nyuuzyou/wikis huggingface dataset:
Ship engine

The ship engine is a ship part, an antimatter-powered engine capable of launching a ship into orbit and on interstellar trajectories.
== Acquisition ==
They also appears as part of the ship featured in the ship to the stars quest.
== Summary ==
A ship needs three engines to be able to launch. It serves no other purpose. It can function under a roof.
Note that despite appearing to have a vents of some sort on two faces, there are no restrictions to the placement of the engine and other parts. It can be surrounded on all sides and still safely launch.
== Analysis ==
You can delay building ship engines until the ship reactor is fully activated. This can reduce wealth, and therefore raid points.
== Version history ==
* Beta 19/1.0 Update - Reduced all costs to build the ship components by 30%
Category:Ship
Ship landing beacon

The ship landing beacon tells shuttles where to land. Four of them must be placed on the corners of a clear area at least 9x9 to create a landing pad. Shuttles will use the cleared area if possible. 
== Acquisition ==
 
Ship landing beacons will also spawn, in the correct orientation and on a floored landing pad, in Empire faction bases, often with a shuttle on it about to take off.
== Summary ==
When 4 beacons are placed in a rectangle of minimum size 9x9 and provided with power the area becomes a landing pad. Shuttles will land there if possible for dropoff and pickup of characters for quests. It does not work for crashed shuttle quests.
The landing pad must be clear of any objects you cannot build on top of such as trees, chunks and other buildings. Additionally, the interior area of the landing pad not including the rows and columns of tiles with the beacons themselves, i.e. a 7x7 area for the minimum size, must be unroofed for the pad to function. The tiles in all 4 cardinal directions of each beacon, and the beacons themselves, can be roofed without issue.
== Analysis ==
Cover the landing area in flooring, such as concrete, to prevent tree growth blocking the pad.
== Trivia == 
Ancient nav beacons that can be spawn as part of map generation bear a strong resemblence to ship landing beacons, though with visible damage. Similar to landing beacons, nav beacons will often spawn in the corners of partially incomplete, 11x11 areas of concrete, with anywhere between 1 and 4 ancient nav beacons being present - presumably representing ship landing zones.
Ship Landing Beacon.png|Ship landing beacon from Royalty DLC
Ancient nav beacon.png|Ancient nav beacon from Ideology DLC
Ruined landing pad.png|An ancient landing pad 
Category: Miscellaneous
Ship reactor

A ship reactor is a ship part needed to take off. Activating the reactor causes 15 days of raids but must be done to launch, creating the primary challenge of the ship launch ending.
== Acquisition ==
Ship reactors cannot be built under a roof (though a roof can be constructed afterwards).
== Summary ==
A ship reactor must be activated in order to launch a ship. The activation process takes 15 days, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated, or if the reactor is destroyed. There does not need to be a completed ship in order to start activation; you can start as soon as the reactor is built. Activation requires no colonist interaction, and can be done even if the reactor/ship is inaccessible.
Otherwise, a ship reactor will provide 1000 W of power at all times, regardless of activation.
== Analysis ==
It's best to activate a reactor before building the rest of the ship. Doing more construction will increase your colony's wealth, increasing the strength of raids. This also gives you more flexibility in defending the reactor, as you can surround it with walls, making it a non-target for most raiders. After the raids are done you can build the rest of the ship at your leisure.
===Power===
As a power source, its cost and size make it extremely inefficient, even when nearing the endgame.
*Geothermal generators are cheaper () and provide W of constant power. Geothermal vents are finite, but 1-2 generators can power an entire colony for large portions of the game.
*A chemfuel powered generator () provides a constant W for 4.5 chemfuel per day ( market value per year), can be placed practically anywhere, and only occupies a 2x2 region. 
*A battery plus two solar generators ( 270 steel, 8 components) can provide an estimated 1100 W all day (barring some events) at roughly 15% the cost.
In the extreme endgame, where you have an infinite amount of resources from deep drills or long-range mineral scanners, then ship reactors provide eternal, "free" power without space restrictions or any amount of colonist work. Also, reactors will never have their components breakdown. 
If you're just trying to launch a ship, then there's no reason not to build a reactor whenever possible, and link it to your main power supply.
==Version history ==
* ? - Recipe changed from , , , -> , , , 
* Beta 19/1.0 Update - Reduced all costs to build the ship components by 30%. Recipe changed from , , , -> , , , 
Category:Ship
Ship structural beam

