nyuuzyou/wikis huggingface dataset:
High-explosive shell

The high-explosive shell is the most common kind of mortar shell, that deals 50 damage in a 3-tile radius upon exploding.
== Acquisition ==
 The steel cost is increased to 25 if the Classic Mortars difficulty option is enabled.
They can also be purchased from traders.
Finally, siege raids will have high-explosive shells drop podded to them, and if unused by the raid, can be taken by the player.
== Usage ==
== Summary ==
When fired from a mortar, s deal damage in a tile radius.
When damaged beyond 70% of its health, it will explode after between and , dealing 50 Bomb damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 2.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of tiles at a full stack of 25.
They are also used in the construction of explosive IED traps.
== Analysis ==
High-explosive is the standard shell for mortars, dealing high damage to any target with a decent blast radius. Mortars in general are quite resource-intensive, so it's best to wait until mid-game until beginning the use of mortars. Given the mortar's inaccuracy, it's best to have a battery of mortars firing at once to deal heavy damage to the enemy.
Mortars are most useful against stationary targets, such as sieges, crashed ship parts, and mech clusters. Against sieges in particular, dealing enough damage will force the raiders to assault directly - as opposed to them peppering your base with mortar shells. A siege's mortars can and will deal large infrastructural damage to any base not under overhead mountain; your mortars are powerful defenses against them.
=== Storage ===
As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.
== Gallery ==
Shell highexplosive a.png|One high-explosive shell
Shell highexplosive b.png|Partial stack
Shell highexplosive c.png|Full stack
== Version history ==
* 0.18.1722 - Added to replace mortar type system.
* 1.1 - Crafting cost was increased (20 --> 25 steel, 10 --> 15 chemfuel).
* 1.3.3066 - Steel requirement decreased from 25 -> 15 unless Classic Mortar difficulty option enabled.
Category: Mortar shells
High subcore

A high subcore is a mechanoid component added by the Biotech DLC.
== Acquisition ==
High subcores are acquired from the subcore ripscanner, which requires High mechtech to be researched. The ripscanner can produce one subcore using and one sacrificial pawn. Creating these items is not done with a standard work bill.
Firstly, the ripscanner must be loaded with . Then, a non-baby human must sit in the scanner for . The ripscanner destroys the pawn's brain in the process, killing them and necessitating a new victim for every new subcore.
== Usage ==
High subcores are used in the following crafting recipes:
== Analysis ==
The primary way to get participants for the ripscanner are prisoners, taken from the constant supply of raiders. It is also possible to use colonists who you would've banished in the first place.
High subcores are used for a variety of advanced mechanoids, which all have their niches. Solo mechanitors in particular will value the paramedic, which can rescue its master and perform surgery on them.
=== Human resources ===
A high subcore requires silver of non-human material and is worth silver, for a Market Value profit of . When used on guilty prisoners, there is a minor "Justified execution" mood debuff.
Selling prisoners directly to a slaver or faction base often is more profitable; this only gives a moodlet per prisoner. However, human market value is dependent on a pawn's quality; sufficiently bad traits like brain damage, a peg leg, or previous organ harvests can make a high subcore more valuable. 
Organ harvests in general are more profitable: a heart or liver is worth and requires 2 medicine of any type to extract. However, this usually gives mood for organ harvesting and another for organ-murder.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3555 - Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%.
Category:Crafted Resource
Holding platform

intro
== Acquisition ==
== Summary ==
== Analysis ==
The Holding platform is the more advanced version of the Holding spot being able to handle more powerful entities within weaker buildings. Even so it is still recommended to build the holding platforms surrounded by the stone walls (granite if possible) to reduce the escape interval of entities. Multiple entities can be contained within the same room at the cost of weakening the containment strength.
The holding platform is also essential to have as this allows the player to worry less about the entities when farming for materials. proper preparations for the containment cell is also essential as the containment strength uses the average hp of doors and walls.
==Formula==
Below is the formula for containment strength without any modifiers. (A/N: if anyone can fix the formula or make it nicer, please do and thank you)
* containment strength = current door Hp average + current wall Hp average
== Version history ==
* Anomaly DLC Release - Added
Category:Anomaly (Buildings)
Holding spot

