nyuuzyou/wikis huggingface dataset:
Modding Tutorials/TweakValue

TweakValue is a simple attribute that allows for direct run-time changing of values. They can be applied to any field with a value of float, bool, int or ushort that is static and isn't marked constant or readonly.
==Requirements==
We are firmly in C# territory so you know
* Setting up a Solution
* Custom code
==What TweakValues are used for==
They really shine in creating UI. If you need to nudge an element just a smidgen to the left, you'd normally have to edit, recompile and restart the game. With a TweakValue, you can call forth a menu with sliders and immediately see the effects of our changes.
==Using your TweakValues==
It's one of the dev-mode buttons. Looks kinda like a list of dashes and dots. Slide it around for funsies. TweakValues are not stored anywhere. If you find a good value, write it down as they are lost for all eternity when the game closes.
==An Example==
 [TweakValue("exampleCategory", -100f, 4000f)]
 private static float exampleFloat = 2000f;
Simple as that. exampleCategory is a string that's shown in the TweakValues window. The numbers inside the annotation are optional min and max values (default 0 and 100 respectively).
==Tips==
Put your [TweakValue] in an #if DEBUG or comment them out for release. This prevents spamming the TweakValues window. The TweakValue window is organised alphabetically, so if you categorise your values sensible and with AAA you'll save yourself some scrolling.
#if DEBUG
 [TweakValue("AAAMehniMiscMods")]
#endif
 private static float widthFiddler = 9f;
==See also==
Method Reloader</br>
Texture reloader
Category:Modding tutorials
Moisture pump

A moisture pump slowly removes moisture from nearby terrain, providing buildable and sometimes arable land.
== Acquisition ==
==Summary==
A powered moisture pump will slowly remove shallow water and other marshy tiles up to a radius of 6.9 tiles. The pump's radius will expand roughly 1 tile every 8.7 days — the entire radius will be terraformed in 1 year (60 days). The pump instantly transforms the tile that it is installed on once it becomes powered.
* Mud, marsh and marshy soil are converted to soil.
* Soft sand is converted to sand.
* Shallow water and shallow ocean water are converted to stony soil, except in the ice sheet and sea ice biomes, where they are converted to ice. 
All other terrain types are unaffected by moisture pumps. Importantly, moisture pumps do not terraform moving water and deep water. 
Pumps can be built on bridges, and will convert tiles under a bridge. However, the bridge must be removed before heavier objects can be placed on the land.
Once the tiles are converted, the change is permanent, and the pump is redundant. Moisture pumps cannot be manually turned off and must either have their power source disconnected or be deconstructed to stop them drawing power. Even after reaching their maximum radius, pumps will still draw power.
== Analysis ==
Moisture pumps are the only way to permanently terraform wet environments. Because they are very slow, planning ahead or building in other areas is required while you wait up to a full year in advance. Moisture pumps may also have to be placed in a location that will need to be defended.
=== Wealthy Terraforming ===
Because moisture pumps instantly terraform the tile they are installed on, a colony can terraform an area quickly by building a large number of moisture pumps, one on each tile. You can alternatively build moisture pumps much closer together (such as 2 tiles apart) and only need to wait for them to expand their radius a few times. This strategy requires an exorbitant amount of components and steel.
==Version history==
MoisturePumpOld.png|Original moisture pump sprite
Category:Miscellaneous
Monkey

== Analysis ==
Monkeys are small and have relatively low damage, making them poor as actual tame animals. They cannot haul, either.
However, monkeys are one of the few animals that can nuzzle, giving a Nuzzled moodlet to colonists. They are one of 2 nuzzlers, along with the guinea pig, that can be found in the wild. Note that the guinea pig eats less, produces more offspring, and is just as difficult to tame, though is a rarer animal.
== Training ==
== Health ==
== Gallery ==
Monkey.png|Monkey facing east
Monkeysouth.png|Monkey facing south
Monkeynorth.png|Monkey facing north
Dessicated monkey east.png|Monkey decaying
== Trivia == 
The updated monkey texture was originally part of the Vanilla Textures Expanded mod, but was integrated into the base game by agreement.https://www.reddit.com/r/RimWorld/comments/wvn286/comment/ilkm3e2/?context=4
== Version history ==
* 0.7.581 - Added.
* Beta 19/ 1.0 - nuzzle interval 72 -> 48 hours
Monkey east old.png|Texture prior to Vanilla Textures Expanded integration
Monkey north old.png|Texture prior to Vanilla Textures Expanded integration
Monkey south old.png|Texture prior to Vanilla Textures Expanded integration
Category:Animals
Category:Wild animal
Monolith fragment

