nyuuzyou/wikis huggingface dataset:
Arctic wolf

Arctic wolves, called arctic wolf puppies as babies, are pack hunters but are often seen alone or in pairs in-game. They are almost identical to timber wolves, differing only in habitat, resistance to cold temperatures and coloration. Arctic wolves can be found in .
== Diet ==
Arctic wolves feed on raw meat, corpses, meals, any processed foods, and kibble. When especially hungry, they will frequently attempt to attack, kill, and eat pets or even colonists for food.
== Analysis ==
Arctic wolves can make for good hauling animals and decent attack animals, if you can keep them fed. While they are more wild than a husky, meaning they create more filth and need to be retrained, arctic wolves will not be attacked by other predators. You can feed them off meals, and wolves are actually more efficient than huskies when it comes for hunger rate. However, you'll need raw meat or kibble to train them.
Cougars and panthers are easier to tame, need to be retrained less often, and carry more in a single stride (at the same movement speed). They are also stronger in combat, all at the cost of more hunger. However, these cats tend to spawn in warm biomes, while wolves spawn in cold ones.
==Training==
== Health ==
== Gallery ==
Wolf arctic east.png| Arctic wolf facing east
Wolf arctic north.png| Arctic wolf facing north
Wolf arctic south.png| Arctic wolf facing south
Dessicated wolf arctic east.png| Arctic wolf decaying
== Version history ==
* Beta 19/1.0 - Trainable intelligence Advanced -> Intermediate, bite damage 11 -> 12, scratch usage commonality 100% -> 50% per side, nuzzle interval 120 -> 240 hours
Category:Animals
Category:Wild animal
Armor

----
Armor is a subcategory and type of apparel that generally offers good protection from damage, poor insulation and, in some cases, move speed penalties. 
All apparel functions in the same way mechanically. Clothing and Armor primarily differ only in their categorization and a tendency to prioritize either damage or environmental protection respectively. Therefore, see Apparel for details on the mechanics common to all types of apparel.
== Apparel layers ==
== Comparison tables ==
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers. 
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, flak pants and the flak vest which both occupy the middle layer do not cover the same body parts, and thus can be worn together.
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
Since some armor covers multiple layers, they are present in multiple tables as well.
=== Headgear ===
=== Skin ===
=== Middle ===
=== Outer ===
=== Internal ===
Category:Apparel
Armor - Blunt

== Stat Parts ==
=== Quality ===
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
=== Stuff ===
* Priority: 100
* Stuff Power Stat: Armor - Blunt (Material Factor)
* Multiplier Stat: Armor - Material Effect Multiplier
== Base values ==
Click to 
Thing	Armor - Blunt
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ArmorRating_Blunt
* Label:Armor - Blunt
* Label For Full Stat List:Armor - Blunt (armor stat)	The protection given against blunt damage like fists, club impacts and rock falls.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
The remaining armor rating is then compared against a random number from 0 to 100.
- If the random number is under half the armor rating, the damage deflects harmlessly.
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
- If the random number is greater than the armor rating, the armor has no effect.
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
Each layer of armor is applied separately, from the outside in.	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Hide At Value: 
* Max Value: 
* To String Style: PercentOne	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
** StatPart_Stuff:
*** Priority: 100
*** Stuff Power Stat: Armor - Blunt (Material Factor)
*** Multiplier Stat: Armor - Material Effect Multiplier	99
== Version history ==
Armor - Blunt (Material Factor)

== Bases ==
Material	Category	Armor -BluntFactor
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:StuffPower_Armor_Blunt
* Label:Armor - Blunt
* Label For Full Stat List:Armor - Blunt (material factor)	Armor against blunt damage like club impacts, rock falls, and explosions.	
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	- 	4509
== Version history ==
Armor - Heat

