nyuuzyou/wikis huggingface dataset:
Foxfur

== Acquisition ==
The following animals provide Foxfur. 
== Usage ==
Foxfur can be used to craft and build the following things:
== Analysis ==
Foxfur is one of many textiles with protection stats almost identical to plainleather. However it diverges in most other values having better cold insulation, item hit points, market value and beauty factor. It is somewhat comparable to Bluefur in this regard.
As it is 6-way tied for the 11th most protective textile in the game, it is largely irrelevant as protective clothing after the very early game, and even then there are many other options that are just as good or better. While its cold insulation is moderately good, there are several textiles that provide both better protection and equivalent or better insulation, including wolf and bearskin, heavy fur, devilstrand and, of course, thrumbofur. Thus, like its use in protection, foxfur will be superceded in this role after the early game. The fact other common leathers create items with 30% more hit points further solidifiees this obsolence, 
For use in furniture, its place as the textile with the 8th highest beauty factor and market value makes it a good choice for improving furniture beauty and room stats. However sourcing enough material to use this commonly will be difficult, as to gather enough fur for even a single armchair would require butchering of 5 foxes. 
Foxfur's high market value also make it a valuable commodity, especially if processed into a high quality item of clothing or furniture first. While the efficiency of raising foxes for the slaughter is unknown, it is likely inferior to chinchillas and chinchilla fur for this purpose.
== Gallery ==
Foxfur a.png|One foxfur
Foxfur b.png|Stack of foxfurs
== Version history ==
* Foxfur was added in update 0.19/1.0 as a merger of different fur types from foxes: arctic foxskin, fennec foxskin and red foxskin.
Category:Material Category:Textile Category:Leather
Frenzy inducer

The Frenzy inducer is a building added by the Anomaly DLC that increases the move speed and Global Work Speed of pawns at the cost of worse mental breaks.
== Acquisition ==
== Summary ==
It has a range of 8 tiles in which it gives all human pawns the Frenzy field hediff, which slowly builds up over time, taking to increase by 30%, but taking around 5 times as long to dissipate the effect. Unlike the Sleep suppressor, it will not cause a mood debuff. Instead, all mental breaks will become the Berserk mental state as long as any buildup of Frenzy field is present. Do note that the Dead calm gene takes priority over the frenzy inducer, leading to non-violent breaks instead.
Stage 	Buildup 	Effects 	Required Time 	Required Time 	Accumulated Time	Accumulated Time
Stage 	Buildup 	Effects 	To advance stage	To reduce stage	To advance stage	To reduce stage
Very Mild	0.1% - 4.9%	No effect 	 	 	 	
Mild 	5% - 34.9% 	Move speed: Global work speed:	 	 	 	
Moderate 	35% - 64.9%	Move speed: Global work speed:	 	 	 	
Extreme 	65% - 100% 	Move speed: Global work speed:	 	 	 	
== Analysis ==
The Frenzy inducer can be very useful in creating very efficient pawns, especially if combined with other tools from Anomaly such as the Sleep suppressor and the Neurosis pulse Psychic ritual, the combination of three effects at their apex makes all pawns: have a Sleep Fall Rate, a Recreation fall rate, and a Global work speed bonus, which is then further increased by a multiplicative bonus of by the Neurosis pulse, for a base total of . However, this comes with the cost of inducing a and mood penalty, from the Sleep suppressor and Neurosis pulse ritual respectively, the latter worsening from an increased Psychic sensitivity, as well as increasing the Mental break threshold by 8%, making it easier for pawns to suffer from mental breaks, causing them to go berserk. This risk can be averted temporarily by using Mind-numb serum to prevent mental breaks at the cost of only -5% Consciousness, which does not directly affect Global work speed, but will affect General labor speed, as the loss in Consciousness will affect Manipulation.
== Version history ==
* Anomaly DLC Release - Added
Category:Anomaly (Buildings)
Fueled smithy