Monolith fragment is an item dropped by the Monolith after choosing to disrupt the link with the void.
== Summary ==
A total of 3 fragments drop around the Monolith after exiting the Metal hell. They provide advanced anomaly research, able to be studied every 2 days.
== Analysis ==
== Gallery ==
Monolith fragment A.png|Monolith fragment variant A
Monolith fragment B.png|Monolith fragment variant B
Monolith fragment C.png|Monolith fragment variant C
Monolith fragment D.png|Monolith fragment variant D
Monolith fragment E.png|Monolith fragment variant E
Monolith fragment F.png|Monolith fragment variant F
== Version history ==
* Anomaly DLC Release - Added.
Monosword

The monosword is a DLC melee weapon that does a large amount of damage, has a fairly short cooldown, and deals sharp damage. It also boasts one of the highest armor penetration values for melee weapons in the game.
It has a great advantage against armored targets and cause opponents to bleed out fairly quickly as the Monosword lops off limbs with fair ease.
== Acquisition ==
Monoswords cannot be crafted, instead they can only be purchased from Outlander and Empire combat suppliers and faction bases, or received as a quest reward.
They can also be obtained from the following raider types:
Raider Kind 	Chance	Average Quality	Health
Champion 	?% 	? 	70-230%
Nobles (All)	?% 	Excellent 	100%
== Summary == 
Unlike other ultratech weapons, the monosword has no special mechanics. Instead it simply has excellent stats, coupled with an extraordinarily high for its Point and Edge attacks. Namely it has a base of %, as opposed to the % that would be automatically calculated from weapon damage. The still scales with quality but does not scale with its wielder's Melee Damage Factor.
== Analysis ==
With its exceptional and a high Damage per Second, the monosword is one of the best and most versatile melee weapons in the game, performing well against all targets while its brethren excel in specific roles. 
Keep in mind however that while it does have exceptional , armor pieces tend to be more protective against sharp than blunt. Thus, against high tier armors that aren't negated by the either weapon's , the monosword is more affected by armor than the zeushammer of the same quality. For example, a normal quality zeushammer would have a higher effective DPS against a normal quality set of Cataphract armor than a normal quality monosword. When the monosword is sufficient to outright negate the armor, such as against a poor flak vest, then the superior optimal DPS of the monosword would win out.
== Version history ==
* Royalty DLC release - Added.
* 1.2.2719 - Monosword damage reduced from 27 to 25.
* 1.5.4062 - Texture recreated with higher quality.
Category:Equipment Category:Weapons Category:Ultra Weapons
Category:Melee Weapons Category:Sharp Weapons Category:Swords
Morbid slab (broad)

A morbid slab (broad) a floor covering added by the Ideology DLC. It is a larger counterpart to the morbid slab (medium).
== Acquisition ==
== Summary ==
The morbid slab significantly increases the dominance of the style to those who see it and is also moderately beautiful. As it is not an edifice, other buildings can be built on top of it. There are several possible varieties of texture available - the texture is determined randomly upon completion.
It has has no effect on move speed and cleanliness. For these, the stats of the floor or terrain beneath the rug is taken into account.
== Analysis == 
== Gallery ==
Morbid slab (broad).png|Morbid slab (broad) variant A
SlabMorbidBroadB.png|Morbid slab (broad) variant B
== Version history ==
* Ideology DLC Release - Added.
Category:Floor
Morbid slab (medium)

A morbid slab (medium) a floor covering added by the Ideology DLC. It is a smaller counterpart to the morbid slab (broad). 
== Acquisition ==
== Summary ==
The morbid slab significantly increases the dominance of the style to those who see it, and is also moderately beautiful. As it is not an edifice, other buildings can be built on top of it. There are several possible varieties of texture available - the texture is determined randomly upon completion.
It has has no effect on move speed and cleanliness. For these, the stats of the floor or terrain beneath the rug is taken into account.
== Analysis ==
== Gallery ==
Morbid slab (medium).png|Morbid slab (medium) variant A
SlabMorbidMediumB.png|Morbid slab (medium) variant B
== Version history ==
* Ideology DLC Release - Added.
Category:Floor
Mortar Miss Radius Multiplier