Note: Ignition from Flame damage depends only on any damage being done, not on the amount of damage done. As such Heat armor will only protect from ignition to the extent that it outright negates damage. For more detail, see Flame and Flammability.
== Stat Parts ==
=== Quality ===
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
=== Stuff ===
* Priority: 100
* Stuff Power Stat: Armor - Heat (Material Factor)
* Multiplier Stat: Armor - Material Effect Multiplier
== Base values ==
Click to 
Thing	Armor - Heat
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ArmorRating_Heat
* Label:Armor - Heat
* Label For Full Stat List:Armor - Heat (armor stat)	The protection given against temperature-related damage like burns.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
The remaining armor rating is then compared against a random number from 0 to 100.
- If the random number is under half the armor rating, the damage deflects harmlessly.
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
- If the random number is greater than the armor rating, the armor has no effect.
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
Each layer of armor is applied separately, from the outside in.	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Hide At Value: 
* Max Value: 
* To String Style: PercentOne	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
** StatPart_Stuff:
*** Priority: 100
*** Stuff Power Stat: Armor - Heat (Material Factor)
*** Multiplier Stat: Armor - Material Effect Multiplier	98
== Version history ==
Armor - Heat (Material Factor)

== Bases ==
Material	Category	Armor -HeatFactor
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:StuffPower_Armor_Heat
* Label:Armor - Heat
* Label For Full Stat List:Armor - Heat (material factor)	Armor against temperature-related damage like burns.	
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	- 	4508
== Version history ==
Armor - Material Effect Multiplier

It is the base value for an item of apparel. This is multiplied by the Stuff's Armor Factor to get the final armor rating.
The game uses one stat for all armor types, but the wiki uses separate properties for Sharp, Blunt and Heat:
* Armor - Material Effect Multiplier × Armor - Sharp Factor to get the final Armor - Sharp rating
* Armor - Material Effect Multiplier × Armor - Blunt Factor to get the final Armor - Blunt rating
* Armor - Material Effect Multiplier × Armor - Heat Factor to get the final Armor - Heat rating
== Bases ==
Since the 3 properties are derived from the same stat, you can see that because of this they are identical to each other:
Apparel	Category	ArmorFactor -Sharp	ArmorFactor -Blunt	ArmorFactor -Heat
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:StuffEffectMultiplierArmor
* Label:Armor - Material effect multiplier	- 	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Default Base Value: 0
* Min Value: 0
* Always Hide:	- 	1
== Version history ==
Armor - Sharp

Note: If sharp damage is converted into blunt, then further layers of armor will still apply Armor - Sharp rather than Armor - Blunt.
== Stat Parts ==
=== Quality ===
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
=== Stuff ===
* Priority: 100
* Stuff Power Stat: Armor - Sharp (Material Factor)
* Multiplier Stat: Armor - Material Effect Multiplier
== Base values ==
Click to 
Thing	Armor - Sharp
== Strategy ==
Sharp damage is far more common than blunt damage because almost no blunt damage directly occurs outside of melee combat; this makes sharp armor more valuable in general than blunt armor.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ArmorRating_Sharp
* Label:Armor - Sharp
* Label For Full Stat List:Armor - Sharp (armor stat)	The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
The remaining armor rating is then compared against a random number from 0 to 100.
- If the random number is under half the armor rating, the damage deflects harmlessly.
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
- If the random number is greater than the armor rating, the armor has no effect.
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
Each layer of armor is applied separately, from the outside in.	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Hide At Value: 
* Max Value: 
* To String Style: PercentOne	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
** StatPart_Stuff:
*** Priority: 100
*** Stuff Power Stat: Armor - Sharp (Material Factor)
*** Multiplier Stat: Armor - Material Effect Multiplier	100
== Version history ==
Armor - Sharp (Material Factor)

== Bases ==
Material	Category	Armor -SharpFactor
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:StuffPower_Armor_Sharp
* Label:Armor - Sharp
* Label For Full Stat List:Armor - Sharp (material factor)	Armor against sharp damage like bullets, knife stabs, and animal bites.	
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	- 	4510
== Version history ==
Armorskin gland