== Acquisition ==
Note, that fueled smithies also require wood as fuel to operate, in addition to their construction cost.
== Summary ==
The fueled smithy behaves exactly the same as its electric counterpart except that it requires wood as fuel to operate instead of power. Haulers refuel wood stoves. Like other production stations, a bill must be created to specify what items are to be produced and what materials may be used. Each weapon produced has a certain quality depending on the crafting skill of the colonist (see quality for a detailed chart).
If a smithing job is interrupted for any reason the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons which allows the player to control where they are stored.
Up to two nearby tool cabinets can be connected to a fueled smithy to increase work speed.
The following items can be crafted at the fueled smithy:
== Analysis ==
Smithies primarily produce melee weapons, with pila and a few medieval armor options available. Note that the machining table can also create simple helmets (and kid helmets), and it is researched just after Smithing. So if you are using melee, then smithies can be useful, allowing access to powerful melee weapons like maces. But if you don't plan on using melee, then smithies can often be forgone. 
With the Royalty DLC, smithies are required to create the musical instruments required for a throne room, like the harp and piano. This means that, if you weren't making melee weapons in the first place, building the smithy can wait until you have a noble that needs said instruments.
An electric smithy costs 3 components more than fueled smithies, but don't require constant refueling. If wood is scarce, or if you plan to use the smithy a lot, then the electric variant should be used. If electricity is unavailable, or if you only need to create a single piano, then the fueled smithy can be created instead.
== Version history ==
* 1.1.0 - Refueling is now toggleable.
OldSmithy.png|The Old Smithy Texture
Category:Production Category:Apparel Production
Fueled stove

The fueled stove is a production bech used for preparing meals and psychite tea. It is the wood-fueled equivalent to the electric stove.
== Acquisition ==
== Summary ==
Fueled stoves can create meals and use wood for fuel. Up to 50 wood can be stored at once. One fuel (1 wood) is consumed for every of work; at 100% Cooking Speed, this is enough to create 1 simple meal. Unlike campfires, stoves only consume fuel while actively burning.
Haulers refuel wood stoves.
Fueled stoves create a small amount of heat when cooking.
=== Bills ===
Like most work stations, cooking speed is reduced when it's too cold (below 5°C), too hot (above 35°C), and when cooking outdoors.
Any colonist that prepares a food item has a chance to contaminate it and cause food poisoning. The lower the cook's cooking skill, and the dirtier it is, the more likely someone will get food poisoning.
== Analysis ==
=== Comparison to other cooking ===
Compared to campfires, fueled stoves are a general upgrade. Meals are cooked twice as fast, fuel isn't used outside of cooking, and stoves give access to fine meals and lavish meals. Campfires are theoretically more wood efficient, as 1 wood can create up to 10 simple meals, as opposed to the stove's 1 simple meal. In practice, campfires burn wood constantly: fueled stoves are more wood efficient until 10 or more meals are cooked per day (roughly 5 colonists of hunger). But, regardless, it's more time efficient to cut down 1 more tree than it is to cook at a campfire. This assumes your biome has enough trees to cut. Of course, campfires also produce consistent heat and light.
Compared to electric stoves and wood-fired generators, the combination uses more wood than a campfire (22/day vs 10/day), but cook just as fast as a fueled stove. There will also be 650 W of power left for other utilities, such as standing lamps, heaters, and coolers. Every other source of power has much less or no fuel cost at all. If wood is plentiful, using electricity in general is much more time efficient. If wood isn't, then just use a 0 wood wind turbine instead.
Power is vulnerable to solar flares and other disruptions to the grid, but these are minor concerns. At worst, you can keep the fueled stove for emergency situations.
== Version history ==
* 0.13.1135 - added.
* 1.1.0 - Refueling is now toggleable.
Category:Production Category:Food Production Category:Drug Production
Fungal gravel

Fungal gravel is a type of flooring added by the Ideology DLC that is unique in its ability to have plants grown on it.
== Acquisition ==
Placing fungal gravel requires a pawn with the Tunneler meme. It can only be placed underneath overhead mountain. 
Each tile of fungal gravel requires no resources and of work.
== Summary ==
Fungal gravel has a soil fertility of 70%, and has a walk speed modifier of 87%. It is statistically identical to stoney gravel. Fungal gravel can grow any type of plant, not just nutrifungus.
It is not required for growing nutrifungus, which can grow on any type of soil, provided it is grown in complete darkness.
If left untended, in total darkness, it may spawn Timbershrooms.
Note that, unlike other types of soil, fungal gravel can be removed.
== Analysis ==
Although the primary use of fungal gravel is growing Nutrifungus, it is beaten out at this task by roofed soil not underground, or just hydroponics underground. This combined with the fact that you would need large growing underneath overhead mountain, meaning increased infestation chances, means that growing nutrifungus underground soil worse than most other methods of growing nutrifungus.
== Version history ==
* Ideology DLC Release - Added.
Category:Floor
Fungus darktorch

