nyuuzyou/wikis huggingface dataset:
Fleshbulb

Fleshbulbs are a bioluminescent light source of the Fleshmass family.
== Occurrence ==
Fleshbulbs are generated within Fleshmass infested areas, namely the Distress call quest and the Undercave created by the Pit gate entity/event. They spawn dispersed among the other fleshmass, providing moderate illumination around fleshmass growths.
== Summary ==
Fleshbulbs have a 50% chance of dropping 4-8 pieces of Twisted meat when destroyed.
It cannot be claimed, moved, or deconstructed. 
=== Lighting ===
A fleshbulb produces light in a 9 tile radius, with the nearest tiles at or above 30% light level and considered "Lit", to a maximum of 50%. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff "In darkness". However, fleshbulbs are not bright enough to grow most crops indoors, which require 51% illumination. Light does not "stack", so no amount of fleshbulbs will ever give more than 50% illumination (e.g. for rice plants, etc).
== Analysis ==
The player is unlikely to significantly interact with fleshbulbs outside of niche circumstances such as playing with Combat in darkness ideoligions. They cannot be meaningfully farmed or moved, and they only provide meager light. In almost all cases, constructed lighting options are a much better idea. As such, the most common player interaction is simply destroying them for additional twisted meat before leaving the area.
== Gallery ==
Fleshbulb A.png|Fleshbulb variant A
Fleshbulb B.png|Fleshbulb variant B
Fleshbulb C.png|Fleshbulb variant C
== Version history ==
* Anomaly DLC Release - Added.
Fleshmass

Fleshmass is an organic cancerous growth consisting of twisted flesh that forms several functional organ like structures and creatures in the form of Fleshbeasts.
== Summary ==
While Fleshmass can refer to many things, for our purposes it will refer to the Fleshmass wall primarily, and subsequently its derivatives in the form of unique entities and items. The Fleshmass wall itself is relatively weak and flammable, where in destroying one wall will also destroy multiple nearby and connected chunks of wall at a time. The wall is also quickly targetable via melee or ranged weapon, and the associated pawn(s) will continue to attack nearby fleshmass after the initial target is destroyed. This leads to less initial micromanagement but may also result in unwanted wall destruction or pawns getting 'distracted' from your intended target.
=== Structures ===
Fleshmass appears more passively and even beneficial in the Distress Signal quest and in the Undercave of the Pit gate entity. They are created upon map generation and remain static, and serve no real threat other than acting as a physical barrier and possibly concealing Fleshbeasts within unrevealed areas. These areas also generate with organ structures dispersed among the fleshmass, such as the Fleshbulb and Flesh sack, which provide a source of lighting and valuable loot respectively. 
Fleshmass however takes on a more active and hostile role for the Fleshmass heart entity, appearing as dynamic growths of large fleshmass veins / tendrils that consume plant life to grow larger and spread over any passable terrain, and in the process accumulate a sizable population of Fleshbeasts residing in the many empty pockets between growths. Organ structures such as the defensive Fleshmass spitter or the exploitable Nerve bundle will occasionally spawn within the expanding cacophony of fleshmass. Destroying enough of the Fleshmass itself will also prove dangerous, as there is a chance for Fleshbeasts to spawn out of nearby fleshmass, an inevitability when trying to reach the various organs or cutting growths off from the heart. The fleshmass wall auto-targeting mechanic can prove detrimental for this specifically: causing unnecessary destruction of Fleshmass wall and leading any pawn(s) to stray off course when trying to create concise paths through the mass.
=== Items ===
* Fleshmass neural lump
* Body Parts
** Flesh tentacle
** Flesh whip
** Fleshmass lung
** Fleshmass stomach
=== Creatures ===
Fleshmass takes the form of pawns in the following Fleshbeasts:
* Fingerspike
* Trispike
* Toughspike
* Bulbfreak
* Dreadmeld
== Analysis ==
== Gallery ==
Fleshmass atlas.png|Atlas for the Fleshmass 'wall'
== Version history ==
* Anomaly DLC Release - Added.
Fleshmass lung

