nyuuzyou/wikis huggingface dataset:
Concrete

Concrete is a cheap and fireproof flooring.
== Acquisition ==
== Summary ==
Concrete has a beauty penalty per tile. Cleaning filth on it takes only 80% the work. It is otherwise unremarkable flooring, being fireproof and not penalizing walk speed.
== Analysis ==
Concrete is cheap, very easy to lay, and quick to clean. Despite using steel, a valuable resource, the actual cost is very affordable. 
* Smoothing stone is free, but takes much more work to create. 
* Compared to wood floor, concrete actually has less Market Value. And unlike wood, concrete is not flammable. For many colonies, you can easily get steel from steel ore.
* Compared to just keeping a dirt floor, concrete has a cost, but is cleaner by default, which improves medical outcomes and research speed. Dirt floor also has a move speed penalty, and indoor dirt has a higher beauty penalty than concrete.
Concrete is less beautiful than other floors, but if your colonists didn't need the mood, it doesn't really matter. Outdoors, the beauty penalty of concrete is negligible. Concrete can be placed like flagstone to improve walking speed, used as a 2-tile wide fire barrier to protect buildings and crops, or put underneath wind turbines to prevent tree growth.
Indoors, concrete's beauty can be countered by using sculptures. Assuming you have a decent artist, concrete with sculptures is one of the most resource efficient and wealth efficient ways of gaining beauty. See below for details.
=== With sculptures ===
With a decent artist, concrete + large sculptures are often cheaper and more beautiful than the more expensive floors. A normal quality, wood large sculpture costs 100 wood and is equal to 100 paved tiles ( 100 steel). Most types of stone sculpture are more beautiful. Higher quality sculptures are even more beautiful. As all the beauty is concentrated into 1 tile, sculptures are also better at increasing the pawn beauty need.
Note that sculptures do take up a tile of space. In small rooms, like bedrooms, space makes a huge impact on Impressiveness, meaning that more expensive flooring has a purpose. Sculptures can also be destroyed.
Both daylilies and jade fences are even more wealth efficient than sculptures, but this doesn't change the fact that concrete remains the cheapest flooring (and thus remains the best with daylilies/jade fences). Note that options take up a lot more space, and thus worse at increasing pawn beauty need.
== Version history ==
* 1.3.3066 - NPC shuttle pads now always use concrete or paved tiles as flooring.
* 1.4.3523 - Cleaning time factor added.
Category:Floor
Condition causer

Condition causers are structures that create a variety of effects on a given map tile or on the world map at large. They are generally associated with either Events, Quest or a Mechanoid cluster where they serve as both a threat and a call to action. The player must endure their effect until they are destroyed. In this way they are similar to psychic ships. 
If the player can endure their effects, they can be left alone however some quests may require them to be killed with a time limit and some progressively get worse. 
They can spawn on the map with the players colony, or in a settlement on the world map that must be caravaned to. In either case they will usually be guarded. 
Building Type 	Image	Health	Description	Effect 	Size
Psychic droner 	64px 	 	 	Creates a gender specific Psychic Drone 	
Toxic spewer 	64px 	 	 	Causes toxic fallout across the map and a radius of 3 hexes on the world map. 	
Smoke spewer 	64px 	 	 	Prevents sunlight shining through during day. Affects the worldmap with a radius of 10. 	
Sun blocker 	64px 	 	 	Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes. 	
Psychic suppressor	64px 	 	 	Inflicts upon a specific gender a reduction in consciousness and scaled to the pawns psychic sensitivity up to a maximum of 50% consciousness cap at 100% sensitivity. Does not scale beyond 100% sensitivity. Affects the worldmap by 10 hexes.	
Weather controller	64px 	 	 	Causes a local weather phenomenon on the local and world map within 10 hexes. 	
EMI dynamo 	64px 	 	 	Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. 	
Defoliator 	64px 	 	 	Kills all plant life in a slowly expanding radius, affecting up to a 100 tile radius of the map. <Br>Releases an EMP blast with a radius of 9 tiles when destroyed. 	
Climate adjuster 	64px 	 	 	Causes the Local and Map temperature to increase or decrease by 10 degrees, whichever would be more dangerous. 	
== Version history ==
* 1.2.2719 - Fix: Condition causer destroyed message sent whenever it was despawned instead of just when it was actually destroyed.
* 1.2.2753 - Climate adjuster no longer will choose negative temperature offset for deserts nor positive offset for ice sheets (it will avoid being not dangerous).
Category:Buildings
Configuration file

