nyuuzyou/wikis huggingface dataset:
Infinite chemreactor

The infinite chemreactor is a quest reward building that produces chemfuel as long as it is powered.
== Acquisition == 
Infinite chemreactors cannot be constructed nor bought from traders. Instead they can only be acquired as a reward for performing quests. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a chemreactor in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the DLC dilute the reward pool with more options.
== Summary ==
An infinite chemreactor generates chemfuel every as long as it is powered by W. This requires no input or work from any pawns. When it is done producing chemfuel, it will drop a stack of 75 onto an empty adjacent tile. Progress is retained if the reactor is unpowered. Progress to the next batch of chemfuel is displayed in the info panel when the reactor is selected.
When destroyed the chemreactor explodes, dealing 10 Flame damage to everything in 8 tile radius. While the explosion itself doesn't create fires, things damaged by the explosion may ignite.
== Analysis ==
It is a slow way of obtaining chemfuel, especially in the mid-game stage where you're most likely to get this item. It generates chemfuel a day, compared to for every batch made at a refinery or per day extracted from a boomalope. 
It generates more chemfuel per day than a single chemfuel powered generator consumes. The infinite chemreactor consumes W, while a single chemfuel powered generator produces W, resulting in a generated power surplus of W and a chemfuel surplus of 3 per day. This makes the infinite chemreactor a slow but sustainable tool for passively generating both free energy and chemfuel, if you can get your hands on one. 
3 infinite chemreactors can generate enough fuel to power 5 chemfuel powered generators ( per day), for a generated power surplus of 4,100W.
== Trivia ==
Given the description of how it works, the infinite chemfuel reactor may possibly be a late-midworld technology rather than glitterworld or even transcendent in origin like the other quest items.
== Version history ==
* 0.18.1722 - added. 
Category:Special
Category:Resource Production
Injury Healing Factor

== Factors ==
* Pawns
** Nociosphere: 
* Hediffs
** Juggernaut serum: 
* Genes
** Slow wound healing: 
** Fast wound healing: 
** Superfast wound healing: 
* Stat Parts
** DeathrestingApplies to a pawn when they have the Deathresting hediff: it isn't directly given by the hediff itself: 
== Offsets ==
* Hediffs
** Preach healthApplied by the Preach health ability available to the Moral guide Role: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:InjuryHealingFactor
* Label:injury healing factor	The multiplier applied to a person's injury healing rate.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Min Value: 
* Hide At Value:	
* Parts:
** StatPart_Deathresting
*** Factor:	2201
Insectoids/Pawns

{|
! Pawn Type !! Combat Power !! Armor (S/B/H) || Health scale || Body size || !! Move speed !! Additional Info
|-
! Megascarab 
| 40 || % / % / % || || || || || -
|-
! Megaspider
| 150 || % / % / % || || || || || -
|-
! Spelopede 
| 75 || % / % / % || || || || || -
|}
Category: Pawnkind tables
Insulation - Cold

The range of possible temperature is limited to ~ , so final cold insulation values that extend beyond this are largely useless.
== Stat Parts ==
=== Quality ===
The following factors also apply to negative values:
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
=== Stuff ===
* Priority: 100
* Stuff Power Stat: Insulation - Cold (Material Factor)
* Multiplier Stat: Insulation - Cold - Material Effect Multiplier
== Bases ==
Click to 
Apparel	Insulation - Cold Base
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Insulation_Cold
* Label:Insulation - Cold
* Label For Full Stat List:Insulation - Cold (armor stat)	How much this apparel improves a wearer's minimum comfortable temperature.Greater values allow surviving in colder temperatures.	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Default Base Value: 0
* Hide At Value: 0
* Min Value: -9999
* Max Value: 9999
* To String Style: TemperatureOffset
* Show On Pawns: 
* Cacheable:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
*** Apply To Negative Values: 
** StatPart_Stuff:
*** Priority: 100
*** Stuff Power Stat: Insulation - Cold (Material Factor)
*** Multiplier Stat: Insulation - Cold - Material Effect Multiplier	90
== Version history ==
Insulation - Cold (Material Factor)

== Bases ==
Material	Category	Insulation -ColdFactor
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:StuffPower_Insulation_Cold
* Label:Insulation - Cold
* Label For Full Stat List:Insulation - Cold (material factor)	How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.	
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:	
* Default Base Value: 0
* Hide At Value: 0
* To String Style: TemperatureOffset	- 	4507
== Version history ==
Insulation - Cold - Material Effect Multiplier