The fungus darktorch is a piece of furniture that burns raw fungus to light an area with darklight, while also generating a small amount of heat.
== Acquisition ==
== Summary ==
The fungus darktorch outputs light in a 7 tile radius, with the nearest tiles being above 50% light level and considered lit. It heats the room to a maximum temperature of at a rate of heat per second.
It consumes 1.5 raw fungus per day as long as it is lit. It can hold up to 20 raw fungus at a time, for a maximum run time of days. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a haulers as long as refueling is enabled. It cannot be "turned off" or paused, only deconstructed, in which case no material is recovered, regardless of any "fuel" remaining.
If under the rain and unroofed, it consumes an additional 0.0006 raw fungus per , or fungus per day. It therefore lasts for days if in constant rain.
The fungus darktorch differs from the torch lamp in that it does not count as "bright light" for the Lighting: Darklight Preferred precept. Instead, it gives those with the precept a moodlet, and prevents surgery penalties for being in darkness. It is identical to the darktorch except in that it burns raw fungus instead of wood.
== Analysis ==
It is generally not resource and work-time efficient to use compared to standing lamps once Electricity has been researched. Its grid independence and immunity to power outages and solar flares make it very useful in niche applications even beyond this point.
Fungus darktorches consume 1.5 raw fungus per day, and regular darktorches burn 1.5 wood per day. When actively growing crops, nutrifungus takes much less work per unit fuel than virtually any tree. However, growing nutrifungus is worse than harvesting wild, already grown trees near your base. ​A base deep inside a mountain would have to walk a long distance for the nearest tree, even in a rainforest, making fungus more efficient.
Torch lamps consume more wood than darktorches, though are still more efficient when wood is reasonably available.
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3076 - Description no longer incorrectly states it is refueled with wood.
Category:Furniture Category:Lamp
Furniture

----
Furniture are objects which can be used to make rooms inhabitable or to decorate them.
Furniture are not subject to deterioration under "unroofed" or "outdoors" conditions, neither in installed nor minified form.
== Moving and storing furniture ==
* Constructing furniture will install it on the spot where the blueprint was placed, and make it immediately useable. It can afterwards be uninstalled which puts it into minified form, and allows it to be transported and stored.
* A minified piece of furniture only takes one tile of storage space, no matter how large it is when installed.
* Minified furniture can be deconstructed without installing it first. This will give the same amount of materials back as deconstructing the installed piece of furniture would.
* "Re-installing" furniture will minify it, haul it to the target blueprint, and install it there.
== Artwork ==
Furniture of excellent quality or above will bear artwork. A description is provided by the Art button on the inspect pane.
== List of furniture ==
=== Beds ===
 	 	 	 	 	 	 	
Sleeping spot	Double sleeping spot	Bedroll 	Double bedroll 	Slab bed 	Slab double bed 	Bed 	Double bed
 	 	 	 	 	 	 	
Hospital bed 	Royal bed 	Animal sleeping spot	Animal sleeping box	Animal bed	Baby sleeping spot	Crib	
=== Tables ===
 	 	 	
Table (1x2)	Table (2x2)	Table (2x4)	Table (3x3)
=== Chairs ===
 	 	 	 	 	 	 	
Stool	Dining chair	Armchair	Couch	Meditation throne	Grand meditation throne	Kneel pillow	Kneel sheet
=== Lamps ===
 	 	 	 	 	 	 	 	 	
Torch lamp	Wall torch lamp	Standing lamp	Wall lamp	Sun lamp	Flood light	Brazier	Darklight brazier	Darktorch	Fungus darktorch
=== Other ===
 	 	 	 	 	 	