The ship structural beam is a ship part that connects all other parts, transmits power, and hosts the ship cryptosleep caskets. 
== Acquisition ==
They cannot be built under a roof, that is at least 5 out of the 12 squares it occupies must be uncovered. However, a roof can be constructed afterwards.
They also appears as part of the ship featured in the ship to the stars quest.
== Summary ==
Ship structural beams allow the building of ship cryptosleep caskets. Each beam can support up to 8 caskets. They can also connect other ship parts together, though are not required to do so.
== Analysis ==
At least one beam is required to host the ship cryptosleep caskets. In order to conserve resources when building the ship:
* Keep as much open space for caskets. Only 1 tile needs to be connected to the rest of the ship. Using both tiles of the width will waste a casket spot, which is relevant if you are planning to send more than 7 colonists up to space.
* Directly connect as many of the ship parts to each other as possible. The ship reactor in particular has enough surface to connect all the other ship parts together. Unless terrain is a restriction, there is no need to place beams for any other ship part.
Like the other ship parts, you can activate the ship reactor before the rest of the ship is completed. This both saves on raid points, as material gathering and construction adds to wealth, and limits what has to be protected during the raids.
Beams are also necessary if ship caskets are wanted for uses outside of the ship building, such as using its auto-eject feature to store colonists.
==Gallery==
Beam 8 caskets.png|Beam with 8 caskets attached.
Ship 24 caskets.png|Completed ship with 3 beams and 24 caskets.
== Version history ==
* Beta 19/1.0 - Reduced all costs to build the ship components by 30%
Category:Ship
Shooting Accuracy

==Factors==
* Shooting skill
* Sight: 12x importance—capped at 200% efficiency here.
* Manipulation: 8x importance—capped at 100% efficiency here
* Traits:
** Trigger happy: 
** Careful shooter: 
* Gunlink 
* Shoot frenzy inspiration: 
* Shooting specialist role: 
* Shooting specialist's Marksman command: 
* Leader's Combat command: 
* Post-processing curve
Shooting accuracy is capped at 99.9% per tile, though this value is only achievable with both the Royalty and Ideology DLCs.
* from 20 Shooting skill
* from 200% Sight
* +0 from 100% Manipulation
* from Careful Shooter
* from Gunlink 
* from Shoot frenzy inspiration
* from Shooting specialist role
* from another Shooting specialist's Marksman command
* from a nearby Leader's Combat command
This results in a total of 62, which the post-processing curve translates into a 99.9% value.
==Analysis==
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:
Skill Level	Standard	Careful Shooter	Trigger-Happy	Skill Level	Standard	Careful Shooter	Trigger-Happy
0 	89% 	94.5% 	84% 	- 	- 	- 	-
1 	91% 	95% 	85% 	11 	97.25% 	98.333% 	95%
2 	93% 	95.5% 	86% 	12 	97.5% 	98.5% 	95.5%
3 	93.5% 	96% 	87% 	13 	97.75% 	98.666% 	96%
4 	94% 	96.5% 	88% 	14 	98% 	98.833% 	96.5%
5 	94.5% 	97% 	89% 	15 	98.167% 	99% 	97%
6 	95% 	97.25% 	91% 	16 	98.333% 	99.125% 	97.25%
7 	95.5% 	97.5% 	93% 	17 	98.5% 	99.25% 	97.5%
8 	96% 	97.75% 	93.5% 	18 	98.666% 	99.313% 	97.75%
9 	96.5% 	98% 	94% 	19 	98.833% 	99.375% 	98%
10 	97% 	98.167% 	94.5% 	20 	99% 	99.438% 	98.167%
Note that shooting accuracy for the pawn has exponential decay calculated per tile, meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges.
For example:
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.9932 = 0.7250)
*With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.9832 = 0.5239).
DPS Impact by Skill
==Full Post-Processing Curve Table==
Modified Shooting skill	Shooting Accuracy per Tile\RimWorld\Data\Core\Defs\Stats\Stats_Pawns_Combat.xml
-20 	70.000%
-10 	80.000%
-6 	83.000%
-4 	85.000%
-2 	87.000%
0 	89.000%
2 	93.000%
4 	94.000%
6 	95.000%
8 	96.000%
10 	97.000%
12 	97.500%
14 	98.000%
16 	98.333%
18 	98.666%
20 	99.000%
22 	99.250%
26 	99.500%
30 	99.650%
40 	99.800%
60 	99.900%
== Version history ==
* 0.0.245 - Shooting accuracy split into into misses due to equipment and misses due to skill.
Shooting Accuracy (Turrets)