This multiplier is applied to the miss radius of the mortar, currently this radius is tiles.
This stat still applies if the Classic Mortars storyteller setting is turned on, however the base radius is increased to 13 tiles.
There is always some variation in landing place, even with a multiplier of 0% where there should nominally be no spread at all. The image to the right shows the smallest possible distribution. It is currently unknown at what MMRM this spread is achieved, as it likely is higher than 0%. 
== Factors ==
* Shooting : 20% plus -2.5% per skill level.
* Sight: -1*(Sight Percentage-100%). 100% max
* Manipulation: -0.5*(Manipulation Percentage-100%). No Max.
Note: The resulting radius in the table below assumes that the Classic Mortars storyteller setting has not been enabled.
Shooting Skill Level	Mortar Miss Radius Multiplier(Resulting Radius)	Mortar Miss Radius Multiplier(Resulting Radius)	Mortar Miss Radius Multiplier(Resulting Radius)
Shooting Skill Level	100% Manipulation 	125% Manipulation 	150% Manipulation
0 	% () 	% () 	% ()
1 	% () 	% () 	% ()
2 	% () 	% () 	% ()
3 	% () 	% () 	% ()
4 	% () 	% () 	% ()
5 	% () 	% () 	% ()
6 	% () 	% () 	% ()
7 	% () 	% () 	% ()
8 	% () 	% () 	% ()
9 	% () 	% () 	% ()
10 	% () 	% () 	% ()
11 	% () 	% () 	% ()
12 	% () 	% () 	% ()
13 	% () 	% () 	% ()
14 	% () 	% () 	% ()
15 	% () 	% () 	% ()
16 	% () 	% () 	% ()
17 	% () 	% () 	% ()
18 	% () 	% () 	% ()
19 	% () 	% () 	% ()
20 	% () 	% () 	% ()
== Example == 
Mortar Miss Radius Multiplier = 100% + ( + Shooting Skill * ) - ( Max(Sight Percentage, 100%) - 100%) - 0.5*(Manipulation Percentage-100% )
Thus, for 20 Shooting Skill, 100% Sight, and 150% manipulation:
Mortar Miss Radius Multiplier = 100% + (20% + 20 * -2.5%) - (100% - 100%) - 0.5*(150%-100% ) = 45% (4.05 tiles)
The stats required for 0% MMRM can be found through algebra. 
For skill 0:	For skill 20:
0 = 100% + (20% + 0 * -2.5%) - (100% - 100%) - 0.5*(x-100% )
0 = 120% - 0.5x + 50%
x = 240% + 100% 
x = 340% Manipulation	
0 = 100% + (20% + 20 * -2.5%) - (100% - 100%) - 0.5*(x-100% )
0 = 100% + 20% - 50% - 0.5x + 50%
x = 2 * ( 100% + 20% - 50% + 50%)
x = 240% Manipulation
==Version history==
* 1.3.3200 - Added. Previously there was no skill effect on mortar accuracy.
Mortar shell

They can be crafted at a machining table, bought from traders, typically the combat supplier, or rarely obtained as a trade item (for the Antigrain warhead). All shells require a minimum crafting of level 4, excluding the Antigrain Warhead, which cannot be crafted.
All mortar shells except Smoke and Toxic, will explode with their respective explosion type if damage reduces its hit points to 70% HP ( HP) or less. Smoke and Toxic Shells explode at 20% HP ( HP) or less Mortar Shells will not explode due to deterioration.
== Descriptions ==
There are six types of mortar shells:
== Version history ==
* 0.9.722 - Added
Category:Items
Mountain

----
Mountains, or hills, in RimWorld, are a natural structure that contain resources and special rooms.
Shells fired from mortars or drop pods will break through constructed roofing but not through overhead mountains (or any tile underneath one).
== Resources ==
Many resources can naturally be found in mountains, such as minerals, stone, and even loot!
=== Minerals/Metals ===
Minerals and metals come in deposits called veins. They can be found in mountains and hills. They are found easier if the terrain that you landed on is either: Small Hills, Large Hills, or Mountainous.
Resource 	Drops (Max)	Vein Size	Hitpoints	Rarity 	Mining Speed
Steel 	40 	20-40 	1,500 	Common 	Fast
Jade 	40 	1-6 	1,500 	Rare 	Fast
Component	2 	3-6 	2,000 	Common 	Moderately Fast
Gold 	40 	1-6 	1,500 	Rare 	Fast
Uranium 	40 	1-6 	4,000 	Very Rare	Slow
Silver 	40 	4-12 	1,500 	Uncommon 	Fast
Plasteel 	40 	10-50 	8,000 	Uncommon 	Very Slow
=== Roofs ===
The roof type of mountains can be overhead mountain or thin stone roofs. Transport pods and mortar shells cannot break overhead mountain but can break thin stone roofs. However, overhead mountain is prone to insect infestations. Overhead mountain cannot be removed. Caution is advisable when mining in mountains - while thin stone roof collapses can injure the heads and necks of pawns and even occasionally kill, overhead mountain will bury them alive, instantly killing them and utterly destroying their body and everything they had equipped, preventing both resurrection and salvage. This will form collapsed rocks to act like a pillar.
== Ancient shrines ==
These ancient buildings are can be partially or entirely buried in mountains and hills. Shrines can contain valuable items only otherwise obtained from quests or trading. They are guarded by mechanoids or insectoids, and contain mysterious cryptosleep caskets containing ancient soldiers trapped inside for millenia. They are equipped with spacer tech gear, and can kill your colonists if you are not prepared.
== Version history ==
* 0.13.1135 - Deep rooms (i.e. under Mountains) stay cool in the heat
Category:Environment
Muffalo

