nyuuzyou/wikis huggingface dataset:
Lightball

A lightball is a ritual building added by the Ideology DLC. It serves as a focus for the dance party ritual when placed within range of at least one loudspeaker.
== Acquisition ==
Lightballs can be constructed once the research to be completed. It requires . Pawns do not need an ideoligion with the dance party ritual in order to build this item.
== Summary ==
A lightball is a focus for the dance party ritual. Starting this ritual using the lightball will give ritual quality, increasing the chance of a positive outcome. In order to start this ritual using a lightball, you'll need at least 1 loudspeaker in a radius of twelve tiles.
In addition during a festival the lightball will light a tile radius enough for them to be considered lit.
== Analysis ==
Compared to the drum party, lightballs and loudspeaker require steel, components, and power - which are generally more valuable than wood and textiles for a campfire and drums. However, with the drum party, pawns need to actually play drums. Only 50% of pawns participating, rounded up, will play them, meaning you'll need 11 pawns for max quality. Meanwhile, you can have max quality with 6 loudspeakers and any amount of pawns - it just cost more material to do so. Plus, campfires will constantly consume wood, while lightballs can be disconnected.
Dance Party and Drum Party are otherwise equivalent rituals, with the same moodlets and same possible Global Work Speed buff.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
* 1.5.4062 - Can now be switched on and off. Fix: Speakers now show connection lines to lightballs.
Category:Ideology (Buildings)
Lightleather

== Acquisition ==
The following animals provide Lightleather.
== Usage ==
Lightleather can be used to craft and build the following things:
== Analysis ==
Lightleather is one of the least protective and least insulative textiles in the game. It also has a fairly low beauty factor. Thus it should be used only when there is no alternative or when its stats have little effect on the utility of the resulting item, such as in clothing production quests or armchairs whose beauty rarely significantly affects a room's quality.
== Gallery ==
Lightleather a.png|One lightleather
Lightleather b.png|Stack of lightleathers
== Version history ==
* 0.19/1.0 - Lightleather is a new leather type to merge the different leather types of small animals from earlier versions.
Beaverskin.png|Beaverskin
Boomrat leather.png|Boomrat leather
Hare leather.png|Hare leather
Monkeyhide.png|Monkeyhide
Squirrelskin.png|Squirrelskin
Category:Material Category:Textile Category:Leather
Limestone

Limestone is a natural structure that can be mined to obtain a limestone stone chunk. Do note that this is not a guarantee.
== Summary ==
Limestone tiles have 700 health each, making it the second hardest stone block to mine. Each mined block has ~25% chance base to yield a limestone stone chunk, each of which can be transform into 20 limestone blocks.
This tile can also be smoothed to create Smoothed limestone.
== Analysis ==
== Gallery ==
Limestone.png|Natural limestone wall
Smoothed limestone.png|Smoothed limestone wall
Limestone chunk A.png|Limestone chunk variant A
Limestone chunk B.png|Limestone chunk variant B
Limestone chunk C.png|Limestone chunk variant C
Limestone blocks A.png|Single stack of limestone blocks
Limestone blocks B.png|Stack of multiple limestone blocks
Limestone blocks C.png|Full stack of limestone blocks 
== Version history ==
* ? - Added.
* Beta 19/1.0 Update - You can now smooth natural rough rock walls into high-quality walls.
Category:Natural wall
Limestone blocks

Limestone Blocks are used in the construction of furniture and structures that are made of Limestone.
== Acquisition ==
Limestone blocks are cut from limestone chunks at a . It takes of work to cut a single chunk into blocks.
== Usage ==
Limestone blocks can be used to craft and build the following things:
== Analysis ==
Limestone blocks have 91% the hit points of granite and 11% more than the next (sandstone), so still very serviceable for use where durability is desired, such as fixed defensive positions or the receiving end of a killbox.
== Gallery ==
Limestone blocks A.png|Stack of 1 limestone blocks
Limestone blocks B.png|Stack of multiple limestone blocks
Limestone blocks C.png|Full stack of limestone blocks
== Version history ==
* 0.7.581 - Added, previously there was only generic "stone".
* Beta 19/1.0 - Slowed constructing buildings with all stone types by 20%
Category:Material Category:Stone Category:Stone Blocks
List of animals

