nyuuzyou/wikis huggingface dataset:
Medicine

Medicine, also called industrial-tech medicine in the Health tab, is an expendable item used in doctoring.
== Acquisition ==
Medicine can also be purchased from traders and looted from raiders.
== Summary ==
Any form of medicine can be used whenever a doctor tends to an injury or disease. In most cases, medicine does not directly cause healing. Instead, using medicine and better medicine will increase tend quality, increasing the rate of healing for injuries, or slowing down progression of a disease. For gut worms and muscle parasites, tend quality is directly used to cure the disease.
With a Medical Potency of 100%, medicine has a 100% multiplier on both tend quality and surgery success.
Medicine does not spoil, but will deteriorate when left outside.
===Experience===
== Analysis ==
Superior to herbal medicine but inferior to glitterworld medicine. 
Industrial medicine is best used for diseases and surgery, where Medical Potency has the greatest impact. A dose or two of medicine can save a colonist's life from the plague. So long as patients are constantly treated by a decent doctor, resting full-time, and well-fed, this medicine should be enough against any disease.
It is generally misused for bruises, cuts, and other injuries. These are usually too common to waste high-quality medicine on; use herbal medicine or no medicine instead. But if a colonist is bleeding out rapidly, you may want to use better medicine for its increased tend speed and quality. Note that colonists are set to use the best quality medicine by default. In the assign tab, you can set colonists and other pawns to herbal medicine or worse. You can also alter this in a colonist's Health tab.
Regular medicine is enough to reach the 98% surgery success chance cap, under the right circumstances. A healthy doctor with Medical 8 can reach the surgery cap (for most surgeries) in a lit, clean room, using a normal quality hospital bed. Without a hospital bed (or sterile tile), Medical 11 is required for the same thing. Note that many factors, such as a dirty room or a surgeon's damaged Manipulation, will quickly lower your success rates.
== Gallery ==
Medicine industrial a.png|One medicine
Medicine industrial b.png|Partial stack
Medicine industrial c.png|Full stack
== Version history ==
* 1.0 - Received a new description.
* 1.4.3523 - Added recipe for bulk medicine creation.
Medicine industrial old 4.png|Fourth texture
Medicine industrial old 3.png|Third texture
Medicine industrial old 2.png|Second texture
Medicine industrial old.png|First texture
Category:Medical Item Category:Medicine
Medicinemaker dryad

Medicinemaker dryads are a caste of Dryads, a type of animal added by the Ideology DLC that generates herbal medicine x4 every two days.
== Summary ==
The medicinemaker dryad is completely ill-suited for combat and exists as an alternative to healroot for generating herbal medicine. 
== Analysis ==
Medicinemaker dryads can be a potential alternative to growing healroot. This can be a way to obtain herbal medicine if none of your colonists have level 8 plants. 
However, if healroot is available, medicinemaker dryads are always a less efficient way to get herbal medicine; at Plants skill 8, healroot is 1200 ticks per medicine. With 4 dryads (the most efficient amount workwise) you produce 8 medicine per day, but that takes about 15000 ticks to do. So efficiencywise healroot is 1200 / per and medicinemaker dryads are 1875 / per
As the plants skill increases, the Pruning Speed improvements lag behind the gains from Plant Work Speed and Plant Harvest Yield (pruning speed goes from 100 to 112, whereas work speed goes from 100% to 238%, for example); the end result is that a high Plants pawn will take significantly less work to produce medicine via soil versus via dryad. 
Medicinemaker dryads do have one niche, however; they produce medicine SIGNIFICANTLY faster than growing it. Healroot naturally grows at a speed of 0.08 medicine / day in normal soil, 0.11 medicine / day in rich, and 0.22 / day in a hydroponics basin. Medicinemaker dryads are effectively 2 / day per dryad, which is equal to about 25 tiles of normal soil, 18.2 [19] tiles of rich soil, or 9.09 [10] tiles of hydroponics basin. This means a single gauranlen tree is effectively 100 tiles of soil, 72.8 [73] tiles of rich soil, or 36.36 [37] tiles of hydroponics basin worth of production. if you need to grow your medicine stockpile fast or are working with very limited amounts of soil, medicinemaker dryads are your best bet. 
== Training ==
Medicinemaker dryads are incapable of training.
== Health ==
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3076 - Increase medicinemaker dryad production from 3 to 4 herbal meds per batch. Fix: Dryads are affected by disease incidents.
Category:Animals
Category:Dryad
Meditation Plant Growth Offset