The fleshmass lung is a body part added by the Anomaly DLC that replaces a human lung and provides enhanced resistance to some effects and, if the Biotech DLC is active, toxic environment resistance.
== Acquisition ==
== Summary == 
The fleshmass lung replace the user's organic lung. The fleshmass lung has a part efficiency of 100%. This fully replaces the functionality of a normal lung but provides no direct enhancement - when coupled with the lung body part having a Breathing importance of 50%, it results in an increase in breathing of up to 50% when replacing a missing or totally inoperable lung. Breathing, in turn, affects Moving, Consciousness if below 100%, and Rest Rate Multiplier. 
Fleshmass lungs are also fully immune to asthma and lung rot and will cure these aliments in that lung. Additionally, if the Biotech DLC is active, also increases their Toxic Environment Resistance by . This reduces the amount of toxic buildup from toxic fallout, tox gas, and pollution by 30%. Replacing both lungs stacks to the maximum of resistance. Note that it does not prevent the other effects of tox gas. 
A fleshmass lung inflicts pain on its bearer. With no other sources of pain, this is insufficient to inflict any Consciousness penalties but does inflict a // moodlet for normal, masochist, and Pain Idealizing pawns respectively. These thoughts do not stack, with the most positive taking precedent. 
Finally, for psycasters, pain also adds a multiplier of 100% + 3 × Pain percentage to Neural Heat Recovery Rate, or assuming no other sources of pain besides the lung.
Note that the effects of pain on mood and consciousness are not strictly linear, and the values may be different for pawns with other sources of pain. See the Pain article for details. 
Note that the fleshmass lung has no item form.
=== Removal ===
Spawns a fleshbeast when removed - the fleshbeast spawns stunned initially.
Removing the part requires ???? of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
== Analysis ==
In terms of effectiveness, Fleshmass lungs are typically inferior to the Detoxifier lung. However, they are effectively free upgrades, requiring only to wait for the cooldown and patience with the RNG. For colonists with the masochist trait or a colony with the Idealized Pain Precept, the pain that comes from the Fleshmass Lungs might even make them preferable to Detoxifier Lungs.
== Version history == 
* Anomaly DLC Release - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Fleshmass neural lump

Fleshmass neural lump is an item dropped by the Nerve bundle upon its destruction.
== Summary ==
A colonist can be selected to analyze the item, deleting the item after analysis is complete and providing 1/3 progress towards finding a way to eliminate the Fleshmass heart.
== Analysis ==
== Gallery ==
Fleshmass neural lump 1.png|Neural lump variant 1
Fleshmass neural lump 2.png|Neural lump variant 2
Fleshmass neural lump 3.png|Neural lump variant 3
== Version history ==
* Anomaly DLC Release - Added.
Fleshmass nucleus

The fleshmass nucleus is an entity added by the Anomaly DLC that will occasionally produce twisted meat. 
== Acquisition ==
This Entity is found after killing a Fleshmass heart. The heart will leave this as a dropped item, and it can be captured as you would any downed Entity.
== Summary ==
The fleshmass nucleus can be contained on a holding platform or holding spot. It does not have a minimum containment strength, but must be contained to be studied and suppressed.
The nucleus will constantly gain activity (Base 10% a day) as new flesh grows across its surface. A warden will need to suppress it to reduce its activity. If its activity reaches 100%, the flesh will reach critical mass and form a new fleshmass heart. This will occur wherever the nucleus is contained and spread across the map like before. The new fleshmass heart will have a unique biosignature, requiring you to collect new fleshmass neural lumps to kill it.
The nucleus will also produce 2-6 piles of Twisted Meat. The amount of meat produced is random, producing on average 96 meat each time at 0% activity and on average 220 meat at 90%. It does this at random intervals with an of , and a minimum time of .
If it is not needed, a nucleus that is not in containment can be disposed of by ordering a pawn to attack it until it is destroyed. A captured nucleus can be destroyed in the same way by releasing it first.
=== Yield ===
The fleshmass nucleus yields 3 bioferrite per day and 200W of power.
When destroyed, a nucleus yields 2 shards and 1-2 stacks of twisted meat.
== Analysis ==
Compared to other entities, the fleshmass nucleus is much less dangerous when the colony does not have a strong containment cell; It cannot escape randomly, and there are no downsides to farming bioferrite from it as this does not influence activity gain. Use of an electroharvester will increase the rate of activity gain per day by 15%.
Similar to the nociosphere, at least one colonist should be available at any given time to keep the fleshmass nucleus' activity suppressed, especially if farmed for electricity.
Keeping the nucleus at high activity may allow for the farming of large amounts of Twisted Meat, which can be useful for feeding Ghouls and Wargs, refining into Kibble for non-carnivorous animals, or refining into Chemfuel. The twisted meat produced by 1 nucleus kept at high activity can fuel over chemfuel powered generators assuming sufficient pawn-hours for refining.
== Gallery ==
FleshmassNucleusA.png
FleshmassNucleusB.png
FleshmassNucleusC.png
FleshmassNucleusD.png
FleshmassNucleusE.png
FleshmassNucleusF.png
== Version history == 
* Anomaly DLC Release - Added.
Category: Entities
Fleshmass spitter