== Bases ==
Turret 	Shooting Accuracy (Turrets) Base
Mini-turret 	96%
Autocannon turret 	96%
Uranium slug turret 	98%
Foam turret 	100%
Rocketswarm launcher	96%
Mini-slugger turret 	96%
Auto charge turret 	96%
Auto inferno turret 	96%
Auto mortar 	90%
Tactical turret 	96%
Although not the same as Shooting Accuracy (Turrets), here are the effective accuracies of turrets at various ranges:
Turret	Long	Medium	Short	Touch
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ShootingAccuracyTurret
* Label:shooting accuracy
* Label For Full Stat List:shooting accuracy (turrets)	Base chance to not miss per cell of shot distance.Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.	
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:	
* Worker Class: StatWorker_ShootingAccuracy
* Default Base Value: 
* To String Style: PercentOne
* To String Style Unfinalized: FloatOne
* Show If Undefined:	- 	4000
== Version history ==
Shooting Accuracy Indoors Dark

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ShootingAccuracyIndoorsDarkOffset
* Label:shooting accuracy indoors dark	An offset on shooting accuracy if the target is indoors in the dark.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	- 	-
== Version history ==
* Ideology (DLC) Release - Added.
Shooting Accuracy Indoors Lit

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ShootingAccuracyIndoorsLitOffset
* Label:shooting accuracy indoors lit	An offset on shooting accuracy if the target is indoors and lit.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	- 	-
== Version history ==
* Ideology (DLC) Release - Added.
Shooting Accuracy Multiplier (Child)

== Explanation ==
It is applied as a Post Process Factor to Shooting Accuracy.
The following curve applies to humanlikes only and is measured in biological years:
Age	Factor
4 	
12 	
13 	×100%
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ShootingAccuracyChildFactor
* Label:shooting accuracy multiplier	- 	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* To String Style: PercentZero
* Default Base Value: 
* Show Developmental Stage Filter: Child
* Always Hide:	
* Parts:
** StatPart_Age:
*** Use Biological Years: 
*** Humanlike Only: 
*** Curve:
**** Points:
***** (4,0.95) 
***** (12,0.98)
***** (13,1)	-
== Version history ==
* Biotech (DLC) Release - Added.
Shooting Accuracy Outdoors Dark