== Bases ==
Plant 	Meditation Plant Growth Offset Base
Anima tree	0
== Offsets ==
Meditation Plant Growth Offset is affected by the number of artifical buildings within a 34.9 cell radius:
Nearby Artificial Buildings	Meditation Plant Growth Offset Offset
0 	0
5 	
10 	
50 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeditationPlantGrowthOffset
* Label:meditation plant growth offset	An offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artificial buildings nearby.	
* Display Order:13
* Def Name:Meditation
* Label:Meditation
* Display All By Default:	
* Default Base Value: 
* Show If Undefined: 
* Show Zero Base Value: 
* Show On Default Value: 
* To String Style: PercentZero	
* Parts:
** StatPart_ArtificialBuildingsNearbyOffset:
*** Radius: 34.9
*** Curve:
**** Points:
***** (0, 0.0)
***** (5, -0.08)
***** (10, -0.15)
***** (50, -0.3)	4000
== Version history ==
* ? - Added.
Meditation Psyfocus Bonus

== Buildings ==
Building 	Base	Focus Types	Details 	 	
Holding spot 	0% 	Void 	Offset when occupied:	 	
Holding platform 	0% 	Void 	Offset when occupied:	 	
Twisted obelisk 	 	Void 	- 	 	
Corrupted obelisk 	 	Void 	- 	 	
Warped obelisk 	 	Void 	- 	 	
Psychic ritual spot	 	Void 	
* Offset when nearby: Shard beacon
** Offset Per Building: 
** Radius: 9.9 (tiles)
** Max Buildings: 4
* Offset when nearby: Void sculpture
** Offset Per Building: 
** Radius: 9.9 (tiles)
** Max Buildings: 6	 	
Void sculpture 	0% 	Artistic 	
* Quality Curve Points:
{|	Quality	Offsets
Awful 	 	 	 	 	
Poor 	 	 	 	 	
Normal 	 	 	 	 	
Good 	 	 	 	 	
Excellent 	 	 	 	 	
Masterwork 	 	 	 	 	
Legendary 	 	 	 	 	
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:MeditationFocusStrength
* Label:meditation psyfocus bonus	The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.For some objects, this number can change depending on the surroundings and the person doing the meditating.	
* Display Order: 13
* Def Name:Meditation
* Label:Meditation
* Display All By Default:	
* Format String:"{0} / day"
* Format String Unfinalized:"{0} / day"
* To String Style: PercentZero
* Worker Class: StatWorker_PossibleCompOffsets
* Default Base Value: 
* Min Value: 
* Show If Undefined: 
* Show Zero Base Value:	
* Show If Mods Loaded Any:
** Royalty	4010
== Version history ==
Meditation Psyfocus Gain

== Offsets ==
* Persona weapon traits 
** Persona weapon with Psy-meditative when equipped: 
* Hediffs
** Psychofluid rush (Psychofluid pump): per pump; max of 4 for a total of 
** High on wake-up (Wake-up): 
* Genes 
** Psy-sensitive: 
** Super psy-sensitive: 
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:MeditationFocusGain
* Label:meditation psyfocus gain
----
* May Require Any Of:
** Royalty 
** Biotech	The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.	
* Display Order: 11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Format String:"{0} / day"
* Format String Unfinalized:"{0} / day"
* To String Style: PercentZero
* Default Base Value: 
* Min Value: 
* Show On Animals: 
* Show On Mechanoids: 
* Show On Entities:	
* Show If Mods Loaded Any:
** Royalty 
** Biotech	4010
== Version history ==
* Royalty (DLC) Release - Added.
Meditation spot

The Meditation Spot is a spot where your pawns will meditate. If a focus object is near, the mediator will meditate to that object. Different people can meditate to different objects. The object that is being focused on must be put in the spot's 3 tile radius. 
Meditating colonists train the Intellectual skill. This provides about 10% as much Intellectual skill experience as doing research for the same time span.
== Acquisition ==
Meditation 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.
Category:Miscellaneous
Medium altar

Medium altars are buildings added by the Ideology DLC which act as a focus for colonists to perform, and take part in, rituals. 
It is the second smallest size of altar, larger than the small altar but smaller than the large altar and grand altar. Altars also act as alternative to the ideogram.
== Acquisition ==
Medium altars can only be constructed by colonists whose ideoligion has them selected as one of their buildings. They require and of work.
== Summary ==
Altars or ideograms are used as a ritual focus for the Social party, Animal sacrifice, Scarification, Blinding ceremony, and Prisoner execution rituals. Starting these rituals in an altar increases their ritual quality by , increasing the chance for a positive outcome.
If the medium altar is chosen for an ideoligion, a proper temple room will be demanded at either moderate or high expectations. These expectations are reached at 80,000 or 180,000 colony wealth, respectively. Once expectations are reached, altar rooms can have the following requirements:
* No work facilities or beds (always required)
* Room Impressiveness - 60
* Room area - 25 tiles
* 4x column
* All floored
These requirements, and the level of expectations where they apply, can change each time you regenerate the altar.
If the altar's room requirements aren't met, then colonists will gain a <Altar> disrespected moodlet, or Missing <Altar> if nonexistent. They only apply once moderate / high expectations are actually reached. For example, you can place an altar inside a bedroom until you reach the expectation threshold. Altars are instanced per ideoligion; even if 2 ideoligions use a medium altar, you will have to build their own dedicated altar.
== Analysis == 
== 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.
Medium altar.png | Base variant
Morbid medium altar.png | Morbid variant
Totemic medium altar.png | Totemic variant
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Miscellaneous
Megascarab

