nyuuzyou/wikis huggingface dataset:
Version/1.5.4241

== Official AnnouncementLudeon Blog post RimWorld’s birthday and community event! ==
===Changelog===
* Improve performance of “need warm clothes” alert with large numbers of clothes in stockpile.
* Moved “CausedBy” translation key to core.
* Insect jelly will now be deprioritized when selecting caravan food.
* Disable room space need thoughts when asleep.
* Smoke launchers, incinerators, and gunlinks no longer have qualities.
* Re-flavor royal titles.
* Allow timbershrooms to grow on polluted ground.
* Allow prisoners to be downed for prisoner sacrifice and execution rituals.
* Updated creative rewards content.
* Updated translations.
===Fixes===
* Fix: Dev palette cached incidents being skipped if target is the wrong type.
* Fix: Hard-coded formatting on injury label in brackets for body part sources.
* Fix: Copying colonist ScenParts with configurable lists edits in-place instead of copying data over.
* Fix: Wall torch has inconsistent max fuel compared to other similar buildings.
* Fix: Brain isn’t properly destroyed by execution cutting on deathless pawns.
* Fix: Electroharvester has flipped graphics.
* Fix: Pawns without reading policies producing error when prisoners have joy need via mods.
* Fix: Randomly scattered things don’t retain quality from scenario config.
* Fix: Shamblers not able to walk through open doors in some circumstances.
* Fix: Coagulate can be used on pawn with no tendable hediffs.
* Fix: Hunting work site generation can cause errors with modded games if leatherDef is null.
* Fix: Global learning speed factors do not appear on skill tooltip.
* Fix: Missing eyepatch drawn over blindfolds.
* Fix: Some anomaly debug actions visible without anomaly active.
* Fix: Breastfeeding moms dropping babies if no bed.
* Fix: Healer Mech Serum prioritizes sterilized over mental ailments.
* Fix: Having bloodfeeding and cannibalism memes sometimes generates an ideoligion with no positive cannibalism precept.
* Fix: Misconfigured distRange on SubcoreEncoder_Working sound.
* Fix: Exception ticking mothballed world pawn.
* Fix: Room size space calculations can add cells from outdoor locations.
* Fix: Error if simulate killing unspawned pawn with a shield.
* Fix: Deconstructing firefoam popper with auto rebuild on places a blueprint on deconstruct.
* Fix: Ascetic pawns judge others for their appearance, contrary to trait description.
* Fix: Deadlife shamblers appearing on schedule.
* Fix: Ideology buildings not respecting interaction spot overlap.
* Fix: Anima Tree artificial structure radius inconsistencies.
* Fix: Incorrect wealth calculation on buildings with def-defined base market value
* Fix: Sanguaphage meeting quest not completing if join offer is postponed.
* Fix: Error in inspect string when saving game directly after a pawn has used a verb.
Version history

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== Current version ==
The most current PC version in our database is: 
The most current console version in our database is: 
Is this not correct? Please feel free to update it yourself, or let us know on the Rimworld Discord!
== Past PC versions ==
All public versions can be found in the expanding table below. All past versions including Internal, Public, Silent, Hotfixes, Release, Alpha & Beta versions, can be found on the :Category:Version page. 
If there is a version that is missing, please feel free to add it! Just don't forget to tag the page with the Version Category!
== Past console versions ==
All past console versions can be found on the :Category:Console version page. This has a list of every version tagged by that category. 
If there is a version that is missing, please feel free to add it! Just don't forget to tag the page with the Console version Category!
Category:RimWorld game
Visage mask