The Armorskin Gland is an implant added by the Royalty DLC that gives the host pawn natural armor, in exchange for making them uglier and slower. It is the middle option of the three skin gland implants, with protection and penalties between that of the toughskin and stoneskin glands.
== Acquisition ==
== Summary ==
Pawns that are implanted with an armorskin gland gain a bonus to Sharp/Blunt/Heat Armor by //% respectively, considered as its own layer for the purposes of armor calculations. It also reduces pawn beauty by 1 and multiplies moving by a factor of 90%, a 10% reduction. In turn, the penalty to moving reduces the move speed, hunting stealth, and melee dodge chance of a pawn.
The armor rating of the gland still protects body parts replaced by artificial body parts, even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability. 
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and a Medical skill of 5.
If the operation fails, the part will be destroyed.
== Analysis ==
It provides a noticeable amount of protection. Keep in mind that armor penetration usually negates a part of the implant's armor rating, making it less protective than expected.
Comparison table of the three types:
Type 	Armor	Armor	Armor	Moving	Beauty
Type 	Sharp	Blunt	Heat 	Moving	Beauty
Toughskin gland	% 	% 	% 	×95 	-
Armorskin gland	% 	% 	% 	×90 	
Stoneskin gland	% 	% 	% 	×85 	
Sharp	Blunt
 	
== Version history ==
* Royalty DLC initial release - Added.
* 1.1.2563 - Toughskin, armorskin, and stoneskin glands no longer stack
* 1.1.2598 - Buffed from 35/20/40% to 52/20/40%
Category:Medical Item Category:Body Part Category:Implant
Array headset

The array headset is a piece of apparel added by the Biotech DLC that increases the bandwidth of mechanitors.
== Acquisition ==
== Summary ==
The array headset increases a mechanitor's bandwidth by . This increase is not affected by quality, though the usual apparel stats are affected as normal.
== Analysis ==
A strict upgrade to the airwire headset, providing 3 more bandwidth, costing 4 components more to create. The array headset also has a higher research cost, requiring you to defeat a diabolus first.
The mechcommander helmet gives the same, +6 bandwidth, but requires both plasteel and a diabolus' signal chip to create. The benefit of the mechcommander helmet is the protection it gives, roughly equal to a steel flak helmet while giving some amount of bandwidth. It may be more desirable to save the signal chip until you can create a bandwidth pack, which requires 2 chips. The bandwidth pack occupies a different slot, so it can be worn with any helmet. And unlike headsets and helmets, it never deteriorates.
The only stats that are meaningfully affected by quality are the deterioration rate and market value, thus in most cases there is essentially no benefit and some detriment to higher quality headsets. Note that deterioration rate only applies to deterioration from being outdoors and the like, it does not affect the damage taken from attacks or being worn day-to-day. Properly storing any unworn headsets, as you likely are anyway, completely negates the benefit.
== Version history ==
* Biotech DLC Release - Added.
Category:Clothing
Arrest Success Chance

== Factors ==
* Social : 60% plus 7.5% per skill level.
* Manipulation: 90% importance, 5% allowed defect. 100% max
Thus, a healthy pawn of Social level of 6 or above will have a 100% chance to arrest a pawn. There is a minimum of 60%, meaning even a pawn with 0% manipulation and 0 Social still has a 60% chance to successfully arrest a pawn.
Art bench

== Acquisition ==
== Summary ==
Pawns assigned to the Art work type will work bills at the art bench.
The following items can be crafted at the art bench.
== Analysis ==
Improving bedrooms, dining rooms, and rec rooms with art is one of the simplest ways to get consistent mood buffs on colonists. The bonuses from room quality are modestly large, have essentially constant up-time and, once built, don't need further maintenance. Additionally any improvements acquired later can either be replaced and used elsewhere or stack with existing art for larger buffs. This makes art an excellent investment in the mid- and end-game. That said, art should not be made a priority over additions that improve survivability. A bench should be built once the colony is moderately stable and having a pawn spend a long time sculpting can be justified. Typically only one skilled artist is required.
Considering sculpting art takes an especially long time, putting a comfortable seat in front of art benches is recommended.
== Version history ==
* 0.8.657 - Added as sculptor's bench
* 0.10.785 - Can now be made of various stuffs.
* 1.1.0 - Renamed from sculptor’s table to art bench.
* 1.1.2559 - No longer crafts harps and harpsichords
Category:Production
Assault rifle