Megascarabs are a type of Insectoid found in regular and extreme deserts, infestations or inside ancient shrines, including inside the caskets. 
== Summary ==
They are ground beetles of metallic color that posses elytra, a protective shell that provides some armor. Megascarabs are hazardous to hunt, for if they are injured by a human or a mechanoid, they will turn manhunter and attack any human or mechanoid on the map they can reach. If slain, they can be butchered for insect meat. Colonists dislike eating any insect meat, but meat-eating animals have no such problem.
== Analysis ==
=== Combat ===
Megascarabs are the smallest and fastest of the 3 insectoid types, and will often catch up to colonists and "lock" them into melee. It may be wiser to focus on bigger targets, like megaspiders, as they are stronger in combat.
Melee block tactics work well against infestations in general. In an open field, kiting works well, as even megascarabs are slower than a healthy human.
===Taming===
Megascarabs offer no real niche as a tamed pet, however they can be tamed. Unlike the larger insects, they can generate non-hostile, and are found naturally in deserts.
==Training==
== Health ==
== Gallery ==
Megascarab east.png| Megascarab facing east
Megascarab north.png| Megascarab facing north
Megascarab south.png| Megascarab facing south
Dessicated megascarab east.png|Megascarab decaying
== Version history ==
* Beta 19/1.0 - All insects main attack cooldowns 2.5 -> 2.9
* Some time between A6 and A13 - Sprite changed.
* 1.3 - Revenge on tame fail decreased from 20% to 10% - revenge on harm increased from 35% to 50% - wildness decreased from 95% to 20%.
* Biotech DLC release - Now gains pollution stimulus on polluted terrain.
File:Megascarab old.png|Texture as of A6
Category:Animals
Category:Insectoid
Megascarab cocoon

Megascarab cocoon is a dormant insectoid cocoon that spawns as part of the wastepack infestation event.
== Summary ==
== Analysis ==
== Gallery ==
CocoonMegascarabA.png|Variant A
CocoonMegascarabB.png|Variant B
CocoonMegascarabC.png|Variant C
== Version history ==
* Biotech Release - Added.
Category:Environment
Category:Insectoid
Megascreen television

A megascreen television is a recreation item that provides "" recreation to colonists in an area in front of it. It is functionally similar to other types of television.
== Acquisition ==
Megascreen televisions cannot be constructed. Instead, it can only be bought from traders, found in ancient shrines, or obtained from a quest.
== Summary ==
== Analysis ==
It has a 6x7 area of effect on the other side of a 1 space gap in front of the TV. Seats need not face the TV.
These TVs can be placed in front of many hospital beds to entertain the patients. The patients will be entertained whether they face the TV or not as long as the head part of the bed is within the TV's area of effect.
Because of its huge size, it may be hard to find a good position for it.
== Trivia ==
Despite being uncraftable, there is a partial recipe defined for the megascreen television in the game files. Namely, 260 steel and 22 components. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content.
== Version history ==
* 0.13.1135 - Added. Sick people in bed can now watch TV
Category:Recreation Category:Television
Megasloth wool

== Acquisition ==
Megasloth wool is acquired by shearing tamed megasloths - each megasloth can be sheared every days for wool, for an average of per day. Note that the amount of wool sheared scales with the Animal Gather Yield of the shearer. 
Shearing takes , regardless of the amount of wool produced, and only modified by the Animal Gather Speed of the handler.
It can also be purchased from traders.
== Usage ==
Megasloth wool can be used to craft and build the following things:
== Analysis ==
Unlike other wools, megasloth wool is moderately protective, with the 17th highest sharp armor of any textile, just slightly below plainleather. Like all wools, it excels in cold insulation, offering the 2nd best cold insulation - tied with the significantly rarer thrumbofur, and beaten only by guinea pig fur. In comparison, its heat insulation is lacking, at 19th of all textiles.
Despite its better armor, it is still largely irrelevant in terms of actual protection past the very early game. However, the exceptional cold insulation make it very useful in cold biomes. In addition, Megasloths have the fastest Per Day production of any wooly animal. Though it only has a somewhat improved beauty factor over plain textiles, its rapid production can be used for bulk construction. Care should be taken, as like other wools in RimWorld, it is exceptionally flammable.
The main issue comes from the megasloth animal itself, which are the second hardest animals to tame. They require a rancher with high Animal skill to tame and keep obedient, and even then, the manhunter chance is quite high. And by the time megasloths are attained, your colony may already have other solutions against the cold (though other wools are still less protective). If megasloths are unavailable, you can go for sheep or alpaca wool, which come from easier to tame animals that have fairly fast production rates.
== Trivia ==
Contrary to wool in real life, wool in RimWorld is more flammable than cotton, rather than less.
Category:Material Category:Textile Category:Fabric Category:Wool
Megaspider cocoon