INTRO TEXT
== Acquisition ==
Holding spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.
== Summary == 
SUMMARY TEXT 
== Analysis ==
ANALYSIS TEXT
== Version history ==
* Anomaly DLC Release - Added
Category:Anomaly (Buildings)
Home area

The home "area" does not have to be one connected zone, it can include many separate, unconnected areas; all are considered your "Home Area". 
Note that broken down items in your Home Area(s) will be automatically repaired (eventually) by any pawn with Construction enabled, or you can give a specific command to a pawn to prioritize that repair. Items not included in Home Areas cannot be repaired. 
== Adding home area ==
To add others parts of the map to your home area click the Architect button in bottom left corner, then click Zone/Area and click Expand home area.
Now you can mark cells as home area by dragging the mouse. This is useful when you need your colonists to engage in a behavior like firefighting near your structures.
== Removing home area ==
If you want to remove parts of the home area, go to Architect - Zone/Area and click Clear home area.
As when adding, drag the mouse to remove sections of the home area.
== Tips ==
Drag a 1-tile wide Home Area along any critical power conduit, so breaks from short circuits can be repaired without player intervention.
Category:Zones
Honor Value

== Bases ==
* Gold: 0.015 (3/200: 200 Gold = 3)
* Human: 3
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:RoyalFavorValue
* Label:honor value 	The amount of honor your trader will earn for giving this to a tribute collector.	
* Display Order:1
* Def Name:BasicsImportant
* Label:Basics
* Display All By Default:	
* Default Base Value: 0
* Min Value: 0
* To String Style: FloatMaxThree
* Show If Undefined: 
* Show If Mods Loaded:
** Royalty	- 	2508
== Version history ==
* Royalty (DLC) Release - Added.
Hood

The hood is a clothing item initially added in the Royalty DLC but now part of RimWorld core. They provide a +20% increase to Social Impact.
== Acquisition ==
They can also be purchased from traders, and a red hood can be found on every Bestower.
== Summary ==
== Analysis ==
Without the Royalty DLC, hoods offer the highest boost to Social Impact. The actual value of Social Impact is limited. The most practical purpose of a hood is to boost the quality of rituals. It does not have an impact on trade prices.
Hoods are inferior to almost every other type of headgear for any other purpose. Bowler hats are cheaper, have the same physical protection, same cold insulation, and better heat insulation. For combat, hoods should be switched for a helmet unless you have no other alternative. If only fabrics are available and the Ideology DLC is installed, then broadwraps are cheaper and offer more physical protection (though they can't use leather). If no DLC is available, then bowler hats are cheaper for the same protection.
With the Royalty DLC, the hood has several competitors with the same Social Impact stat. The top and ladies hat are mostly identical, with the same social impact and same cost. The key differences are:
# That the hood only requires Complex Clothing to be researched, not Noble Apparel.
# That the hood can't be used for nobles
# That the hood is unisex, and doesn't give either gender a mood debuff
# That the hood has the exact inverse insulation, offering better heat while the hats offer better cold. 
The hood also offers some amount of physical protection, but for the reasons stated above, it does not have a big impact. If you require the hats for your nobles anyway, then you might as well use them. Otherwise, unless cold insulation is likely to be relevant, then the hood is superior.
== Trivia ==
This is one of very few items to transition between DLC and Core, originally being introduced as part of the Royalty DLC but later being integrated into the base game.
== Version history ==
* Added by the 1.2 update with Bestowers.
* 1.2.2753 - Insulation against cold increased from 0 to 0.1x, insulation against heat increased from 0 to 0.25x. 
* 1.3.3066 - Made craftable. Transferred from Royalty DLC to RimWorld Core. Work To Make increased from 1,200 ticks to 6,000 ticks. 
* 1.3.3200 - Armor multipliers increased from 0 to 0.2
* ? - No longer meets the headwear requirements of nobles. Previously could substitute for the top hat/ladies hat. 
Category:Clothing
Hoopstone ring