Visage masks are a form of clothing added by the Ideology DLC. They cover the head entirely.
== Acquisition ==
== Analysis ==
The visage mask is relatively rare in that it is non-power armor headwear that covers the entire head, a niche only otherwise filled by the war mask, veil, and broadwrap. As it has no insulative or social capabilities worth mentioning and must thus rely on its protective capabilities for merit, this relatively rare coverage muddies its value proposition.
In effect its nearest competitors are the simple helmet, the war mask, the veil, and the broadwrap. It is essentially outright superior to a war mask, even when made from wood - costing to the war mask's , while offering the same protection. Unlike the war mask, the visage mask can be made of significantly more protective materials. The war mask's only advantage is the increased pain shock threshold it offers - which could be advantageous if the colony is at a point where it is significantly considering wooden armor, but is niche beyond that point.
The veil and the broadwrap are actually significant contenders, if proper textiles can be obtained. A devilstrand broadwrap provides more protection and insulation than a plasteel visage mask, while also covering the shoulders and neck. Upgrading to hyperweave improves it even further beyond the armor provided by steel simple helmets. The veil is less impressive but still an improvement over plasteel masks when made of hyperweave, and still better than a steel mask when made of devilstrand. Additionally, the veil increases pain shock threshold. The primary issue is that these textiles generally only become available after better helmet options that would have already replaced the visage mask - i.e. devilstrand and hyperweave broadwraps and veils are more correctly competing with the simple helmet than the visage mask.
Lastly, there is the simple helmet. Despite the helmet being a dedicated armor piece, uranium and plasteel visage masks are surprisingly competitive with steel helmets. While they offer significantly less armor, they also protect the eyes and are often available earlier as only small amounts of materials are needed and they only require Complex Clothing to be researched instead of Smithing. Costwise, even with the more exotic material, they're surprisingly similar with a steel simple helmet requiring worth of steel while a uranium visage mask requires worth of uranium. However, the improved armor of the simple helmet means that they should replace visage masks by the end of early game, even with the lower coverage.
In summary, the visage mask is decently protective when made with the right materials, and with such a cheap resource cost, it is a viable option for mass produced head armor in the very early game. However, it should be replaced with the better options once they become available.
== Version history ==
* Ideology DLC Release - Added.
Category:Clothing
Vitals monitor

A vitals monitor is a miscellaneous building that can be attached to a hospital bed to improve medical outcomes. It cannot be attached to any other type of bed.
== Acquisition ==
 
== Summary ==
 
When placed adjacent to a hospital bed and provided with power, a vitals monitor improves the bed's
* Medical Tend Quality Offset by 
* Surgery Success Chance Factor by 
* Immunity Gain Speed Factor by 
All 3 stats are applied additively to the bed. For example, a normal quality hospital bed, which has a 110% surgery success chance factor, would now have a 115% surgery success chance factor. The factors are then multiplied by other factors that apply such as doctor skill, cleanliness, and quality. A legendary bed would gain +7% surgery success chance from it using a vitals monitor due to the x1.3 quality modifier. The medical tend quality offset, however, does not scale with quality: all medical beds regardless of quality gain +7% medical tend quality.
Each hospital bed can benefit from at most one vitals monitor; placing additional monitors in range has no effect. Note: Do not confuse a "hospital bed" with any sleeping location designated as a "medical" bed. A vitals monitor only works for hospital beds - patients in any other type of bed or sleeping spot will not benefit. 
The device covers all tiles immediately surrounding it (8 tiles). This makes it possible to link one vitals monitor to up to 8 beds, using a layout similar to the one shown. Unlike the end table, the vitals monitor can connect to any part of a medical bed and can connect through diagonals.
== Analysis ==
The vitals monitor is very cheap - less expensive than a single hospital bed - and improves many medical-related stats. So, for most colonies, the main cost of the vitals monitor is the research required. It requires a dedicated 2500 point research project, plus Sterile Tiles, Hospital Bed, and Microelectronics as prerequistes, so it tends to be reserved for the mid- to late-game.
The increase in tend quality is always a good thing, boosting recovery speed from physical injury and disease alike.
It also increases the surgery success chance. However, success is capped at 98%, and the cap is relatively easy to reach. Modestly skilled surgeons in a clean hospital don't need an extra boost. Regardless, the vitals monitor can provide insurance against sub-optimal conditions, like a dirty hospital or injured doctor.
The increase of immunity gain speed helps pawns fight off against most potentially deadly diseases, like infection and plague. The bonus from a vitals monitor can save the life of pawns with lowered immunity speed. Even when you can comfortably handle a disease, a vitals monitor will reduce the time spent resting in bed.
== Gallery ==
Vitals monitor south.png|Facing south
Vitals monitor north.png|Facing north
Vitals monitor east.png|Facing west
== Version history ==
* 0.12.906 - Added
* 1.5.4062 - Fix: Vitals monitor blueprint rotates backwards.
Vitals monitor old.png|Old sprite
Category:Miscellaneous
Void metal