== Configuration file contents ==
RimWorld's configuration file is written in XML (Version 1.0) or stored in registry (on Windows) and contains the information visible in game screen Options.
=== Parameters ===
* CustomCursorEnabled - Hides the standard OS mouse cursor and enables custom Rimworld cursor when 1, reverse when 0
* QualityIndex - Graphics quality - Standard when 0, fancy when 1
* Screenmanager Is Fullscreen mode - Whether the game should start in fullscreen (1) or windowed (0)
* Screenmanager Resolution Width - Game window width in pixels
* Screenmanager Resolution Height - Game window height in pixels
* TutorialEnabled - Whether you want to get the tutorial notifications (1) or not (0)
Parameter names are different between registry and XML, but it should not be hard to find out the appropriate parameter. Unmentioned parameters should not be changed as they can have unpredictable effects.
==Configuration file locations==
 
	
=== Windows version===
The configuration files are stored in registry:
HKEY_CURRENT_USER/Software/Ludeon Studios/Rimworld
Changes can be made using the regedit utility
----
	
=== Linux version===
The config file is stored in: /home/your user name/.config/unity3d/Ludeon Studios/RimWorld/prefs
----
	
=== Mac OS X version===
The config is stored in: 
~/Library/Preferences/unity.Ludeon\ Studios.RimWorld.plist
Or in: 
/Users/YourUserName/Library/Application Support/RimWorld/Config/Prefs.xml
----
Category:RimWorld game
Console version/1.08

== Features/Improvements ==
=== Gameplay ===
*Added new settings which can be accessed in the Architect Menu
** Toggle for: Auto add home zone
** Toggle for: Auto repair damaged/destroyed items
** Toggle for: Showing visible zones
* Added shortcuts/modifiers: When the player holds L1/LB a list of other actions are shown in the top left of the screen. These are all shortcuts or control modifiers the player can perform at that time. Some previously in game but unprompted and include:
** Queuing orders / actions - in and out of draft mode
** Quick jump camera to colonist
** Toggle tile information
** Add to selection - quickly multi-select items and colonists
** Quick modifier for number based inputs
* Added information panel for player colony and factions on world map screen
* Added ability to select individual waypoints 
* Added waypoint information on the world map for caravans, and toggle further information
* Added ability to delete waypoints 
* Improved build mode panel ordering and the items included with them
=== UI ===
* Added selected colonist stats to the Work Screen for related skills. This enables comparison of the different colonists for each work priority without leaving the screen.
* Added art details screen. This was missing from the console version and now shows descriptions of art, often depicting events of the colony, adding depth. Can be toggled on and off. To see full details, press the Info button.
* Improved splash screen in the boot flow to match console edition branding
* Improved trade screen:
** Players are now able to give silver in the gift screen 
** If a trade action is blocked, a message will be displayed to communicate this.
** New selection outline making it easy to see. 
** Only if the player lacks the required silver to cover a cost should the player's silver have a red background, when previously it was red for any trade which costs the player silver
* Improved information tabs for pawn management pages no longer switch when switching colonists.
* Improved “Allow” / ”Disallow” prompts. Labels and icons have been adjusted to avoid confusion over current state. Examples included allowing sowing and plant cutting
== Fixes ==
=== Localisation ===
* Fixed text wrapping issues when apostrophes are used in the text, which caused additional line breaks in combat and social logs.
Console version/1.23