It is the base value for an item of apparel. This is multiplied by the Stuff's Insulation - Cold Factor to get the final Insulation - Cold rating.
== Bases ==
Apparel	Category	InsulationFactor -Cold
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:StuffEffectMultiplierInsulation_Cold
* Label:Insulation - Cold - Material effect multiplier	- 	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Default Base Value: 0
* Min Value: 0
* Always Hide:	- 	2
== Version history ==
Insulation - Heat

The range of possible temperature is limited to ~ , so final heat insulation values that extend beyond this are largely useless.
== Stat Parts ==
=== Quality ===
The following factors also apply to negative values:
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
=== Stuff ===
* Priority: 100
* Stuff Power Stat: Insulation - Heat (Material Factor)
* Multiplier Stat: Insulation - Heat - Material Effect Multiplier
== Bases ==
Click to 
Apparel	Insulation - Heat Base
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Insulation_Heat
* Label:Insulation - Heat
* Label For Full Stat List:Insulation - Heat (armor stat)	How much this apparel improves a wearer's maximum comfortable temperature.Greater values allow surviving in warmer temperatures.	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Default Base Value: 0
* Hide At Value: 0
* Min Value: -9999
* Max Value: 9999
* To String Style: TemperatureOffset
* Show On Pawns:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
*** Apply To Negative Values: 
** StatPart_Stuff:
*** Priority: 100
*** Stuff Power Stat: Insulation - Heat (Material Factor)
*** Multiplier Stat: Insulation - Heat - Material Effect Multiplier	89
== Version history ==
Insulation - Heat (Material Factor)

== Bases ==
Material	Category	Insulation -HeatFactor
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:StuffPower_Insulation_Heat
* Label:Insulation - Heat
* Label For Full Stat List:Insulation - Heat (material factor)	How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.	
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:	
* Default Base Value: 0
* Hide At Value: 0
* To String Style: TemperatureOffset	- 	4506
== Version history ==
Insulation - Heat - Material Effect Multiplier

It is the base value for an item of apparel. This is multiplied by the Stuff's Insulation - Heat Factor to get the final Insulation - Heat rating.
== Bases ==
Apparel	Category	InsulationFactor -Heat
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:StuffEffectMultiplierInsulation_Heat
* Label:Insulation - Heat - Material effect multiplier	- 	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Default Base Value: 0
* Min Value: 0
* Always Hide:	- 	3
== Version history ==
Integrator headset

The integrator headset is a piece of apparel added by the Biotech DLC that increases the bandwidth of mechanitors. 
== Acquisition ==
== Summary ==
The integrator headset increases a mechanitor's bandwidth by . This increase is not affected by quality, though the usual apparel stats are affected as normal.
== Analysis ==
A single Integrator headset costs 1 Powerfocus chip to craft whilst offering bandwidth. Compared to the previous 'tier' of Mechanitor apparel, it is a straight upgrade to the offered by the Array headset and the Mechcommander helmet, but comes with the additional cost of said Powerfocus chip. 
Looking into the future development of a colony, a Mechlord suit requires 2 Powerfocus chips and offers a total of bandwidth, but also requires Nano structuring chips, which are even harder to come by. The headset is already a better economical choice in terms of Powerfocus chips alone (1 chip for 9 bandwidth on the headset vs. 1 chip for 6 bandwidth on the suit). However, since the total amount of Mechanitors and Mechlinks in the colony is likely a bigger limiting factor than the supply of chips, the colony will likely upgrade to Mechlord suits eventually. 
As headgear, the Integrator headset is a exclusive apparel item, meaning a pawn can only wear one headgear item at a time. Mechlord helmets are a strictly superior piece of headgear, offering bandwidth. But they are also much more expensive, requiring Nano structuring chips as well. Additional debuffs to combat abilities apply, too. As with the Mechlord suit, a endgame colony will likely choose the helmet over the headset eventually. 
The only stats that are meaningfully affected by quality are the deterioration rate and market value, thus there is no benefit and significant detriment to higher quality headsets. Since the headset does not provide any armor that could scale with quality, there is also no increased protection for any other items worn on lower layers by a pawn. In fact, since only one headgear can be worn at a time, there can be no other items to protect. 
== Version history ==
* Biotech DLC Release - Added.
Category:Armor
Internal version/0.0.240