Wild animals can spawn in specific biomes, whereas almost any animal may be purchased from traders. The following animals: Alpaca, Bison, Donkey, Dromedary, Elephant, Horse, Muffalo, Yak, can carry items in Caravans (See Pack animal).
Animals which produce milk, eggs and wool when tamed are listed on the pages for those resources.
This table is only intended as an overview of the most important stats - for more, see List of animals/Additional.
Animal	Animal	Min. Handling Skill	Guard	Attack	Rescue	Haul	Diet	Pens	Hunger RateNutrition lost per day.	Offspring Per Year	Meat Yield	Leather Yield	Average DPS	Move Speed	Health Scale	Manhunter(Hunt)	Manhunter(Tame)	Nutrition Efficiency (Baby Slaughter)	Nutrition Efficiency (Adult Slaughter)
#List of animals
Lizardskin

== Acquisition ==
The following animals provide Lizardskin.
== Usage ==
Lizardskin can be used to craft and build the following things:
== Analysis ==
Lizardskin is one of many textiles with protective stats almost identical to plainleather. In comparison, it provides negligbly higher blunt armor, worse insulation, 23% less item hitpoints and a slightly higher beauty factor. 
As it is 6-way tied for the 11th most protective textile in the game, it is largely irrelevant as protective clothing after the very early game, and even at that point there are many other options that are just as good or better. It is technically ranked 4th out of all textiles in terms of blunt armor, behind only hyperweave, thrumbofur and devilstrand, despite its blunt rating being only slightly higher than other early game textiles. No textile offers significant blunt protection, however. Even hyperweave, at x the blunt armor of lizardskin, only provides noticeable protection at high qualities. Thus while lizardskin does technically edge out other plainleather-equivalent textiles in terms of protection, the of the vast majority of blunt attacks will ignore it just as completely as it would the alternatives. Lizardskin's lower item durability means that clothing replacements will be more frequent compared to other common leathers as well. Thus its use as clothing is feasible in the early game but not ideal. Transitioning to more protective and insulative textiles should be made a priority however. 
For use in furniture, it only has a slightly improved beauty factor than other common textiles, but its mid-game redundancy as clothing makes it a decent choice for improving furniture beauty. Its inferiority to wools in this regard and the commonness of wools compared to lizardskin limits its long term utility however.
== Gallery ==
Lizardskin a.png|One lizardskin
Lizardskin b.png|Stack of lizardskins
== Version history ==
* 0.18/1.0 - Lizardskin is a new leather type added that merges cobraskin, tortoise leather, and iguana skin from earlier versions.
Cobraskin.png|Cobraskin
Tortoise leather.png|Tortoise leather
Iguana skin.png|Iguana skin
Category:Material Category:Textile Category:Leather
Loudspeaker

A Loudspeaker is a ritual item added by the Ideology DLC, contributing to the dance party ritual.
== Acquisition ==
Loudspeakers can be constructed once the research is completed. It requires . Pawns do not need an ideoligion with the dance party ritual in order to build this item.
== Summary ==
Each loudspeaker adds quality to the dance party ritual, increasing the chance for a positive outcome. At least 1 loudspeaker is required to start this ritual at a lightball. You can start a dance party without using a loudspeaker, so long as the lightball is not the focus.
== Analysis ==
Compared to the drum party, lightballs and loudspeakers require steel, components, and power - which are generally more valuable than wood and textiles for a campfire and drums. However, with the drum party, pawns need to actually play drums. Only 50% of pawns participating, rounded up, will play them, meaning you'll need 11 pawns for max quality. Meanwhile, you can have max quality with 6 loudspeakers and any amount of pawns - it just costs more material to do so. Drums also take 1 more tile of space due to requiring an interaction spot.
Dance Party and Drum Party are otherwise equivalent rituals, with the same moodlets and same possible Global Work Speed buff.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
* 1.5.4062 - Can now be switched on and off. Fix: Speakers now show connection lines to lightballs. Fix: NRE uninstalling loudspeaker. Fix: Off loudspeakers are now counted correctly when determining ritual quality
Category:Ideology (Buildings)
Love enhancer