== Features / additions ==
* Added: Cheat Mode
* Added: Custom Colonists! You can now customise colonist backgrounds and traits in custom scenarios
* Added: Adjust colonist stats when Cheats are enabled
* Added: God mode! Experiment, set up role playing situations or just kick start your colony with instant and unlimited building
* Added: Combat formations - select multiple colonist in draft mode and move reticle which hold down the move command to set formations
* Added: Photo mode - Show off your bases or share story moments without the HUD and UI
* Added: Missing label for once-per-day in drug policy popup
* Added: Popup background to custom colonist template so it contrasts with the template below
== Features/Improvements ==
=== UI ===
* Improved: Display "give items to" interaction icon during beggars quest
* Improved: Show colonists from all maps in the assign menu
* Improved: Swapped values in Auto-slaughter screen when adjusting max male/female young
=== Gameplay ===
* Improved: Allow changing medical care via assign menu so that it can be changed for colonists in caravans without having to get into a map
== Fixes ==
=== UI ===
* Fix: Make reward preference screen number not cut off and add popup background to help with readability
=== Gameplay ===
* Fix: Ritual factors showing in the ritual letter that had no influence on the ritual
* Fix: Incorrect saving of ideoligions of factions/pawns when multiple ideoligions are loaded when creating the colony
* Fix: Continue button not working in Structure and Styles menu when changing a style then changing it back to random
* Fix: "Skip" psy power causing game errors when using
Construction Speed

== Factors ==
=== Factors ===
* Construction : 30% plus 8.75% per skill level.
* Manipulation: 100% importance, No max
* Sight: 20% importance, 100% limit
* Global Work Speed
=== Offsets ===
* Production specialist role: 
* Production specialist's Production Command: 
Note that all below values are then multiplied by the Global Work Speed of the pawn.
Construction Speed (Material Factor)

== Bases ==
Material 	ConstructionSpeedFactor
Sandstone blocks	
Granite blocks 	
Limestone blocks	
Slate blocks 	
Marble blocks 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ConstructionSpeedFactor
* Label:construction speed
* Label For Full Stat List:construction speed (material factor)	The speed at which buildings made of this are constructed is multiplied by this value.Some materials, like stone, are slow to build from, while others, like wood, are fast.	
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Hide At Value:	- 	2500
== Version history ==
Containment Strength

== Values ==
Thing	ContainmentStrength
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ContainmentStrength
* Label:containment strength
* Offset Label:containment offset	How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures.	
* Display Order:600
* Def Name:Containment
* Label:Containment
* Display All By Default:	
* Worker Class: StatWorker_ContainmentStrength
* Show On Default Value: 
* Default Base Value: 0
* Min Value: 0
* To String Style: FloatOne	- 	-
== Version history ==
* Anomaly (DLC) Release - Added.
Control Taking Time

== Bases ==
Mechanoid 	Control Taking Time
Centipede blaster	12
Centipede gunner 	12
Centipede burner 	12
Lancer 	12
Scyther 	12
Pikeman 	12
Termite 	12This mech cannot be gestated by a mechanitor, so this is irrelevant
Militor 	12
Lifter 	12
Constructoid 	12
Fabricor 	12
Agrihand 	12
Cleansweeper 	12
War urchin 	12This mech cannot be directly controlled by an overseer, so this is irrelevant
Paramedic 	12
Legionary 	18
Tesseron 	18
Scorcher 	12
Tunneler 	24
Apocriton 	18
Centurion 	30
War queen 	30
Diabolus 	30
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:ControlTakingTime
* Label:control taking time
----
* May Require Any Of:
** Biotech 
** Anomaly	How many seconds it will take for a mechanitor to take control of this mech.	
* Display Order: 13
* Def Name:Mechanoid
* Label:Mechanoid
* Display All By Default:	
* Default Base Value: 12
* Min Value: 0
* To String Style: Integer
* Format String:"{0}s"
* Show If Undefined: 
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids:	- 	2010
== Version history ==
* Biotech (DLC) Release - Added.
Control pack