This version was released on: October 24, 2013
== Changes ==
=== Changes ===
* Balanced down hydroponics growth rate.
* Charged batteries now explode while burning.
* Some electrical devices now short-circuit and cause fires if left out in the rain while running.
* Split shooting accuracy breakdown into misses due to equipment and misses due to skill.
* Rebalanced shooting and melee to make skill more important.
* Drafted colonists no longer interrupt when melee attacked.
* Traders are now rarer but carry more goods.
* Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.
* Smoothed out and softened how AI storytellers handle colony population.
* Colonists now gain bad thoughts from sleeping outside.
* Replaced all noncommercial free sounds and attributed those under attribution licenses.
=== New content ===
* Added map size adjustment in an advanced menu at game start.
* Fast-forwarding is disabled during combat where you are under attack.
* Added max selection size and max drag designate size.
* Added raiders: sniper squad and mercenary squad.
* Added skills (which do nothing yet): cooking, medicine, artistic, crafting
* Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking
* Added credits screen.
=== Bug fixes ===
* Various bugfixes and balance adjustments.
Category:Internal versions
Internal version/0.0.243

This version was released on: October 27, 2013
== Changes ==
=== Changes ===
* Levels now cap at 20 (as designed).
* Power connectors report power net status.
* You can now dump meals in dumping areas.
* You can now click on names in the overview to center on the colonist.
* Overview now displays health of wounded colonists.
=== New content ===
* You can now prioritize colonists’ tasks individually.
=== Bug fixes ===
* Optimizations and bugfixes.
Category:Internal versions
Internal version/0.0.245

This version was released on: October 29, 2013
== Changes ==
=== Changes ===
* Plants and such no longer cover bullets as well as sandbags.
* Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.
* R-4 charge rifle now has a unique sound.
* Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).
Category:Internal versions
Internal version/0.0.248

This version was released on: November 1, 2013
== Changes ==
=== Changes ===
* Split repair from construction
* Beating the fire on a burning pawn stuns them.
* Firefighters will extinguish nearby friendly pawns even outside home zones.
* Melee attacks incap more than guns and explosives.
* Cannot speed up time while a colonist is on fire
* Short throws will no longer have large inaccuracies
* Redid how the game uncovers fog at map start.
=== Bug fixes ===
* Bugfixes.
Category:Internal versions
Internal version/0.0.249a

This version was released on: November 2, 2013
== Changes ==
=== Changes ===
* T and G are now zoom keys.
* Traders now stay around for two days, not a half day.
* Reorganized options menu.
=== New content ===
* Added video quality levels. Mostly it just turns off AA.
=== Bug fixes ===
* Fixed various bugs.
Category:Internal versions
Internal version/0.0.253c

This version was released on: November 6, 2013
== Changes ==
=== Changes ===
* Abolished cycles - dates are measured in days only.
* Walls now short circuit as well as power conduits.
* Blasting charges cost more.
=== New content ===
* Added a toggle to run the game even when the window isn’t focused.
* Added Chill Callie Classic storyteller, the more relaxed version of Cassandra.
=== Bug fixes ===
* Bugfixes and code cleanup.
Category:Internal versions
Internal version/0.0.294

This version was released on: December 17, 2013
== Changes ==
=== Changes ===
* Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the mod system.
* Various other changes.
=== New content ===
* Created audio authoring system, supporting one-shots and sustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.
* Created live-modding system, which allows modification of game content while the game is running. This includes the package editor and the definition editor.
* Created apparel system and introduced the first batch of apparel from Rho’s art.
* Created a system to randomize, remember, and manage colors for apparel and characters’ skin.
Category:Internal versions
Internal version/0.0.314

This version was released on: January 6, 2014
== Changes ==
=== Changes ===
* First attempt at basic stockpiling system. Many bugs are still in.
* Lots of other little changes, most related to stockpiling. I’ve had to redo trading, money, how dispensers use food, how things are sold and resources reclaimed, and how things are built.
=== New content ===
* Lots of new art from Rho.
Category:Internal versions
Internal version/0.0.317

This version was released on: January 8, 2014
== Changes ==
=== Changes ===
* Redid storage allowance system into a nice hierarchy, so you can allow/disallow storage of individual kinds of items in a stockpile, or do it by categories. All with a nice collapsible-category interface.
=== New content ===
* Added jacket from Rho.
=== Bug fixes ===
* Many, many bug fixes for stockpiling-related stuff.
Category:Internal versions
Internal version/0.0.323

This version was released on: January 15, 2014
== Changes ==
=== Changes ===
* Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
=== Bug fixes ===
* Various bug fixes.
Category:Internal versions
Internal version/0.0.324

This version was released on: January 16, 2014
== Changes ==
=== Changes ===
* Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!
* Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.
* Colonist will now eat from dispensers in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.
* You can now rename stockpiles.
* Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.
=== Bug fixes ===
* Various bug fixes.
Category:Internal versions
Internal version/0.0.325