A Love Enhancer is a torso slot implant that grants a 50% bonus to the Lovin' mood boost.
== Acquisition ==
== Summary ==
Increases the base "Got some lovin" mood bonus from to . Only one enhancer per couple is required.
=== 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 ==
As only one enhancer per couple is required, it can be beneficial to pick a single gender of colonist to give enhancers to so that as couples change over time, there is never a redundant doubling of enhancers outside of the occasional gay couple. For such couples, a pattern-breaking installation or removal can ensure efficiency or the loss of an enhancer or the additional mood buff can just be accepted.
The love enhancer costs the same of resources as a bionic arm or bionic leg. A small mood increase is not typically worth the material cost, as mid/late-game colonies often have better ways of increasing mood (fine / lavish meals, drugs, making rooms more impressive). 
== Version history ==
* Somewhere between Royalty DLC Release and 1.1.2563 (inclusive) - Added.
* 1.1.2575 - Reduce love enhancer impact by 50%.
Category:Medical Item Category:Body Part Category:Implant
Lung rot

__NOTOC__
Lung rot is a long-lasting disease that can be fatal if untreated.
==Overview==
Lung rot appears after prolonged exposure to rot stink, and affects both of a person's lungs. It can't be acquired from an event.
The higher the "rot stink" hediff severity, the more likely common the disease is. At 0.5 severity, there is an of 8 days at 0.5 severity to get this disease. This goes up to a of 0.5 days at 1.0 severity.
===Prevention===
Preventing colonists from inhaling rot stink gas, which is done by avoiding rotten corpses; a rot stink severity of at least 0.5 is required to contact lung rot. Try to avoid being in melee with scaria-infested animals, as they will immediately rot on death. Otherwise, haul, bury, burn, or cremate corpses in a timely manner, or wait for them to finish rotting.
In the Biotech DLC, face masks, gas masks, and other sources of Toxic Environment Resistance all reduce the severity of rot stink.
Detoxifier lungs are immune to rot stink. Each detoxifier lung also increases Toxic Environment Resistance, so if a pawn only has 1 artificial lung, the other one will be partially protected.
== Stages ==
These are the following stages in which lung rot will progress through, and the effects it has on the victim. Note that the effects are generally doubled as lung rot usually occurs in both lungs at the same time.
Stage 	Begins at 	Symptoms
Lung rot (minor) 	0 - 0.59 severity 	
* Pain
* Breathing
Lung rot (major) 	0.6 - 0.84 severity 	
* Pain
* Breathing
Lung rot (Extreme)	0.85 - 0.99 severity	
* Pain
* Breathing
* Consciousness
Lung rot (Extreme)	1.00 severity 	
* Death
=== Progression ===
*Severity increases by 0.300 per day.
*Treatment slows progression by a maximum of 1.000 per day.
**This means the disease will regress by 0.700 per day at 100% tend quality.
**Progression will pause at 30% tend quality or higher.
**Note that good treatment will not cause the disease to go away on its own.
The disease resolves after 6-8 days, independent of the patient's immune functioning.
== Treatment ==
Treatment can be done using medicine which suppresses the disease, preventing it from reaching fatal stages. Pawns do not need to rest, as no immunity is gained.
As long as it is tended by a decent doctor, lung rot isn't particularly threatening to a pawn's life. The real downside is the time and medicine consumed for treatment, especially if many pawns get lung rot at the same time. It is possible to reach >30% tend quality even without medicine, if you have a great doctor and hospital setup.
== Version history ==
* 1.4.3523 - Added.
* 1.5.4062 - Rotstink exposure now causes lung rot in Core. Previously the effects were defined in Core, and the Steam announcement for Update 1.4 mentioned it as a Core feature, however rot stink exposure and lung rot would not be applied without the Biotech DLC.
Category:Disease
Lynx

Lynxes, called lynx kittens as babies, are medium-sized, solitary feline predator found in . Although not too dangerous to a moderately experienced, well-equipped hunter, lynxes can menace livestock and pets, and probably will where food is scarce. Their fur has excellent insulation value. 
== Hunting ==
Lynxes are fast and have a fairly high chance to turn manhunter upon being attacked, so caution is advised when hunting. You may want to have a couple of people drafted when hunting a Lynx, but a Lynx can be kited by most with a few leg shots and in enough pain to adversely affect consciousness.
== Taming ==
Lynx can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.
== Training ==
== Health ==
== Gallery ==
Lynx east.png|Lynx facing east
Lynx north.png|Lynx facing north
Lynx south.png|Lynx facing south
Dessicated lynx east.png|Lynx decaying
== Version history ==
* 0.18/1.0 - Now provides the new Panthera fur, which merged its previous leather type, lynxskin, with pantherskin and cougarskin.
Category:Animals
Category:Wild animal
Main Page/editcopy