The control pack is a utility item added by the Biotech DLC that increases the number of control groups a mechanitor has.
== Acquisition ==
== Summary ==
When worn, a control pack gives a mechanitor an extra control group, which can be configured separately from other control groups. They have no quality.
== Analysis ==
An additional control group can be somewhat useful. Other than convenience, an extra control group means that mechs can be ordered to do multiple tasks. For example, 3 separate control groups can be ordered to work, remain dormant, and actively recharge at the same time. 
Unfortunately, there's a lot of competition for the utility slot, both in general and for mechanitor specific items. For Once available, a bandwidth pack gives bandwidth, which is almost always more helpful than a control group. They do come at the significant cost of 2 signal chips which can delay their practicality.
Similarly, Control sublinks give a permanent control group, do not take an equipment slot, and boost work speed making them a strong replacement for control packs. There is rarely a need for over 5 control groups, which can be installed with 3 standard sublinks. However, each implant requires a signal chip or powerfocus chip to create.
Ultimately this gives the control pack a small, sometimes non-existent niche, and one that is inherently short-lived.
== Version history ==
* Biotech DLC Release - Added.
Category: Utility
Control sublink

Control sublinks are one of two related artificial body parts available to mechanitors. Each sublink, regardless of type, increases the number of control groups available to a mechanitor by and the work speed of their mechs by up to a maximum of groups and work speed. These two types are:
* Control sublink (standard), can be installed by any mechanitor. Stacks up to 3 times. Each costs .
* Control sublink (high), can be installed by any mechanitor that already has 3 implanted standard sublinks. Stacks up to 3 times. Each costs .
Control sublinks(Total)	Control groups	Work speed
0 	2 	+0%
1 	3 	
2 	4 	
3 	5 	
4 	6 	
5 	7 	
6 	8
Control sublink (high)

Control sublinks (high) are artificial body parts added by the Biotech DLC. Each control sublink installed increases the number of control groups available to a mechanitor and increase the work speed of their mechs. 
== Acquisition ==
== Summary ==
Each standard and high control sublink increases increases the number of control groups available to a mechanitor by and the work speed of their mechs by , up to a maximum of and . Up to three of each type of sublink can be installed into a mechanitor's brain. At least three standard sublinks must be installed before any high sublinks can be installed.
Control sublinks	Control groups	Work speed
0 	2 	+0%
1 	3 	
2 	4 	
3 	5 	
4 	6 	
5 	7 	
6 	8 	
As all non-Tunneler laborer mechs have a base Global Work Speed of 50%, this boost is relatively higher than it seems. For example, 4 sublinks with no other factors turns 50% work speed into 74% workspeed; a increase.
=== Installation ===
Unlike most other artificial body parts, the control sublink is not installed via an operation. Instead, the selected mechanitor can be selected to use the device on themselves, consuming the item and installing it.
== Analysis ==
High control sublinks require 3 advanced components per implant, which are a limited resource before Advanced Fabrication. Use your advanced components on a fabrication bench first, so you can eventually make more of them. Making ground penetrating scanners / long-range mineral scanners and a mechband dish also tends to be higher priority than this implant.
You need 3 standard control sublinks to install the high sublinks. You may want to use the signal chips the standard sublinks require on a bandwidth pack first however. The extra mechs from the worst-case 30% increase in bandwidth will have a much larger impact on both combat and economic potential than work speed. Best-case, it is a 150% increase. Similarly, a mechlord suit is usually better way to spend the powerfocus chip that high sublinks require. The extra mechs do come at cost of additional outlay, power, and pollution however. 
Eventually, you'll want to install all 6 control sublinks - more for the additional work speed, rather than the control groups. A few extra control subgroups can be helpful, but you'll rarely need more than 4.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3527 - Fix: Control Sublink (high) can take up the lower 3 sublink levels preventing use of the normal sublinks.
Category:Medical Item Category:Body Part Category:Implant
Control sublink (standard)

