a further advantage.
Turkeys do have a niche; they are the best egg-laying animal that can be found in the wild.
* Many animals, such as horses, are strictly better when slaughtered for meat. But eating turkey eggs won't offend ideoligions that forbid meat-eating.
* Unlike chickens (and ducks), turkeys can be found in the wild. Chickens/ducks must be bought or found via event, and other animals are worse than the turkey.
Otherwise, you can hunt turkeys for early game meat, and they won't go manhunter on you.
===Nutrition===
An adult turkey consumes nutrition per day, and female turkeys produce turkey eggs.
The optimal ratio of male : female turkeys is 1 male for every female turkeys.
* When eaten as eggs, turkeys produce nutrition of eggs per day.
* When slaughtered as babies, turkeys produce nutrition of meat per day.
== Attacks ==
Turkeys have three attacks: scratch (feet), bite (beak) and less commonly used, blunt (head). In addition to the base damage, the scratch and bite attacks apply a stun for .
== Training ==
== Health ==
== Gallery ==
Turkeytom east.png|Male turkey facing east
Turkeytom north.png|Male turkey facing north
Turkeytom south.png|Male turkey facing south
Dessicated turkeytom east.png|Male turkey decaying
Turkeyhen east.png|Female turkey facing east
Turkeyhen north.png|Female turkey facing north
Turkeyhen south.png|Female turkey facing south
Dessicated turkeyhen east.png|Female turkey decaying
== Version history ==
*1.3.3066 - 
Category:Animals
Category:Wild animal
Turkey egg (fert.)

Turkey eggs are a type of egg laid by female turkeys.
Only fertilized turkey eggs are laid, so all turkey eggs are displayed "Turkey egg (fert.)". Fertilized eggs are edible to colonists and ovivorous animals.
It hatches in 5.0 days, at room temperature indoors.
== Gallery ==
Turkey egg (fert.) a.png|One turkey egg (fert.)
Turkey egg (fert.) b.png|Stack of turkey eggs (fert.)
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (fert.)