Void metal is an unconstructable floor type added by Anomaly (DLC).
==Summary==
Void metal is an unobtainable floor found primarily in the metal hell. It can also be found surrounding the exit obelisk in the Labyrinth, as well as void structures spawned by the void monolith's final phase.
== Version history ==
* 1.5.4062 - Added to the game.
Category:Floor
Void metal mass

Void metal mass and its variants are a structure that appears alongside Void structures and within the Metal hell.
== Summary ==
Several void metal masses of varying sizes generate scattered around Void structures. They appear in a greater number and density around the edges of the Metal hell.
== Analysis ==
They can be used as cover and for preventing encirclement in melee when activating the Void structures.
== Gallery ==
Voidmetal mass small A.png|Void metal mass small variant A
Voidmetal mass small B.png|Void metal mass small variant B
Voidmetal mass small C.png|Void metal mass small variant C
Voidmetal mass medium A.png|Void metal mass medium variant A
Voidmetal mass medium B.png|Void metal mass medium variant B
Voidmetal mass medium C.png|Void metal mass medium variant C
Voidmetal mass large A.png|Void metal mass large variant A
Voidmetal mass large B.png|Void metal mass large variant B
Voidmetal mass large C.png|Void metal mass large variant C
== Version history ==
* Anomaly DLC Release - Added.
Void metal wall

Void metal wall is a wall found exclusively in the Metal hell.
== Summary ==
The wall fills the border of the Metal hell, with a large empty circle in the center, serving as a physical boundary.
== Gallery ==
Void metal wall menu icon.png|Void metal wall menu icon
Voidmetal wall atlas.png|Void metal wall atlas
== Version history ==
* Anomaly DLC Release - Added.
Void sculpture

Void sculptures are sculptures added by the Anomaly DLC that enhance the quality of psychic rituals.
== Acquisition == 
== Summary == 
Void sculptures provide a bonus to the quality of psychic rituals when placed within range of the psychic ritual spot used. 
The bonus to ritual quality scales with the quality of the sculpture as follows:
Quality 	Psychic Ritual Quality Offset
Awful 	
Poor 	
Normal 	
Good 	
Excellent 	
Masterwork	
Legendary 	
Up to 6 sculptures can be linked to a single spot, for a hypothetical limit of with all legendaries.
If more than 6 sculptures are nearby, the sculptures nearest to the psychic ritual spot will be selected, not the sculptures with the highest quality.
Void sculptures have the Artistic mediation psyfocus type. It's Meditation psyfocus bonus uses the same mechanics and values as regular sculptures. However Void sculptures do not add to the bonus for additional nearby sculptures for either Void or regular sculptures, while regular sculptures do for both.
== Analysis ==
Because a ritual spot can only have 6 void sculptures linked to it, it is important to maximize quality. Provided enough high-quality sculptures, it is possible to reach the cap of 100% ritual quality, dramatically improving the outcome of the ritual.
Note that traders will not buy void sculptures, so if you're going to mass-produce them in order to maximize quality, it is recommended to deconstruct low-quality sculptures to reduce bioferrite loss.
== Gallery ==
Possible variants of void sculptures
File:Void_sculpture_a.png | Variant A
File:Void_sculpture_b.png | Variant B
File:Void_sculpture_c.png | Variant C
File:Void_sculpture_d.png | Variant D
File:Void_sculpture_e.png | Variant E
File:Void_sculpture_f.png | Variant F
== Version history ==
* Anomaly DLC Release - Added. 
Categories here.
Void structure