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
Darkness Combat Utility is used to calculate when to apply the darkness combat stats.
=== Indoors and Outdoors ===
A pawn is considered Outdoors when the roof at their location is not natural or not a thick roof (i.e. Constructed roof).
For reference:
Roof 	Thick	Natural
Constructed roof 	- 	false
Rock roof (thin) 	false	true
Overhead mountain 	true 	true
Void metal ceiling	true 	true
If this checks out, the pawn is then tested to see if they are in a room and considered Psychologically outdoors: When the unroofed cell count of the room is ≥ 300, or when the room touches the map edge and the unroofed cell count is ≥ 50% of the room cell count.
As such, a pawn is considered Indoors when they are under a Rock roof (thin), Overhead mountain, or a Void metal ceiling . They are also considered Indoors when they are within a room with an unroofed cell count of < 300, or when the room touches the map edge and the unroofed cell count is < 50% of the room cell count
=== Darklight Utility ===
Darklight refers to a default color of , with a hue range of 49~51%.
For the Red (r), Green (g), and Blue (b) color channels:
Light is not considered Darklight when:
* red > green
* red > blue
For the following expression:
If green > blue:
* num = green
* num2 = blue
Otherwise:
* num = blue
* num2 = green
Simply put, the larger value is num, and the smaller is num2.
(num is not zero) and red ≤ (num / 2) and (num2 / num) > 0.85
Light is considered Darklight when the above expression is true.
=== Lit and Dark ===
There are 3 different stages of light, defined by PsychGlow (Psychological Glow):
* Dark (Glow ≤ 30%)
* Lit (Glow > 30%)
* Overlit (Glow > 90%)
Glow in this case refers to the cell light level.
When Outdoors, the pawn is considered Lit when the sky light is > 35%, otherwise they will be considered Dark.
When Indoors, the pawn is considered Lit when the light level is Lit and there is no Darklight. The Pawn is considered Dark when the light level is Dark or if there is Darklight.
In short:
Location	Lit 	Dark
Outdoors	Sky light > 35% 	Sky light ≤ 35%
Indoors 	Lit and no Darklight	Dark or Darklight
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ShootingAccuracyOutdoorsDarkOffset
* Label:shooting accuracy outdoors dark	An offset on shooting accuracy if the target is outdoors at night.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	- 	-
== Version history ==
* Ideology (DLC) Release - Added.
Shooting Accuracy Outdoors Lit

== Offsets ==
* Precepts
** Combat in darkness:
*** Preferred: 
== Explanation ==
== Stat Def Data ==
* Def Name:ShootingAccuracyOutdoorsLitOffset
* Label:shooting accuracy outdoors lit	An offset on shooting accuracy if the target is outdoors during the day.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Always Hide:	-	-
== Version history ==
* Ideology (DLC) Release - Added.
Short bow

== Obtaining ==
Alternatively, short bows can be purchased from neolithic war merchants and orbital combat suppliers, tribal and outlander faction bases, and obtained from the following raider kinds:
Raider Kind	Chance	Average Quality	Health
Archer 	92.27%	Poor 	50-180%
You also start with two short bows in the Lost Tribe scenario.
== Analysis ==
Short bows are one of the easiest ranged weapons to create, so are an important item for the Lost Tribe and Naked Brutality scenarios. A crafting spot can be created almost anywhere, instantly, and wood is typically not hard to find. Any ranged weapon at all allows you to safely hunt animals; even 0% manhunter animals will retaliate in melee combat, but not at range. Any weapon at all also gives a basic defense against hostile wildlife and raiders.
As they are so cheap, they aren't great as actual weapons. Short bows have the 3rd lowest of all player-craftable ranged weapons in the game, ahead of only the pila and incendiary launcher. Other weaknesses include low accuracy and inability to stagger humans, something all other neolithic options can do. The short bow is best suited for close-quarters engagements due to its high close accuracy and slow projectile velocity.
Naturally, a short bow will be significantly overshadowed in terms of combat performance by even the most basic of firearms such as autopistols and revolvers. Two short bows are roughly equal to one of the aforementioned firearms. New Tribes also begin with the recurve bow researched, offering an immediate upgrade, assuming someone has a Crafting skill of or more. Replacing the short bow with better ranged options should thus be your second priority, only after making sure everyone has a weapon of any kind.
=== Stats ===
Against an unarmored human, a short bow can kill with 4 hits to the torso, 3 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~28.35 seconds average) to incapacitate that human from pain shock.
Overall, the short bow is best paired with a careful shooter until level 9, and with a trigger-happy shooter beyond that point.
== Version history ==
* 0.3.410 - Added
* 1.5.4062 - Received a new texture.
ShortBow Old.png|Texture prior to 1.5
Category:Equipment Category:Weapons Category:Neolithic Weapons
Category:Ranged Weapons Category:Single-Shot Weapons Category:Bows
Shuttle