Fleshmass spitter acts as a medium range mortar that defends the Fleshmass heart.
== Summary ==
== Analysis ==
== Gallery ==
Fleshmass spitter A.png|Fleshmass spitter with mouth open, ready to fire their acid spray
Fleshmass spitter B.png|Fleshmass spitter with mouth closed
== Version history ==
* Anomaly DLC Release - Added.
Fleshmass stomach

The fleshmass stomach is a body part added by the Anomaly DLC that replaces a human stomach and provides immunity to food poisoning.
== Acquisition ==
== Summary == 
The fleshmass stomach replaces the user's organic stomach. The fleshmass stomach has a part efficiency of 100%. This fully replaces the functionality of a normal stomach but provides no direct enhancement - when coupled with the stomach body part having a Digestion importance of 50%, it results in an increase in digestion of up to 50% when replacing a missing or totally inoperable Stomach. Breathing, in turn, affects a pawn's Rest Rate Multiplier. 
A fleshmass stomach also renders the pawn immune to food poisoning and will prevent a colonist from contracting gut worms.
A fleshmass stomach inflicts pain on its bearer. With no other sources of pain, this is insufficient to inflict any Consciousness penalties but does inflict a // moodlet for normal, masochist, and Pain Idealizing pawns respectively. These thoughts do not stack, with the most positive taking precedent. 
Finally, for psycasters, pain also adds a multiplier of 100% + 3 × Pain percentage to Neural Heat Recovery Rate, or assuming no other sources of pain besides the stomach.
Note that the effects of pain on mood and consciousness are not strictly linear, and the values may be different for pawns with other sources of pain. See the Pain article for details. 
Note that the fleshmass stomach has no item form.
=== Removal ===
Spawns a fleshbeast when removed - the fleshbeast spawns stunned initially.
Removing the part requires ???? of work, 2x medicine of herbal quality or better, and a Medical skill skill of ????. 
== Analysis ==
In terms of effectiveness, a Fleshmass Stomach is a side grade to the Bionic stomach. Offering no chance for food poisoning over the increased efficiency from the bionic. However, the Fleshmass Stomach is effectively a free upgrade, requiring only to wait for the cooldown and patience with the RNG. For colonists with the masochist trait or a colony with the Idealized Pain Precept, the pain that comes from the Fleshmass Stomach might even make it preferable to a Bionic Stomach.
== Version history == 
* Anomaly DLC Release - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Flood light

== Acquisition ==
== Summary ==
Flood lights require substantially more steel to build and power to run than standing lamps (50 steel vs 20 steel, and 100 W vs 30 W). Although flood lights provide a larger light radius, the maximum light intensity is still only 50%. That is, one cannot be used as a grow light and, if using Anomaly DLC, they aren't any better for containing entities. As a result, the increased light radius is the only reason to choose a flood light over another type of light fixture.
== Advanced lights ==
With the Advanced lights research, the power cost of flood lights are halved, to W of power. Note that flood lights require Advanced Lights to construct, so they will only require W if you acquire them some other way. Lights can also be changed to a variety of different colors, which have no gameplay effect. Lights of different colors will blend together.
== Analysis ==
When it comes to lighting up large areas, the massive radius of flood lights is in many cases more convenient and power-efficient when compared to wall lamps or standing lamps. Although more compact rooms are usually better lit by smaller lamps, outside areas greatly benefit from the massive range. 
=== Unnatural darkness ===
Flood lights are a vital preventative defense against Unnatural darkness. A Noctolith or even a Void structure can spawn in most unlit places, including one's base, which can be catastrophic for unprepared colonies. However, the large radius of a flood light makes it much easier to remove "blind spots," ensuring that hostile structures are kept away from vulnerable areas.
== Version history ==
* 1.5.4062 - Added.
Category:Furniture Category:Lamp
Floor etching