A hoopstone ring is a piece of recreation furniture that provides dexterity recreation when used by colonists.
It is the Neolithic equivalent to the horseshoe pin available to factions of Medieval tech level or above.
== Acquisition ==
 Hoopstone rings can only be constructed by New Tribes. New Arrivals can never construct hoopstone rings, and must instead have the exclusive ability to construct horseshoe pins.
Regardless of the material used, a hoopstone ring has no quality level.
For other players, it may be purchased from a Tribal trader.
== Summary ==
Up to three colonists can use a single hoopstone ring at once, taking turns throwing stones at it. Each instance of this activity lasts , and it increases Recreation need at a rate of ?? per second. It provides Dexterity Play-type recreation.
To be usable, a hoopstone ring must have a standable spot five spaces away. It also needs line of sight to it in a straight line (many structures like chairs, lamps, and tables, do not block line of sight). Colonists can throw through a held open doorway into an adjacent room while playing hoopstone. Mood bonuses for room impressiveness are determined by the thrower's location.
A pawn must have Sight and Manipulation capacities above 0% to play.
Playing hoopstone increases the player's shooting skill at a rate of 0.003 XP per , or XP per second.
== Analysis == 
The hoopstone ring is the second weakest recreation object, tied with the Horseshoes pin, and the Chess table, with a recreation power of 100%. The only recreation object worse is the Game-of-Ur board, with a meager 80%. Because of its low cost and ability to slowly raise colonist shooting skill, it is often advisable to build a horseshoe pin early after starting a colony. 
In terms of Deterity play recreation, it is eventually outmoded by the billiards table but due to the unique inefficiencies of the table, this only occurs when the table is of Good quality or better. Additionally, this inefficiency means that the table is only ever roughly equivalent in terms of shooting training regardless of quality. Upgrading to the table therefore requires significantly more resources, space, and crafting skill, but is easily available in the early-mid game. Other recreation upgrades, such as the poker table are usually better to prioritize over the table as they make a more significant improvement to recreation, however once a Good+ quality billiard table is available, the hoopstone ring can be deconstructed unless the two-player count of the table is constricting recreation gain. 
Category:Recreation
Hop plant

Sowing hop plants requires a minimum growing skill of , but any colonist capable of plant cutting can harvest them.
Raw hops are not edible and are only used to make beer. Brewing uses 25 hops, and produces 5 wort, which is then fermented to make 5 beer. Fermenting takes 6 days. When considering day/night cycles, hop plants take longer to grow than the barrel ferments, unless hydroponics are used.
==Growing==
Unlike most plants, the harvest yield is determined by the drug crop harvest yield stat of the harvester. This stat is still primarily determined by plant harvest yield.
== Analysis ==
Beer is a useful and relatively safe drug. A beer per day gives mood for 4.8 hours, fulfills some Recreation, and will never get a colonist addicted. Make sure to set your drug policy to not take "For Recreation", as pawns will drink more than once a day.
Even if you haven't researched Beer Brewing, it may be worthwhile to grow the hop plants beforehand. Keep in mind that hops will spoil in 30 days if unrefrigerated.
===Production===
Each fermenting barrel can hold up to 25 wort, which means it can hold the equivalent of 125 hop items.
If you have a grower with Plants 8, are growing hops in regular soil, and are on Strive to Survive difficulty:
* You will need 1 fermenting barrel per 15.62 hop plants if you want to ferment everything as soon as the harvest is done.
* You will need 1 fermenting barrel per 23.94 hop plants if you want to continuously ferment.
Remember that this is only true on the game conditions listed above. Higher Plants skill will increase hops yield (Plant Harvest Yield). Increasing difficulty decreases yield of all plants (Harvest yield).
== Version history ==
* 0.9.722 - Added
* Beta 19/1.0 - Min grow skill decreased from 7 -> 3
Category:Plants
Category:Domesticated plants
Category:Resource plants
Horax cult

Horax cults are semi-hidden spacer tech level factions added by the Anomaly DLC - each rimworld will have only one Horax cult, and it will be named The Servants of Horax. 
== Lore ==
== Summary ==
Unique raid types
Will never traditionally raid, instead does psychic sieges. Will always be hostile to the player's colonist(s) and to all factionless humans as well. 
=== Ideoligion ===
Hidden Ideology
Name: Nightmare Deep
Description: You see space as a grid, pure and mathematical. We know it is only the glassy surface of a black ocean of nightmares buried under every place and every moment. We know the mind who reigns from the deep. Its thoughts reach up from the boiling darkness and reward those who serve its will.
Deities:
* Name: Horax
* Type: God of the Void
* Gender: 
* Icon: 
Structure: Archist
Styles:
* Horaxian
* Morbid
* Techist
Forced Memes:
* Inhuman
* Ritualist
 