Shuttles are vehicles that can carry pawns and items. When landed on the ground, they are treated mechanically as a type of building.
== Occurrence ==
Shuttles are used to collect and/or deliver pawns in quests and are called by the Call Transport Shuttle permit. Empire faction bases will also sometimes have a shuttle sitting on a floored landing zone defined by four ship landing beacons - the shuttle will fly away soon after the player's pawns enter the map, but the shuttle can be destroyed if action is taken fast enough.
If there is a functional landing pad, set out with 4 Ship landing beacons placed in at least a 9x9 area, shuttles will attempt to land on that pad, if possible.
== Summary ==
A shuttle called by permit will transport colonists, items, and animals on a one-way trip to anywhere you like within 70 world tiles. The shuttle can hold a total of 1000kg when loaded on a colony map, but as of 1.2.2900, it ignored this weight limit when called for a caravan on the world map.
When a functional shuttle is destroyed, it drops 50 uranium + 50 plasteel + 4 components + 4 Steel slag chunks.
Damaging or destroying a shuttle does not create a crashed shuttle in its place.
== Analysis ==
== Version history ==
* 1.1.2563 - Now avoids landing on crops.
* 1.2.2719 - Fix: Shuttles sometimes land on natural roofs.
* Possibly 1.3.3066 - Plasteel yield increased from 35 to 50.
* 1.3.3066 - Shuttles leave 50 uranium instead of 100 steel when killed. Refactored shuttles into generic Transport ships. These ships follow a series of jobs which can be controlled by quest logic, UI, and Lords. Transport ships are tracked while flying, loading, unloading, etc.
* 1.3.3067 - Shuttles can now overlap zones.
* 1.4.3529 - Fix: Some mechs cannot load into a shuttle.
* ? - Moved from Royalty DLC to Core. 
Category:Miscellaneous
Sightstealer arrival

== Occurrence ==
Sightstealer Arrival is a major threat from the Anomaly DLC. Sightstealer Arrival requires monolith tier 1.
They can also arrive if a creepjoiner becomes hostile due to friendly fire and has the Sightstealer attack drawback.
== Summary ==
Sightstealer raids start with a single invisible Sightstealer from the map's edge, with no warning letter; or multiple sightstealers can raid after a "Distant shriek" raid letter.
They will not trigger traps and generally will only be revealed when they're about to melee attack. They will trigger proximity detectors and emit a shrieking sound effect, which allows the player to know their presence, but not their exact location.
=== Multi-wave raids ===
At higher raid points, sightstealer raids can come in multiple waves. In multi-wave raids, after the last sightstealer of each wave is killed, a "Sightstealer howling" message may appear, indicating that more waves of sightstealers are to come; their arrival time ranges from a few hours to a few days. Up to two additional waves after the initial raid have been confirmed as possible, but it is not currently known if this is the maximum possible.
 Shards can be dropped from destroying the each wave.
== Analysis ==
When encountered early, a single Sightstealer is unlikely to be a threat to even a group of brand new colonists. But when the "Sightstealer howling" message is triggered, it becomes dangerous for any colonist to go outside. Unlike manhunter events, sightstealers' raid give no warning for pawns to run inside, and their speed means that they can quickly surround any group of exposed pawns. In this case, it's best to lock your colonists in, install a proximity detector or turn up the game volume and listen for their howling sound. When you detect them, open a door and fight them like how you fight a manhunter event.