== Acquisition ==
They can also be found in ancient shrines or purchased from outlander and orbital combat suppliers, and outlander faction bases. They can also be found on the following raider kinds:
Raider Kind 	Chance	Average Quality	Health
Mercenary Gunner	9.17% 	Normal 	70-320%
Elite Mercenary 	53.37%	Normal 	100%
Boss 	53.37%	Normal 	100%
Ancient Soldier 	10.81%	Normal 	100%
Trooper 	? 	? 	70-230%
Janissary 	? 	? 	70-230%
== Analysis ==
The assault rifle is the jack-of-all trades of RimWorld's firearms. Single-target damage is respectable, with accuracy and warmup time being good overall. Range is amazing - tied for third of all non-consumable weapons and only beaten by weapons with considerably less . Statistically, the assault rifle's only significant deficiency is it's stopping power, as it's unable to stagger humans. Practically another consideration is its expense, though not as expensive as a charge rifle. You won't see raiders use assault rifles until the midgame somewhat limiting the chance to use looted rifles before the higher qualities available to colony-produced weapons take precedence.
In terms of actual , the assault rifle is consistently higher than the LMG, and lower than the charge rifle and chain shotgun in within their ranges. The assault rifle is a moderately skill friendly-weapon when the player manually controls the pawn's range, though the charge rifle and chain shotgun tends to fill that niche better.
The assault rifle can be used to good effect in virtually any use case, whether in close-quarters, out hunting, or on the field. Other weapons surpass the assault rifle in specific roles, and they should be used instead when those roles are consistently utilized by the player, but no other weapon is as flexible and versatile as the assault rifle. For this reason, they are a common choice for standard issue when not optimizing for a specific strategy.
=== Stats ===
Against an unarmored human, an assault rifle 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 (~10.1 seconds average) to incapacitate that human from pain shock.
== Version history ==
* Approximately A9 - Renamed from M16 to Assault rifle.
* 0.12.910 - Rebalanced.
* Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
Equipment M16.png|Original M16 sprite
Category:Equipment Category:Weapons Category:Industrial Weapons
Category:Ranged Weapons Category:Burst Weapons Category:Rifles
Assembly Speed Factor

== Bases ==
Building 	Assembly Speed Factor Base
Gene assembler	100%
== Factors ==
Outdoors:
Location	Factor
Indoors 	×100%
Outdoors	
Room Stat:
Room Stat 	Custom Label
Assembly speed factor	Room cleanliness
Room cleanliness is a multiplier ranging from - ( without a room), depending on the cleanliness of a room.
Cleanliness	Factor
-5.0 	0.75
-2.5 	0.85
0.0 	1.00
1.0 	1.15
== Calculating Assembly Speed Factor ==
The factors for Assembly Speed Factor are: Assembly Speed Factor Base, Outdoors, and Room cleanliness. This would be written out as:
Assembly Speed Factor = Assembly Speed Factor Base × Outdoors × Room cleanliness
The maximum would be:
1 × 1 × 1.15 = 1.15
For an effective limit of 115%.
The minimum would be:
1 × 0.7 × 0.75 = 0.525
For an effective limit of 52.5%.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:AssemblySpeedFactor
* Label:work speed factor 	The speed at which people assemble genes here is multiplied by this value.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	
* Parts:
** StatPart_Outdoors:
*** Factor Indoors: ×
*** Factor Outdoors: 
** StatPart_RoomStat:
*** Room Stat: Assembly speed factor'''
*** Custom Label: Room cleanliness'''	1000
== Version history ==
* Biotech (DLC) Release - Added.
Assignment

Assignment is the process of directly instructing a colonist to perform a specific action. For example, "pick up that autopistol" or "haul that corpse". 
Assignment is performed by Left Clicking on a colonist, then Right Clicking on the subject of the action, and then Left Clicking on an action from the context menu that should have appeared.
If there is no result from Right Clicking the subject, select it and use one of the icons that appears to designate an action. If the selected colonist cannot perform the action, open the Work menu to enable the work type or to find another colonist. Clicking a colonist's name in the Work menu conveniently selects the colonist and centers the map to them. 
Category:Game mechanics