Floor etchings are encountered within the labyrinth across most of the map, acting as directional cues which help to navigate the maze.
== Summary ==
Each room within the labyrinth has a chance to spawn a Floor etching. Multiple may spawn in any given room. Etchings tend to be less likely to spawn the closer the room is to the Warped obelisk.
In order to investigate the drawing, a colonist must be ordered to decipher the etching, which takes . Once finished, a Letter will appear with a short description followed by the chance of getting a cardinal direction to the exit room. It is not guaranteed that any given floor etching will give a direction. The chance of success seems to be more likely if the etching is further from the exit.
Floor etchings use the following strings:
* Activate label: "Decipher..."
* Activate description: "Choose someone to decipher this floor etching."
* Gui label: "Choose who should do this"
* Job: "Decipher floor etching"
* Activating pending: "Deciphering floor etching"
* Activating: "Deciphering floor etching: {1}s"
* Inspect: "Send a colonist to decipher this."
* Message completed: "{PAWN_nameDef} has successfully deciphered the floor etching."
== Analysis ==
As a reliable way to help triangulate the exit room, these drawings should be investigated quickly to help narrow down paths towards a safe exit. Ensure that the area is clear before deciphering, as the task is not instantaneous. It is unknown whether deciphering a drawing in the same room as a sleeping enemy will wake them up. Once a general path can be gleaned from these map markers, it can be much easier to plot out a more time efficient path to freedom.
If the current goal is complete exploration of the entire map tile, these can likely be safely ignored. That being said, the floor etching can still be of help during a full sweep of the maze, as it can help you save the area around the obelisk for last.
== Gallery ==
Floor etching a.png|Floor etching variant A
Floor etching b.png|Floor etching variant B
Floor etching C.png|Floor etching variant C
Floor etching D.png|Floor etching variant D
Floor etching E.png|Floor etching variant E
Floor etching F.png|Floor etching variant F
Floor etching G.png|Floor etching variant G
Floor etching H.png|Floor etching variant H
Floor etching I.png|Floor etching variant I
Floor etching J.png|Floor etching variant J
Floor etching K.png|Floor etching variant K
Floor etching L.png|Floor etching variant L
Floor etching M.png|Floor etching variant M
Floor etching N.png|Floor etching variant N
Floor etching O.png|Floor etching variant O
== Trivia ==
In the game files, there is a FloorEtching and FloorEtchingRambling, with the latter noted to take 10 seconds to decipher, which one would assume to be a floor etching that doesn't give a direction. Both etchings however are defined with , meaning there is no difference in time.
== History ==
* Anomaly Release - Added.
Category:Buildings
Fluid ideoligion save conversion guide

If you install Ideology DLC mid-game or simply want to change a non-fluid ideoligion, this guide will help you change your primary ideoligion to a fluid ideoligion.
First you want to navigate to YOURDRIVE:\Users\YOURUSER\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves and copy your save to some place you won't forget about it in case of any damage to the save, rendering it unplayable.
After you've backed up your save you can then double click on your save and edit it with any text editor of your choice, otherwise notepad will do. CTRL + F and search for the name of your primary ideoligion. You should find the code structured similarly to:
</foundation>
<name>Cauteusism</name>
<adjective>Cauteusic</adjective>
<memberName>Cauteusite</memberName>
<leaderTitleMale>High Cardinal</leaderTitleMale>
"Cauteusism" is the name of the ideoligion in this example
From there you can begin to scroll down a long way until you start seeing many lines defining the hair/tattoo frequency structured as such:
</li>
	<gender>Any</gender>
	<gender>Any</gender>
	<gender>Any</gender>
	<gender>Any</gender>
	<gender>Any</gender>
Alternatively you should be able to CTRL + F and search development
Once you scroll past the frequency lines the indents should start receding until it reaches your final destination, which is structured similarly to such:
</style>
<id>21</id>
<initialPlayerIdeo>True</initialPlayerIdeo>
<development isNull="True" />
Once here you may begin the editing part.
* First: replace <development isNull="True" /> with <development>
* Second: add a new line underneath <development> with text </development>
* Third: add a new line underneath </development> with text <fluid>True</fluid>
Make sure you indent them all uniformly, otherwise the save will be unplayable.
Correct	Incorrect
:::::</style>
:::::<id>21</id>
:::::<development>
:::::</development>
:::::<fluid>True</fluid>	
:::::</style>
:::::<id>9</id>
<development></development><fluid>True</fluid>
Once you are done with the editing you may save the file and load the save in-game. If done correctly you should gain a 0/10 counter at the top left of your ideoligion screen, indicating the use of development points.
Category:Guides
Food Poison Chance