Control sublinks (standard) are artificial body parts added by the Biotech DLC. Each control sublink installed increases the number of control groups available to a mechanitor and increase the work speed of their mechs. 
== Acquisition ==
== Summary ==
Each standard and high control sublink increases increases the number of control groups available to a mechanitor by and the work speed of their mechs by , up to a maximum of and . Up to three of each type of sublink can be installed into a mechanitor's brain. At least three standard sublinks must be installed before any high sublinks can be installed.
Control sublinks	Control groups	Work speed
0 	2 	+0%
1 	3 	
2 	4 	
3 	5 	
4 	6 	
5 	7 	
6 	8 	
As all non-Tunneler laborer mechs have a base Global Work Speed of 50%, this boost is relatively higher than it seems. For example, 1 sublink with no other factors turns 50% work speed into 56% workspeed; a increase.
=== Installation ===
Unlike most other artificial body parts, the control sublink is not installed via an operation. Instead, the selected mechanitor can be selected to use the device on themselves, consuming the item and installing it.
== Analysis ==
Typically, you may want to use the signal chips the sublinks require on a bandwidth pack first. The extra mechs from the (worst-case) 30% increase in bandwidth will have a much larger impact on both combat and economic potential than work speed. Best-case, it is a 150% increase. The extra mechs do come at cost of additional outlay, power, and pollution however.
Eventually, you'll want to install all 6 control sublinks - more for the additional work speed, rather than the control groups. A few extra control subgroups can be helpful, but you'll rarely need more than 4.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3527 - Fix: Control Sublink (high) can take up the lower 3 sublink levels preventing use of the normal sublinks.
Category:Medical Item Category:Body Part Category:Implant
Controls

----
The default controls for RimWorld, not including controls that only work from the Architect sub-menus. 
Key bindings can be changed through Menu, Options, Keyboard configuration.
== PC ==
=== Key bindings ===
 	
or 	
Forward
or 	
Backward
or 	
Left
or 	
Right
+ or or or + or or or	Double Scroll Speed
	
	
Zoom In
	
Zoom Out
 	
 	
Closes any open dialogue or opens the Game Menu
 	
Pauses and unpauses game
 	
Toggle Architect tab
 	
Toggle Work tab
 	
Toggle Schedule tab
 	
Toggle Assign tab
 	
Toggle Animals tab
 	
Toggle Wildlife tab
 	
Toggle Research tab
 	
Toggle Quests tab
 	
Toggle World tab
 	
Toggle History tab
 	
Normal speed (1x)
 	
Fast speed (3x)
 	
Super fast speed (6x)
 	
Ultra fast speed (15x) (Dev mode only)
or or	
Rotate object
 	
Take screenshot
 	
Toggle screenshot mode (turns on/off HUD elements)
or 	
Select next/previous colonist
 	Use with left mouse to select multiple items
 	Use with right mouse to queue colonist actions
 	Select next item in square
 	
Multiplier keys work on the trade screen, the items screen when forming a caravan, and for any quantity button for bills.	Multiplier keys work on the trade screen, the items screen when forming a caravan, and for any quantity button for bills.
 	×10 (For any number field, multiplies the increment/decrement button by 10)
 	×100 (For any number field, multiplies the increment/decrement button by 100)
+ 	×1000 (For any number field, multiplies the increment/decrement button by 1000)
=== Mouse controls ===
 	
 	Select pawn, item, object
(Double click) 	Select all of same type on screen. This works with colonists, doors, deer, chunks, but doesn't with birch trees, pine trees, poplar trees, rocks, walls, hopper...
(Click and drag)	Draw square to select multiple items
 	Open context menu for an object, when applicable. Can be used to assign jobs.
(Click and drag)	On colonist bar, reorder colonists.
 	Zoom In/Out
== Steam Deck ==
All Controls settings can be Similar with Controller (Xbox-Playstation) or Computer/Keyboard layout at anytime.
In game control build settings are ready from both game and community setup controls.
You can manually select and modify left touchpad to add extra commands including back buttons (R4-R5, L4-L5)
== PlayStation 4 ==
?
== Xbox One ==
?
Category:Game mechanics
Conversion Power

==Factors==
Conversion power has a minimum value of , even if other factors would reduce it below this value.
* Social : 30% plus 8.75% per skill level.
*Talking: 90% weight, allowed defect of 0.05 and a max at 100%, meaning improvement over 95% does not affect conversion power.
*Hearing: 90% weight, allowed defect of 0.20 and a max at 100%, meaning improvement over 80% does not affect conversion power.