Muffalo are slow-moving, grass-grazing quadrupeds analogous to buffalo. 
== Taming==
Muffalo can be found in . They can either be tamed by a handler or self-tame in a random event.
Muffalo can be bought and sold in other faction bases and from bulk goods traders. Muffalo purchased from traders will be already tamed.
== Summary ==
Muffalo can be sheared for muffalo wool () every days for of work. Note that yield and shearing time are modified by the shearer's Animal Gather Yield and Animal Gather Speed respectively. 
Muffalo are also pack animals, and will carry up to kg of weight in a caravan. They cannot be ridden.
== Analysis ==
Muffalo arrive in large packs; a herd of muffalo can be a lifesaver in colder biomes. Two or three muffalo usually provide enough leather (or wool if you are willing to tame them) to make a parka as well as a generous amount of meat. But, if enraged, a herd can be a large threat to colonists.
As tamed animals, muffalo are a wool-producing pack animal, which can be found in colder biomes. In a tundra or ice sheet, the only pack animal available is the muffalo. They can survive cold temperatures that would kill most other pack animals. Their wool and leather is also great for cold insulation.
* As a pack animal, horses carry the same weight, but eat less. Horses can also be ridden. However, horses do not live in cold biomes (nor do they produce wool). Without considering horses, muffalo are otherwise great pack animals, holding more weight per food than any other alternative.
* As a wool-producing animal, alpaca and sheep produce more wool per day. Like horses, both alpaca and sheep do not live in cold biomes.
They are almost identical to bison, the main differences being comfortable temperature, leather type, and wool type. Muffalo are also slower than both bison and baseline humans. This makes muffalo safer to hunt, though as muffalo are only 0.1 slower than humans, you should still take care while hunting.
== Training ==
== Health ==
== Trivia ==
The original texture was created by Tynan Sylvester himself in 2013, dating it to A2 or earlier and making it one of the oldest textures still in use."It's a pair of ellipses I dragged out in Photoshop in 2013, cut in half using the box-select tool. It filled its purpose, that's what matters!" - Tynan Sylvester, WTF is the Muffalo's Face on Reddit.
== Gallery ==
Muffalo east.png|Muffalo facing east
Muffalo north.png|Muffalo facing north
Muffalo south.png|Muffalo facing south
Dessicated muffalo east.png|Muffalo decaying
Muffalo pack east.png|Packing bags facing east
Muffalo pack north.png|Packing bags facing north
== Version history ==
* 0.12.906 - Can now be shorn for wool and milked
* 1.1 (or earlier?) - They can no longer produce milk. Prior to this tamed females could be milked once every 2 days for 16 milk.
Category:Animals
Category:Pack Animal
Category:Wild animal
Muffalo wool

== Acquisition ==
Muffalo wool is acquired by shearing tamed muffalos - each muffalo 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 ==
Muffalo wool can be used to craft and build the following things:
== Analysis ==
Along with the other wools, muffalo wool has the second worst protective stats of any textile in the game, only beating cloth by virtue of heat armor. But like other wools, muffalo wool excels against the cold, offering the 4th best cold insulation. In comparison, its heat insulation is poor, at 19th of all textiles.
Therefore, wool clothes are largely used in cold biomes, providing almost no physical protection. While muffalo have the slowest Per Day production rate of all wools, muffalos are useful as pack animals, so colonies may accumulate wool naturally.
As furniture, it only has a somewhat improved beauty factor over plain textiles. As clothes rapidly become redundant, it may be used to improve furniture beauty and provide bulk textiles for construction. The faster production rates of sheep, alpaca or megasloth wool, may be more advantagous, but muffalo wool is nearly free if you already have muffalo. Care should be taken, as like other wools in RimWorld, it is exceptionally flammable.
== 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
Multi-analyzer

A multi-analyzer is a miscellaneous structure which allows pawns working on nearby hi-tech research benches to research the most advanced projects on the research tree. Additionally, these benches gain a 10% Research Speed bonus.
== Acquisition ==
== Summary ==
 