Void structure is a structure that forms after awakening the Monolith.
== Summary ==
After awakening the Monolith, unnatural darkness will cover the map and 2 void structures will spawn somewhere on the map, surrounded by void metal floors and a few Void metal masses, along with varying numbers of Metalhorrors that stick around and serve to protect the structure. They will spawn with a foliage kill radius that gradually maxes out at 25 tiles. Initially unactivated, a colonist can be selected to activate the structure, taking 36 seconds to activate, changing the center of the structure from a dull gray to a glowing red, and prompting a horde of entities to spawn around the map edge to assault your colony after a short delay.
Upon activating the first 2 structures, a countdown will begin before the next wave of void structures arrive, prompting you to survive the aforementioned waves of entities spawned after activating each structure, along with any stray entities that may spawn within the darkness. At the start of this stage 2, the unnatural darkness will become harmful if stood in for too long, just like the Noctolith entity, and if enabled, the pawn overlay that is activated upon zooming out, will not be able to show enemies shrouded within the darkness. However, lightning strikes, such as those from the flashstorm psycast, can illuminate the map for a short period and allow use of this helpful overlay. Three new void structures are spawned at the beginning of the second stage, requiring you to activate and subsequently survive the hordes of entities, before the final stage of awakening the Monolith begins with the appearance of the Void node.
== Gallery ==
File:Void structure a.png|Void structure before activation
File:Void structure b.png|after player activation
Activate void structure.png|UI element for selecting a colonist to activate a void structure
== Version history ==
* Anomaly DLC Release - Added.
Category: Entities
Voidsight serum

Voidsight serum is a consumable added by the Anomaly DLC that provides long-term buffs to Study Efficiency and Psychic Sensitivity in exchange for mood penalty. 
== Acquisition ==
It can also occasionally be bought from traders. 
== Summary == 
A pawn taking voidsight serum will do so right where they stand without looking for a place to sit first. Voidsight serum is taken by ingestion, taking .
As a serum, it does not have the traditional high mechanics of other drugs. Instead, it applies the "voidsight" hediff with the following effects for 15 days: 
* Study Efficiency 
* Psychic Sensitivity
* . This mood penalty is nullified by the inhumanized hediff.
== Analysis ==
The downsides of using voidsight serum are fairly negligible, a minor mood penalty that can be easily balanced out in any established colony. However, the benefits are also not so impressive that you'll necessarily want to produce it. 
The boost to psychic sensitivity can be a blessing on psycasters, but it also renders the recipient more vulnerable to negative psychic effects such as psychic drones. If you intend to make use of psycasts aggressively, keeping some on hand as a buff for your psycasters might make sense. The multiplicative nature of the bonus means that without any other buffs, the bonus is modest but can make for significant differences in neural heat when stacked onto a proper psycaster build.
The study efficiency bonus is much more clearly a positive, increasing the amount of research produced while studying entities.
Otherwise, you will likely have better uses for your bioferrite and neutroamine, and should use any voidsight serum you acquire to buff research rather than hoard it.
== Trivia ==
This is likely a reference to the mysterious drug known as "soy sauce" from the novel John Dies at the End; both are black, squirming liquids that open a person's ability to perceive horrific otherworldly beings.
== Version history == 
* Anomaly DLC Release - Added.
Category:Drug Category:Serum
Wall lamp