Shelf	Small shelf	Bookcase 	Small bookcase	End table 	Dresser	Plant pot
 	 	 	 	 	 	
Drape	Bonsai pot 	Baby decoration	Blackboard 	School desk	Toy box	
== Summary table ==
Default material for stuff in this table are cloth, wood or steel.
Name		Work to Build	Material Cost	Base Flammability	Cover	Path Cost	Passability	Comfort	Beauty	Size	Base Market Value	Value/Work	Value/Material
== Version history ==
* 0.12.906 - All furniture is now ‘minifiable’ like televisions and telescope. Furniture can now be art engraved.
== See also ==
* Sculptures
Category:Buildings
Game-of-Ur board

The Game-of-Ur board is a piece of recreation furniture that provides cerebral recreation when used by colonists, as well as small trickle of intellectual skill experience. 
It is the neolithic equivalent to the chess table available to factions of medieval tech level or above.
== Acquisition ==
 Game-of-Ur boards can only be constructed by New Tribes. New Arrivals can never construct game-of-Ur boards, and must instead have the exclusive ability to construct chess tables.
They are also available from tribal traders and faction bases, and as quest rewards.
== Summary ==
Unlike the chess table, the Game-of-Ur board does not require any chairs to be used by colonists. Sometimes a colonist will play alone to 'practice'. The game-of-Ur improves the player's intellectual skill at a meager rate of 0.0015 XP per tick, or XP per real-time second.
== Analysis ==
The Game-of-Ur board provides an abysmal 80% recreation power, the lowest of any recreation building in the game. Constructing them has merit in the early game as an addition recreational type for pairing with the hoopstone ring, however they should be replaced with a chess table or, better yet, a poker table as soon as possible. While the experience gain from any recreation is minor, the inferiority of the game-of-Ur extends there as well, providing only 75% of the Intellectual skill XP as the chess table and 37.5% of the poker table. 
Once a colony has access to those alternatives, game-of-Ur boards should be sold or deconstructed unless they are of a sufficently higher quality than the alternatives available. As constructors in the colony improve even the highest quality boards will inevitably become irrelevant, as at only Construction level 10, constructed poker tables will have a higher recreation power than even a legendary game-of-Ur board more often than not.
== Gallery ==
Game-of-ur south.png|Facing south
Game-of-ur north.png|Facing north
Game-of-ur east.png|Facing east
Game-of-ur west.png|Facing west
Category:Recreation
Gas mask

The gas mask is a piece of apparel added by the Biotech DLC. 
== Acquisition ==
== Summary ==
Gas masks increase Toxic Environment Resistance by , causing tox gas, toxic fallout, rot stink, and pollution to be 20% effective. It does not protect from diseases, which are not contagious between pawns in RimWorld, nor does it prevent toxic buildup from attacks such as the cobra's bite. Quality does not affect this resistance.
== Analysis ==
For many purposes, such as against rot stink, a face mask's 50% toxic resistance is sufficient. Face masks also do not cover the head and so can be worn along side simple and flak helmets, unlike a gas mask. 
On the other hand, gas masks provide superior protection against toxic buildup and prevent the immediate irritant effects of tox gas on sight, breathing, and pain. That is, a gas mask completely blocks the "Tox gas" hediff, in addition to significantly reducing toxic buildup from the gas.
Unlike Face mask, Gas mask can't be worn with helmets.
== Version history ==
* Biotech DLC Release - Added.
* 1.5.4062 - Armor and insulation bug fixed - previously gas masks had armor and insulation values defined as stuff effect multipliers but as the gas mask is not stuffable, this resulted in the gas mask offering no armor or insulation at all.
Category:Clothing
Gastro-analyzer