Multi-analyzers link to all hi-tech research benches within 4 tiles. Only linked benches can be used to research projects that require the multi-analyzer. Note that simple research benches cannot be linked to multi-analyzers.
Multi-analyzers also provide a +10% research speed boost, comparable to lowering a 4000 Research point project such as Starflight Basics to 3636 research points at 100% speed. This buff is then multiplied by any and all other factors to research speed.
One multi-analyzer can boost any number of nearby benches at once, but the effects of multiple multi-analyzers do not stack.
* Vitals monitor
* Fabrication
* Advanced fabrication
* Uranium slug turret
* Cryptosleep caskets
* Recon armor
* Marine armor
* Pulse charged munitions
* Bionic replacements
* Starflight basics
* Starflight sensors
* Vacuum cryptosleep casket
* Starship reactor
* Johnson-Tanaka drive
* Machine persuasion
* Cataphract armor 
* Artificial metabolism 
* Neural computation 
* Skin hardening 
* Healing factors 
* Flesh shaping 
* Molecular analysis 
* Circadian influence 
== Analysis ==
The multi-analyzer is not strictly necessary unless you want to construct a ship. However, the projects unlocked by the analyzer can be extremely useful, such as Fabrication to free yourself from component trader RNG, or the ability to create marine and cataphract armor.
The research speed buff makes the multi-analyzer a priority to construct, to minimize the amount of research you'll need to do. If you need the multi-analyzer in the future, anyways, then you might as well build one early for the speed boost. Ideally, the requisite plasteel and gold should be sourced before researching the multi-analyzer. Look out for traders with plasteel and gold, or mine it out yourself. The multi-analyzer can eventually pay for itself for its research cost, over time.
== Version history ==
* 0.12.906 - Added
Category:Miscellaneous
Muscle parasites

Muscle parasites are a parasitic disease hampering the muscles, decreasing their effectiveness. The disease does not kill the patient.
== Effects ==
* Pain: 
* Sleep Fall Rate: 
* Manipulation: 
* Moving: 
== Progression ==
Muscle parasites do not increase in severity over time, nor are they cured over time. Direct treatment is the primary way to cure it.
== Treatment ==
Muscle parasites will be cured when the treatments performed on it reach a cumulative quality of 300%, thus it is important to maximize the Medical Tend Quality of the Doctor performing the tending and the quality of the medicine used. It takes 48 ingame hours (2 days, ) between each treatment. For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 1 at 130% plus 2 at 85%.
=== Other Treatments ===
* Administer healer mech serum which instantly treats the disease
* Use the medic cycle of the Biosculpter pod 
== Trivia ==
In real life, humans can become infected by eating infected pork, or wild carnivores such as fox, cat, or bear.
Unlike in-game, muscle parasites can kill in real life.
== Version history ==
Prior to Beta 19, muscle parasites always required 5 treatments regardless of quality.
Category:Disease
Musical instrument

A Musical instrument may refer to one of several recreational building types that provide the "Music" recreation type: 
*Harp
*Harpsichord
*Piano
Each instrument requires its own research of the same name in order to be built.
A pawn must have a Hearing capacity above to get thoughts from listening to instruments, and a Manipulation capacity above to play any of them.
Nobles can put on concerts with the instruments, similar to a party, giving a mood bonus to the noble and attendees.
Type 	Size	Audiencearea	RecreationPower	ResourcesRequired	MarketValue
Harp 	 	12 tiles 	% 	 	
Harpsichord	 	16 tiles 	% 	 	
Piano 	 	20 tiles 	% 	 	
== Mood from listening ==
Thought 	Caption 	Cause 	Mood Effect	Expiration time (days)	Stack Limit	Stacking Multiplier	Hearing distance
Held concert 	They loved me. They really loved me. 	Hold a concert 	 	10 	10 	1 	-
Attended concert 	I enjoyed listening to that performance. 	Attend a concert 	 	10 	10 	1 	-
Listening to harp 	The harp is so soothing. 	Listen to harp music 	 	N/A 	1 	N/A 	12
Listening to harpsichord	 	Listen to harpsichord music	 	N/A 	1 	N/A 	16
Listening to piano 	The piano's range makes me feel melancholy, excited,and whimsical at the same time. What a sound.	Listen to piano music 	 	N/A 	1 	N/A 	20
Pawns with Hearing do not get the mood bonus.
Concert_Harp.png|Pawns attending a harp concert that is held by a noble
Harp_Harpsichord.png|Two pawns playing the harp and the harpsichord, with a third pawn walking by
Piano_Play.png|Pawn playing the piano
#Musical Instrument