Megaspider cocoon is a dormant insectoid cocoon that spawns as part of the wastepack infestation event.
== Summary ==
== Analysis ==
== Gallery ==
CocoonMegaspiderA.png|Variant A
CocoonMegaspiderB.png|Variant B
CocoonMegaspiderC.png|Variant C
== Version history ==
* Biotech Release - Added.
Category:Environment
Category:Insectoid
Melee Armor Penetration

== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeArmorPenetration
* Label:melee armor penetration	Average armor penetration of all attacks in melee combat.This stat includes currently used weapon.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Worker Class: StatWorker_MeleeArmorPenetration
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* For Information Only: 
* Show Developmental Stage Filter: Child, Adult	- 	4100
Melee Cooldown

== Factors ==
Material	Category	MeleeCooldownFactor
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeWeapon_CooldownMultiplier
* Label:melee cooldown	A multiplier on attack delay for weapons made of this material.	
* 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:	- 	4504
== Version history ==
* Between 0.7.581 and 0.9.722 inclusive - Added.
* Sometime before Version/1.5.4241 - Description changed from "How long it takes to recover after striking with this as a melee weapon." -> "A multiplier on attack delay for weapons made of this material."
Melee Cooldown (Pawn)

== Values ==
=== Offsets ===
* Hediffs:
** Light exposure:
*** (moderate): 
*** (serious): 
*** (extreme): 
=== Factors ===
* Hediffs:
** Shambler: 
** Ghoul frenzy: 
== Calculating Melee Cooldown ==
The base cooldown time of a melee attack is multiplied by Melee Cooldown (Stuff Multiplier) if applicable, and then multiplied by Melee Cooldown (Pawn):
Final Cooldown Time = Base Cooldown Time × Melee Cooldown (Stuff Multiplier) × Melee Cooldown (Pawn)
For hediffs, stat offsets are applied first and factors second. Although with the current usage of this stat, no instances of offsets and factors both applying at once would arise.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeCooldownFactor
* Label:melee cooldown 	A multiplier on the time this creature takes to recover after making a melee attack.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	- 	5201
== Version history ==
Melee DPS

== Factors ==
* Melee Damage
** Average of all attacks
*** Melee Damage goes through a list of all available melee verbs, factors in their selection weights, base power, and pawn, stuff, and weapon multipliers (MeleeDamageFactor, SharpDamageMultiplier / BluntDamageMultiplier, and MeleeWeapon_DamageMultiplier)
* Melee Hit Chance
* Melee Cooldown
** Average of all attacks
*** Melee Cooldown goes through a list of all available melee verbs, factors in their selection weights, and stuff and pawn multipliers (MeleeWeapon_CooldownMultiplier and MeleeCooldownFactor)
The basic string format is:
 {0} ( {1} x {2} / {3} )
or
 Melee DPS ( Average Melee Damage x Melee Hit Chance / Average Melee Cooldown )
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeDPS
* Label:melee DPS 	Average damage per second in melee combat.This stat ignores target defenses like dodging and armor.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Worker Class: StatWorker_MeleeDPS
* Default Base Value: 0
* Min Value: 0
* To String Style: FloatTwo
* For Information Only: 
* Show Developmental Stage Filter: Child, Adult	- 	5100
Melee Damage Factor

Multiplies damage dealt by all melee attacks. It also affects melee armor penetration when calculated from damage. It does not affect the of weapons that are set independently of damage, such as: Spears, Monoswords, Persona monoswords, Hand talon, Knee spikes, and flesh whips. The changes to damage and AP are considered in the melee verb selection. 
== Factors ==
* Weak melee damage: 
* Strong melee damage: 
* Ghoul barbs: 
* Juggernaut serum: 
* StatPart_ShamblerCrawling : 
== Version history ==
* 1.5.4062 - Removed Biotech MayRequire from MeleeDamageFactor stat.
Melee Damage Multiplier

== Factors ==
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MeleeWeapon_DamageMultiplier
* Label:melee damage multiplier	A damage multiplier applied to melee combat.	
* Display Order:48
* Def Name:Weapon_Melee
* Label:Weapon (melee)
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
* Scenario Randomizable:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary:	5008
== Version history ==