This version was released on: January 17, 2014
== Changes ==
=== Changes ===
* Terrain, building, and terrain scatterable definitions are now all moddable. Concept definitions (used by the adaptive tutor) as well.
* Imported the latest player creative content.
=== New content ===
* Created adaptive tutor system. It watches everything you do and tries to determine your knowledge of various concepts. If it detects a concept is needed but knowledge hasn’t been demonstrated, it shows a helpful note. Effectively it tries to replicate a good teacher sitting behind you, saying only the things that are really needed.
=== Bug fixes ===
* Stockpiling AI bug fixes.
* Various bug fixes.
Category:Internal versions
Internal version/0.0.328

This version was released on: January 20, 2014
== Changes ==
=== Changes ===
* Did a ton of low-hanging-fruit optimizations, greatly increasing the performance of the game and reducing memory allocations about 50%.
* Stockpiling AI: Created cooking stub work type. Currently it only loads food into dispenser hoppers, so you can set this activity at a different priority than hauling.
=== New content ===
* Refined and tuned the adaptive tutor, added about six new concepts to teach.
=== Bug fixes ===
* Small usability changes and bug fixes.
Category:Internal versions
Internal version/0.0.329

This version was released on: January 21, 2014
== Changes ==
=== Changes ===
* Rho did nicer thicker outlines for characters.
* Worker AI rejiggered to allow prioritization of different classes of targets within one work type. The upshot is that they’ll try to finish existing unfinished buildings before carrying resources to blueprints.
=== New content ===
* Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.
=== Bug fixes ===
* Various bugs fixed.
Category:Internal versions
Internal version/0.0.330

This version was released on: January 22, 2014
== Changes ==
=== Changes ===
* Adaptive tutor now saves its estimates of the player’s knowledge as a separate file that will persist between games. Delete Knowledge.xml (in savegames’ parent folder) to reset it.
* Returned adaptive tutor and reworked the internal numbers to all be percentages.
* Major optimizations on the algorithm for regenerating rooms. Will help during mining.
* Deconstructing is now done by designating a target, which the colonists go deconstruct.
=== Bug fixes ===
* Fixed some deep bugs in hard-case stockpiling (e.g. dropping food in a sealed room packed with food).
Category:Internal versions
Internal version/0.1.332

This version was released on: January 24, 2014
== Changes ==
=== Changes ===
* Created a consistent PathMode system to explicitly handle the difference between pathing to a square and pathing to adjacent to a square or thing, in all methods and interfaces that handle finding paths or checking reachability. Ambiguity between these was causing subtle bugs.
* Integrated Ricardo’s new menu background screen. Not animated yet, but you get the idea.
* You now start with three guns, to alleviate problems with early-battle balance. The battles are supposed to get harder as you go along, not easier.
=== Bug fixes ===
* Performance optimizations and a worryingly large number of bugfixes.
Category:Internal versions
Invisibility

Invisibility is a level psycast that renders it target invisible for a short duration.
== Acquisition ==
== Summary ==
<onlyManualCast>True</onlyManualCast>
<canTargetSelf>True</canTargetSelf>
<canTargetAnimals>True</canTargetAnimals>
As of the time of writing (add version), despite the description stating that it psychically manipulates the would-be observers around the target, it still works against pawns that are psychically deaf.
== Analysis ==
* Invisibility makes enemies unable to target your allies.
** It is not broken on attacking making it a good choice for close-ranged attackers. 
*** It does not work well with melee blocker strategy. Invisible pawns do not block hostiles from pathing through them.
** Self-cast to allow your psycaster to safely get within range.
** Cast on snipers to aggro sieges or mech clusters.
** Cast on wielders of doomsday rocket launchers and the like to give them time to fire.
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2571 - Cost increased from 30 to 45, range increased from 10 to 15.
Category: Psycasts
Jacket

Jackets are a middle ground between a duster and a parka, best suited to moderately cold biomes not extreme enough to require parkas.
== Acquisition ==
 
They can also be purchased or stripped from Outlanders and Pirates. Starting colonists may also spawn wearing a synthread jacket.
== Analysis ==
Overall, jackets are a middle-ground between dusters and parkas; requiring fewer resources and less work to craft, but offering less value in either extreme cold or extreme heat.
In warm biomes, dusters are almost always more useful, since dusters cover more body parts and do a better job protecting from heat.
In extremely cold biomes, parkas are often required to deal with ultra-low temperatures.
In moderately cold biomes though, jackets can be preferable to parkas in some cases.
Jackets offer better armor than parkas while requiring fewer materials, so if you can get good enough insulation from the cold using jackets you're usually better off doing so.
== 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.
Jacket.png|Base variant
Spikecore jacket.png|Spikecore variant
== Version history ==
* 0.1.334 - Added
* Ideology DLC Release - Received styles via new Ideoligion style system. 
Category:Clothing