A cook's cooking skill determines their chance to contaminate the meal and cause food poisoning as listed below, however the real chance that a meal will be poisoned is determined by this stat as well as the room cleanliness where the meal is prepared. Additionally, AI storyteller options including Difficulty have a direct scalar effect on the chance, with 30%, 50%, 75%, 100%, 110%, and 120% multipliers at Peaceful, Community builder, Adventure story, Strive to survive, Blood and dust, and Losing is fun respectively. See food poisoning for details.
==Factors==
* Cooking 
Cooking Skill Level	Food Poison Chance %
0 	5.00
1 	4.00
2 	3.00
3 	2.00
4 	1.50
5 	1.00
6 	0.50
7 	0.25
8 	0.15
9 	0.10
10 	0.10
11 	0.10
12 	0.10
13 	0.10
14 	0.10
15 	0.10
16 	0.10
17 	0.10
18 	0.10
19 	0.10
20 	0.10
Food Poison Chance (Food Stat)

== Bases ==
FoodItem 	FoodPoisonChance
Kibble 	2%
Milk 	2%
Insect jelly 	2%
Chicken egg (unfert.) 	2%
Chicken egg (fert.) 	2%
Cobra egg (fert.) 	2%
Iguana egg (fert.) 	2%
Tortoise egg (fert.) 	2%
Cassowary egg (fert.) 	2%
Emu egg (fert.) 	2%
Ostrich egg (fert.) 	2%
Turkey egg (fert.) 	2%
Duck egg (unfert.) 	2%
Duck egg (fert.) 	2%
Goose egg (unfert.) 	2%
Goose egg (fert.) 	2%
Potatoes 	2%
Raw fungus 	2%
Rice 	2%
Agave fruit 	2%
Corn 	2%
Berries 	2%
Human meat 	2%
Insect meat 	2%
/ When Body Size < 0.7 Meat	2%
Corpses 	5%
Toxipotatoes 	4%
Twisted meat 	2%
== Explanation ==
Food Poison Chance (Food Stat) acts as the direct chance to receive food poisoning when eating raw food or corpses. It acts as a base value when these ingredients are cooked into meals, using the Food Poison Chance (Pawn Work) and room cleanliness stats as factors.
Rotten food (i.e. corpses, since rotten food items disappear once rotten) have a 100% chance of causing food poisoning, although rotten corpses have no nutritionIs Corpse Fresh Stat Part from Nutrition (Stat) and their ingestibility is very limited if not impossible.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:FoodPoisonChanceFixedHuman
* Label:food poison chance
* Label For Full Stat List:food poison chance (food stat)	The chance this food will cause food poisoning.	
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Hide At Value: 
* To String Style: PercentZero	
* Parts:
** StatPart_MaxChanceIfRotting	4000
Foraged Food Amount

==Summary==
Foraged Food Amount is a colonist stat that determines the amount of nutrition that a pawn generate while on the world map. This stat is affected by 7 factors; the biome, growing season, the colonist's manipulation, sight, plants skill, whether the caravan is moving and whether the colony is a tribe vs outlander.
==Factors==
* Plants : 0 plus 0.09 nutrition per skill level.
* Manipulation: 50% importance, 100% max.
* Sight: 90% importance, No max.
* Pawns belonging to a New Tribe faction forage as much nutrition as other pawns.
* Temperate Tiles give 1x nutrition, while other biomes may give less.
Formal shirt

The formal shirt is a clothing item added in the Royalty DLC. Nobles of Acolyte rank and above require either one of these, or a eltex shirt, to consider themselves properly dressed and avoid a negative moodlet.
== Acquisition ==
It can also be found on Imperial Nobles, for sale at traders and as a quest reward.
== Summary == 
== Analysis ==
Prior to the nerfs, the Formal Shirt was arguably the best craftable shirt, exchanging weight and crafting time for better cold resistance. Post nerf, it has a complicated value proposition. 
It has the decreased cold insulation and mass of the t-shirt but the superior coverage of the button-down shirt, at the cost of a significantly longer crafting time and 44% more materials to craft. 
Should Noble Apparel already be researched, the Formal Shirt can take the place of the button-down. They are just as protective, weigh less and pawns won't require an apparel change when they gain titles. In colonies with nobles, this means production can be simplified to a single type of shirt for all pawns, reducing redundancy. However their significant material and time cost make this less attractive.
== Version history ==
* Royalty DLC Release - Added as Royal Shirt.
* 1.1.2579 - Now covers arms and neck.
* 1.2 - Named changed from Royal Shirt to Formal Shirt
* Version ? - Insulation factor decreased to 22 from 40.
* 1.2.2753 - Work to make increased from 2700 to 6000. Material cost -> 
Category:Clothing