__NOTITLE__
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 RimWorld is an indie space colony management game developed by Ludeon Studios, a Montreal-based game studio founded by Tynan Sylvester. Read more about the game at About RimWorld.
The current stable versions are and , and a complete version history can be found via the Version history page.
For info on releases, see the Ludeon development blog and Double Eleven Patch Feed respectively.
You can help update the wiki by signing up.
It is recommended to read about Wiki basics and our Style guide.
You can find current wiki projects in the Community Portal, our wiki editor Discord, and the To do list.
If you spot something that may require administrator attention, please report it to the Admin Noticeboard.
We are currently maintaining articles.
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Category:RimWorld Wiki
Major archotech structure

The major archotech structure is a structure added by the Ideology DLC. It acts as an intermediate step towards the endquest The Archonexus.
They are one of a number of archotech structures alongside the archotech tower, grand archotech structure, and archonexus core.
== Occurrence ==
The major archotech structure appears after accepting the first part of The Archonexus quest. To accept this quest, you must have a colony worth $350,000 wealth, and be allied with a requested faction. Accepting this quest will sell your colony, allowing up to 5 colonists to create a new colony anywhere on the world. Once you've landed into the new colony, the major archotech structure will be present.
A major archotech structure is always surrounded by 4 archotech towers at the start of the new map.
== Summary ==
The structure is designed as an ancient, yet pristine building from eons ago. Every it emits a pulse that damages and kills any plants (Excluding Anima trees) by 10 HP within a 32 tile radius (65 tile diameter). It also frequently spawns anima grass (up to 35) in its place (highest chance at 24 tiles) which is unfazed by the pulses. 
It is invulnerable to any form of attack and cannot be destroyed by any means. Studying this structure is required in order to accept the next part of The Archonexus quest. 2,100 progress is needed to complete the study.
=== Archotech emanation ===
Colonists standing nearby that are not psychically deaf will be affected by a base -5 "Archotech Emanation" mood debuff as long as they stand close to it. Psychic sensitivity affects the magnitude of the debuff. The area affected is an octagon 13 tiles in radius (27 tiles in diameter) plus one extra tile in each cardinal direction.
If a colonist is standing within 2 tiles of the structure, they will get a base -10 mood debuff instead. This debuff shares the same "Archotech Emanation" name as the lesser -5 debuff, but the description of the debuff will change to read "These thoughts coming from the structure, they open doors to such vastness... I feel so small that I might disappear." This debuff, other than the different description and greater penalty, functions identically to the lesser debuff.
Contrary to the description, it does not harm creatures that stand near it.
== Analysis ==
Because it usually takes so long to accrue another $350,000 colony wealth, the time and effort studying the major archotech structure is almost insignificant. If it happens to be a problem, then use a psychically deaf pawn, or hook a sacrificial pawn on constant yayo to study the structure for you. Alternatively, install a Joywire in a pawn in order to counteract it.
== Gallery ==
Major archotech mood debuff.jpg|Mood debuff range
== Version history ==
* Ideology DLC Release - Added.
Category:Miscellaneous
Malnutrition