The wall lamp is wall-mounted piece of furniture that produces light. It is a wall-mounted equivalent to the standing lamp, providing less light in return for not taking up a tile. 
== Acquisition ==
== Summary ==
Wall lamps consume 30W* of power to produce light, with a maximum of 50% illumination in a small radius**. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff "In darkness". However, wall lamps are not bright enough to grow most crops indoors, which require 51% illumination. Light does not "stack", so no amount of wall lamps will ever give more than 50% illumination (e.g. for rice plants, etc).
Wall lamps are a wall attachable building, requiring a wall in an adjacent tile in one of the four cardinal directions to support it. It can be attached to nearly any wall: artificial and natural. A single tile can hold up to four wall lamps, provided there is support. When there are multiple available walls to attach the lamp to, the building can be rotated to cycle between each wall. Deconstruction or destruction of the supporting wall will drop a minified wall lamp on the ground.
If the Ideology DLC is enabled, wall lamps can be set to darklight mode, which will please Ideoligions that prefer darkness.
Wall lamps can be uninstalled freely. Unlike most other powered structures, the lamp will not short circuit when unroofed in the rain. 
: (* Initially; this drops to 15 watts with Advanced Lights, see below)
: (** 5 tiles diagonally, 7-8 orthogonally depending how you measure - see image, left)
== Advanced lights ==
With the Advanced Lights research, the power cost of wall lamps are halved, to W of power. Lights can also be changed to a variety of different colors, which have no gameplay effect. Wall lamps of different colors will blend together.
== Analysis ==
Its main advantage is that it doesn't hinder movement, and allows for practically any non wall building to occupy the same tile, saving the usual tile occupied by a standing lamp. Compared to the standing lamp, it produces light in a smaller radius (≈9 -> ≈8 tiles), costs less steel to construct (20 -> 15), and takes 30 ticks (300 -> 330) more work to make. Both lamps consume the same amount of power.
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Wall lamp.png|Base variant
Morbid wall lamp menu icon.png|Morbid variant
Totemic wall lamp menu icon.png|Totemic variant
Spikecore wall lamp menu icon.png|Spikecore variant
Rustic wall lamp menu icon.png|Rustic variant
Techist wall lamp menu icon.png|Techist variant
== Version history ==
* 1.5.4062 - Added.
Category:Furniture Category:Lamp
Wall torch lamp

The wall torch lamp is wall-mounted piece of furniture that burns wood to light an area, while also generating a small amount of heat. It is a wall-mounted equivalent to the torch lamp, providing less light in return for not taking up a tile. 
== Acquisition ==
== Summary ==
A wall torch lamp outputs light in a 9-tile radius, with the nearest tiles being above 50% light level and considered lit. It heats the room to a maximum temperature of at a rate of heat per second.
The wall torch lamp consumes 2 wood per day as long as it is lit. It can hold up to 20 wood at a time, for a maximum run time of days. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a haulers as long as refueling is enabled. It cannot be "turned off" or paused, only deconstructed, in which case no wood is recovered, regardless of any "fuel" remaining.
If under the rain and unroofed, it consumes an additional 0.0006 wood per , or wood per day. It therefore lasts for hours if in constant rain.
== Analysis ==
?
Doesn't take a tile, produces less light, consumes the same wood/time. 
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
== Version history ==
* 1.5.4062 - Added.
Category:Furniture Category:Lamp
War mask

The war mask is a tribal clothing item. It provides minor protection, as well as increasing pain shock threshold, allowing the wearer to take more pain before being downed. 
== Acquisition ==
For New Tribes, New Arrivals can never craft war masks.
War masks can be purchased from traders, crafted (by tribal factions), or stripped from tribal raiders.
In particular, it can be found on the following raider kinds:
Raider Kind 	Chance	Average Quality	Health
Berserker 	100% 	Normal 	100%
Heavy Archer	100% 	Normal 	100%
== Summary == 
In addition to minor head protection, a war mask increases the pain shock threshold of its wearer by , allowing its wearer to take more pain before being downed.
== Analysis ==
War masks are a cheap source of armor for tribespeople in the early game, if you have a good craftsman. While they don't give much protection, the increase in pain shock threshold helps your pawns stay longer in the fight before giving in to pain.
Wood is reasonably easy to obtain in most biomes, so obtaining materials shouldn't be too much of an issue. Rather, the greater issue is having to divert labor to obtaining the wood and crafting it.
War masks can be equipped on Wimp colonists to allow them to function under certain illnesses which would normally surpass their pain threshold.
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
War mask wood.png|Base variant
Animalist war mask wood.png|Animalist variant
== Trivia ==
The War Mask is set up in the game's code to be stuffable, however the stuff categories only allow one possible Stuff choice, namely wood. 
== Version history ==
* 0.18.1722 - Added. 
* Ideology DLC Release - Received styles via new Ideoligion style system. 
Category:Armor