Required Precepts Only
Disallowed Precepts:
* Apparel
** Strong
** Relaxed
== Pawns ==
Cultist pawns will always have backstories from the "Cult" category.
=== Pawn Groups ===
Pawn Groups 	Commonality	Options
Combat: 	100 	% Underthrall grunt% Highthrall
Psychic Ritual Siege	100 	% Underthrall grunt% Highthrall% Underthrall gunner
=== Pawn Kinds ===
=== Xenotypes === 
The table below describes the chance for a given pawn from this faction being one of the xenotypes added by the Biotech DLC. Note that this value does not account for chances in xenotype chance from ideoligion or from pawn kind, it only shows the base value before those factors.
== Version history ==
* Anomaly DLC Release - Added. 
Category: Factions
Horax cult/Pawns

Pawn Kind 	Combat Power	Gear	Apparel 	Weapons 	Tech 	Inventory	Additional Info edit
Underthrall grunt 	55 	- 	Budget: 400~1000Required: RobeAllow Headgear Chance: 0%Naked Chance: 50%Available: Style Item Tags: Cultist; Weight 5, Factor 1 	Budget: 100~160Available:	Starting Hediffs: Inhumanized15% chance for: Flesh tentacle5% chance for: Bliss lobotomy, Flesh whip 	- 	Age Range: AnyRace: HumanDefault Faction Type: Horax CultDisallowed Traits: Psychically deafRequired Work Tags: ViolentXenotypes: 5% Hussar, 5% Dirtmole, 2.5% Genie, 2.5% NeanderthalInitial Will Range: 0~1Initial Resistance Range: 55~65Studiable As Prisoner: trueIs Good Psychic Ritual Invoker: true
Underthrall gunner	80 	- 	Budget: 400~1000Required: Robe; Ritual mask (Random Style)Allow Headgear Chance: 0%Naked Chance: 0%Style Item Tags: Cultist; Weight 5, Factor 1	Budget: 400~700Available:	Starting Hediffs: Inhumanized, Death refusal15% chance for: Flesh tentacle5% chance for: Bliss lobotomy, Flesh whip	- 	Age Range: AnyRace: HumanDefault Faction Type: Horax CultDisallowed Traits: Psychically deafRequired Work Tags: ViolentXenotypes: 5% Hussar, 5% Dirtmole, 2.5% Genie, 2.5% NeanderthalInitial Will Range: 0~1Initial Resistance Range: 55~65Studiable As Prisoner: trueIs Good Psychic Ritual Invoker: false
Highthrall 	90 	- 	Color: Required: Robe; Ceremonial hood (Random Style)Allow Headgear Chance: 0%Style Item Tags: Cultist; Weight 5, Factor 1 	Budget: 300~500Available:	Starting Hediffs: Inhumanized, Death refusal, Metalblood ~5% chance for: Flesh tentacle 	- 	Age Range: AnyRace: HumanDefault Faction Type: Horax CultDisallowed Traits: Psychically deafRequired Work Tags: ViolentXenotypes: 5% Hussar, 5% Dirtmole, 2.5% Genie, 2.5% NeanderthalInitial Will Range: 0~1Initial Resistance Range: 55~65Studiable As Prisoner: trueIs Good Psychic Ritual Invoker: true
Category:Pawnkind tables
Horse