__NOTOC__
Malnutrition, referred to as starvation in the moodlets, is a health condition that occurs once any pawn's saturation reaches 0%. After this point, malnutrition increases by 2% per hour, with initial symptoms including a faster hunger rate, slight loss of consciousness, and an increased chance of social fighting. Advanced symptoms include loss of consciousness, and eventually, death. Malnutrition will begin decrease by 2% per hour after the pawn is fed, during which time they continue to suffer from the different stages of the condition.
Unless forbidden to do so, a malnourished pawn will eat literally whatever they can get their hands on (whether it be a lavish meal, some raw food, or even a human corpse) in order to prevent themselves from further starving to death. Once the pawn has eaten something, the malnutrition will gradually decrease, and until it is gone the pawn will have increased hunger.
A pawn suffering from malnutrition will not gain immunity progress, nor will their wounds heal.
== Stages ==
Label 	Severity 	Consciousness	Hunger Rate Factor	Social fight chance	Mood
Trivial 	0 - 0.19 	 	 	 	
Minor 	0.2 - 0.39	 	 	 	
Moderate	0.4 - 0.59	 	 	 	
Severe 	0.6 - 0.79	 	 	 	
Extreme 	0.8 - 0.99	 	 	– 	
Extreme 	1 	Death 	Death 	Death 	Death
Note: Because malnutrition decreases Consciousness, it can be very dangerous to wounded prisoners, recent surgery patients, or others who may already have a Consciousness at 10% or lower and are unable to feed themselves. Dropping -5 or 10% more can kill just that quick.
== Prevention ==
Malnutrition will affect Consciousness which affects most actions a pawn can take, including trade, movement speed, and shooting accuracy. Thus prevention is important.
Straightforward: Make sure there's a decent surplus of food in your freezer. Don't take on more colonists, guests, prisoners, and slaves than your food supplies can handle. Remember that intensive taming will demand a lot of food. Ensure that meals are easily accessible - raw food is significantly less efficient in terms of nutrition than even simple meals. 
Don't be afraid to resort to using a nutrient paste dispenser in certain circumstances (e.g. toxic fallout, wildfire that wipes out a significant chunk of wildlife, migration); nutrient paste meals are the most efficient way to get nutrition from food out of any meal, yielding 0.9 nutrition, the same as a simple or fine meal, from only 6 of any ingredient and you can't get food poisoning from it.
== Version history ==
* Alpha 16 - Malnutrition also increases the hunger rate and likelihood that affected pawns will start a social fight if slighted or insulted.
Category:Health
* 1.0.0 - Minor starvation alone (below 25% severity) no longer always causes miscarriages, but still can, if combined with other factors
Manhunter pulse

Manhunter pulse is a level psycast that drives animals manhunter in its area of effect. 
== Acquisition ==
== Summary ==
 <canTargetHumans>False</canTargetHumans>
 <canTargetMechs>False</canTargetMechs>
 <canTargetAnimals>True</canTargetAnimals>
 <canTargetLocations>True</canTargetLocations>
 
== Analysis ==
Drive nearby animals into a manhunting rage using a psychic pulse.
* Manhunter Pulse causes all animals in a large targeted area to become manhunter. 
** Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.
** If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.
With a large radius, a relatively low cost and a devastating effect manhunter pulses are excellent against fleshbeasts. 
 However, note that the split fleshbeasts will not be affected by the pulse that hit their predecessor and fleshbeasts do not break, so while a single pulse will massively weaken a fleshbeast attack, it will almost never outright end one. Subsequent pulses or just sending out combatants can mop up the few remaining and injured beasts.
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2571 - Radius reduced from 30 to 28, cost increased from 40 to 50.
Category: Psycasts
Marble

Marble is a natural structure that can be mined to obtain a marble stone chunk. Do note that this is not a guarantee.
== Summary ==
Marble tiles have 450 health each, making it the second faster stone block to mine. Each mined block has ~25% chance base to yield a marble stone chunk, each of which can be transform into 20 marble blocks.
This tile can also be smoothed to create Smoothed marble.
== Analysis ==
== Gallery ==
Marble.png|Natural marble wall
Smoothed marble.png|Smoothed marble wall
Marble chunk A.png|Marble chunk variant A
Marble chunk B.png|Marble chunk variant B
Marble chunk C.png|Marble chunk variant C
Marble blocks A.png|Single stack of marble blocks
Marble blocks B.png|Stack of multiple marble blocks
Marble blocks C.png|Full stack of marble blocks 
== Version history ==
* ? - Added.
* Beta 19/1.0 Update - You can now smooth natural rough rock walls into high-quality walls.
Category:Natural wall
Marble blocks

Least suitable for building defenses as it has the lowest health of all stone types.
== Acquisition ==
Marble blocks are cut from marble chunks at a . It takes of work to cut a single chunk into blocks.
== Usage ==
Marble blocks can be used to craft and build the following things:
== Analysis ==
== Gallery ==
Marble blocks A.png|Stack of 1 marble blocks
Marble blocks B.png|Stack of multiple marble blocks
Marble blocks C.png|Full stack of marble blocks
== Version history ==
* 0.7.581 - Added, previously there was only generic "stone".
* Beta 19/1.0 - Slowed constructing buildings with all stone types by 20%
Category:Material Category:Stone Category:Stone Blocks