The gastro-analyzer is an artificial body part that gives a pawn that's been implanted with it a bonus of +5 Cooking Speed. Installing it requires a working, biological nose.
== Acquisition ==
The required techprint can be obtained either through trade or can be earned as a quest reward. The part itself can be obtained by exotic traders, quests or found on raiders and visitors.
== Summary ==
An installed gastro-analyzer gives the implantee an improvement to Cooking Speed equivalent to 5 additional levels of the Cooking skill. For a healthy but otherwise unaugmented pawn with a skill level of 15 or lower, this is equivalent to a flat +30% additive bonus to cooking speed.
Note that the gastro-analyzer does not improve any other stat derived from the Cooking skill, nor does it allow recipes with skill requirements to be used earlier - a gastro-analyzer does not allow a fine meal to be cooked before level 6 for example. 
Also note that as Cooking Speed is capped at 160%, and this cap is reached by a healthy, unaugmented pawn at Cooking Level 20. The implant thus may not provide any benefit at all to a particularly skilled, or augmented cook. 
=== Installation ===
The gastro-analyzer can only be installed into a natural nose - lacking a nose or having an aesthetic nose installed will both prevent installation. This is intended behavior."Gastro-analyzer is an implant INTO the nose, while aesthetic nose REPLACES the nose. You can't install a gastro analyzer into a aesthetic nose; it's one or the other." - Tynan Sylvester, Cannot replace destroyed gastro-analyzer on Ludeon forums.
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and a Medical skill of 5.
If the operation fails, the part will be destroyed.
== Analysis ==
The Gastro-analyzer is useful when trying to minimize the amount of pawns spending their time cooking in a large colony. The Gastro-analyzer is equivalent to 5 levels of cooking, so a level 15 cook would cook as fast as a level 20 pawn. This can make a significant difference in your cooks productivity in the early and mid-game but also keep in mind that the following artificial parts offer buffs:
Part 	Effective Level Increase
Archotech arm 	+4.0/arm
Bionic arm 	+2.0/arm
Archotech Eye (1x)	+1.5
Archotech Eye (2x)	+2.0
Bionic Eye (1x) 	+0.8
Bionic Eye (2x) 	+1.0
Thus a fully augmented skill 10 pawn will get no benefit from the gastro-analyzer, just as a skill 20 unaugmented pawn would.
== References ==
Category:Medical Item Category:Body Part Category:Implant
Gaumaker dryad

Gaumaker dryad are a caste of Dryads, a type of animal added by the Ideology DLC that produces Gauranlen sprouts to make new Gauranlen trees. 
== Summary ==
For the Gaumaker's tree to produce a gaumaker pod, there must be a tile of at least 70% fertility (can't be sand), 2-3 tiles away from the tree. This tile must not have any gauranlan moss or another plant on it. Once formed, the Gaumaker pod will wait for three gaumaker dryads to enter it, after which the pod will gain a 4 day countdown timer. After the countdown is done, a harvestable gauranlen pod will replace it.
== Analysis ==
The Plant Harvest Yield modifier does apply to the harvestable pod, allowing for multiple seeds to potentially be earned from a single gaumaker. 
Having three gaumaker dryads requires a minimum of 50% tree connectivity.
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3076 - Fix: Dryads are affected by disease incidents. Fix: In desert areas, Gaumaker dryads never form a gaumaker pod.
Category:Animals
Category:Dryad
Gaumaker pod

A gaumaker pod is a part of the Gauranlen tree's life cycle. It is used to create new Gauranlen pods. It takes 4 days. They cannot spawn on buildings.
== Gallery ==
GauranlenProtoSeedPodA.png| Variant A
GauranlenProtoSeedPodB.png| Variant B
GauranlenProtoSeedPodC.png| Variant C
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3080 - Fix: Gaumaker pods can spawn over graves.
* 1.3.3117 - Fix: Gaumaker pods can destroy the tree they are spawned from.
Category:Miscellaneous
Gauranlen moss

Gauranlen moss is spawned by the Gauranlen tree. The tree will spawn moss over time. In addition, the Guaranlen tree linking ceremony will create moss. For every 2% ceremony quality, a tile of Gauranlen moss will spawn within 7 tiles of the tree.
It is not essential to the operation of the Gauranlen tree. However, each patch of moss gives beauty. This can help keep pruners happy without negatively impacting pruning speed, like a sculpture would. While floor can serve a similar role, the moss is free and more beautiful than any floor other than gold tile. 
Even if you never actually prune a Gauranlen tree, consider installing one near your base for the free outdoors beauty.
== Gallery ==
Gauranlen moss.png|Gauranlen moss variant A
GauranlenMossB.png|Gauranlen moss variant B
GauranlenMossC.png|Gauranlen moss variant C
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3076 - Fix: Gauranlen moss can spawn over anima grass and Gauranlen pods.
Category:Plants
Category:Wild plants