Horses, called Mares if female and Stallions if male and foals as babies, are tameable herbivores with a fast movement speed. 
Horses can come in a variety of different colors: White, Gray, Black, Brown, and Light Brown.
== Acquisition ==
Horses can be found in . They can either be tamed by a handler or self-tame in a random event, and can be bought and sold in other faction bases and from bulk goods traders. Horses purchased from traders will be already tamed.
== Summary ==
Horses are also pack animals, and will carry up to kg of weight in a caravan. They can additionally be ridden for up to 160% caravan speed, the highest of any animal (tied with the thrumbo).
== Analysis ==
=== Pack animal ===
Horses are easily the best pack animal in the game. They are tied with thrumbos for the highest caravan speed bonus in the game, and thrumbos refuse to carry goods. In addition, horses carry the most weight per unit nutrition. For the fastest riding speed, you should have at least 1 horse for every colonist you send on a caravan.
They also make for a great slaughter animal.
=== Nutrition ===
When slaughtered, a horse yields meat and leather as a baby; meat and as a juvenile; or meat and leather as an adult. 1 meat is equal to 0.05 nutrition.
An adult horse consumes nutrition per day, and a female creates up to offspring per day.
* When offspring are slaughtered as babies, a mare will produce nutrition of meat per day, giving an optimal nutrition efficiency of .
* If the offspring are allowed to grow to adulthood, they will consume an additional nutrition per day, but will instead yield nutrition per day as they are slaughtered, resulting in an optimal nutrition efficiency of .
When considering a population of equal numbers of males and females, these nutrition efficiencies fall to for baby slaughter and for adult slaughter.
Horses are even better than cows. Their biggest competitors for the niche of a low work, high nutrition efficiency animal would be ibexes. They take more work to slaughter, but offer better nutrition efficiency. Chickens may be even better, but take more work to slaughter.
== Training ==
== Health ==
== Version history ==
* 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.
* 1.3.3066 - Trainability changed from advanced to none, Horses are now ridable and increase caravan speed.
** Body Size: 2.0 -> 2.4
** Base Hunger Rate: 0.85 -> 0.425
** Wildness: 0.5 -> 0.35
** Manhunter chance: 0.1|0.013 -> 0|0
** Gestation: 28 -> 6.66
** Maturity age: 0.45 -> 0.333
** Nuzzle mtb: 120 -> never
== Gallery ==
Horse east.png|Facing east
Horse north.png|Facing north
Horse south.png|Facing south
Dessicated horse east.png|Decaying
Horse1 east.png|Chestnut variant
Horse2 east.png|Cream variant
Horse3 east.png|Blue roan variant
Horse4 east.png|Black variant
Horse5 east.png|Dun variant
Horse6 east.png|Brown variant
Horse pack east.png|Packing bags facing east
Horse pack north.png|Packing bags facing north
Horse pack south.png|Packing bags facing south
Category:Animals
Category:Pack Animal
Category:Farm animal
Horseshoes pin

A horseshoes pin is a piece of recreation furniture that provides dexterity recreation when used by colonists, It is the cheapest to construct of all the recreation-related buildings, and tied for the quickest to produce.
It is the equivalent to the Neolithic hoopstone ring, and only available to factions of Medieval tech level or above.
== Acquisition ==
 Horseshoes pins can only be constructed by New Arrivals. New Tribes can never construct horseshoes pins, and instead have the exclusive ability to construct hoopstone rings.
Regardless of the material used, a horseshoe pin has no quality level.
== Summary ==
Up to three colonists can use a single horseshoes pin at once, taking turns throwing horseshoes at it. Each instance of this activity lasts , and it increases Recreation need at a rate of ?? per second. It provides Dexterity Play-type recreation.
To be usable, a horseshoe pin must have a standable spot five spaces away. It also needs line of sight to it in a straight line (many structures like chairs, lamps, and tables, do not block line of sight). Colonists can throw through a held open doorway into an adjacent room while playing horseshoes. Mood bonuses for room impressiveness are determined by the thrower's location.
A pawn must have a Manipulation capacity above 0% to play.
Playing horseshoes increases the player's shooting skill at a rate of 0.003 XP per , or XP per second.
== Analysis == 
The horseshoes pin is the second weakest of all recreation objects, tied with the Chess table and the Hoopstone ring with a recreation power of only 100%. The only recreation object worse is the Game-of-Ur board, with a meager recreation power of 80%. Because of its low cost and ability to slowly raise colonist shooting skill, it is often advisable to build a horseshoe pin early after starting a colony. 
In terms of Deterity play recreation, it is eventually outmoded by the billiards table but due to the unique inefficiencies of the table, this only occurs when the table is of Good quality or better. Additionally, this inefficiency means that the table is only ever roughly equivalent in terms of shooting training regardless of quality. Upgrading to the table therefore requires significantly more resources, space, and crafting skill, but is easily available in the early-mid game. Other recreation upgrades, such as the poker table are usually better to prioritize over the table as they make a more significant improvement to recreation, however once a Good+ quality billiard table is available, the horseshoe pin can be deconstructed unless the two-player count of the table is constricting recreation gain. 
== Version history ==
* 0.10.785 - Added with the addition of the Joy system.
* 1.1.0 - Fix: Colonists could play horseshoes from a different room.
Category:Recreation