nyuuzyou/wikis huggingface dataset:
Elk

Elk, called elk calves as babies, are a large species of herbivore that appear in herds. They have a muffalo's tolerance to subzero temperatures so they are quite comfortable living in the cold boreal forest, tundra, and cold bog biomes.
Male and female elk can be distinguished by the presence or lack of antlers, respectively.
== Production ==
Female elk can be milked once every 1 days, producing milk.
== Summary ==
A female elk can be milked for up to units of milk (depending on your pawn's Animal Gather Yield).
== Analysis ==
Elk's meat, leather, and milk yields and their hunger rate are identical to that of the yak. However, compared to the yak, elk are wilder and cannot carry cargo, making them strictly inferior to yaks as tamable animals. If you don't need to caravan out, they are mostly identical if tamed.
===Milking===
Female elk produce per day, or nutrition in milk per day. A elk consumes nutrition per day. This results in a nutrition efficiency of from milk alone (or per day per 1 nutrition consumed). They are better for milk than dromedaries or caribou.
== Training ==
== Health ==
== Version history ==
* 0.8.657 - Added
== Gallery ==
Elkmale east.png|Male elk facing east
Elkmale north.png|Male elk facing north
Elkmale south.png|Male elk facing south
Dessicated elkmale east.png|Decaying male elk
Elkfemale east.png|Female elk facing east
Elkfemale north.png|Female elk facing north
Elkfemale south.png|Female elk facing south
Dessicated elkfemale east.png|Decaying female elk
Category:Animals
Category:Wild animal
Eltex

Eltex is a material in RimWorld's lore that enhances psychic sensitivity and helps dissipate neural heat. While not available by itself in-game, it is noted as being part of several items. 
These include the following uncraftable items:
* Eltex robe
* Eltex vest
* Eltex shirt 
* Eltex staff
* Eltex helmet
* Eltex skullcap
Additionally, despite eltex not existing as a material in-game, and their descriptions mentioning eltex being used in the construction, the following are still craftable:
* Prestige recon armor
* Prestige recon helmet
* Prestige marine armor
* Prestige marine helmet
* Prestige cataphract armor
* Prestige cataphract helmet
 Category:Lore
Eltex robe

The eltex robe is an item of clothing added by the Royalty DLC that improves psychic sensitivity and makes psycasters more effective.
It is one of a set of eltex items with similar effects that cover different parts of the body.
== Acquisition ==
Eltex robes cannot be crafted. Instead, they can only be purchased through trade or received as a quest reward. 
They also spawn on Imperial Nobles.
== Summary ==
The improves a pawns psychic sensitivity by a quality-dependent amount, and improves the pawn's base neural heat recovery rate by heat per second, though this will be modified by their psylink level.
To consider themselves properly dressed and avoid a "Want <TITLE>-specific apparel" moodlet, 
nobles must wear rank-appropriate clothing. A satisfies all non-headwear related requirements of all nobles. Note that any quality requirements must still be met to avoid the separate and stacking a "Want <TITLE>-quality apparel" moodlet.
== Analysis ==
Compared to a duster it is readily apparent that this is only for exclusively psychic focused pawns, with the same coverage and slot usage but with worse protection than even a cloth duster.
The eltex robe also appeases the outer layer torso requirements of all nobles, replacing the Prestige robe or Cape.
== Gallery ==
PsyfocusRobe A.png|Eltex Robe Variant A
PsyfocusRobe B.png|Eltex Robe Variant B
== Version history ==
* Royalty DLC Release - Added as Psyfocus robe.
* 1.1.2579 - Improved cold insulation.
* 1.1.2647 - Renamed from Psyfocus robe to Eltex robe.
* 1.2.2719 - Psychic sensitivity now scales with quality.
* 1.2.2753 - Adjust eltex gear colors to be darker.
Category:Clothing
Eltex shirt

The eltex shirt is an item of clothing added by the Royalty DLC that improves psychic sensitivity and makes psycasters more effective.
It is one of a set of eltex items with similar effects that cover different parts of the body.
== Acquisition ==
Eltex shirts cannot be crafted. Instead, they can only be purchased through trade or received as a quest reward. 
They also spawn on Imperial Nobles.
== Summary ==
The improves a pawns psychic sensitivity by a quality-dependent amount, and improves the pawn's base neural heat recovery rate by heat per second, though this will be modified by their psylink level.
To consider themselves properly dressed and avoid a "Want <TITLE>-specific apparel" moodlet, nobles must wear rank-appropriate apparel. A satisfies all non-headwear related requirements of all nobles. Note that any quality requirements must still be met to avoid the separate and stacking a "Want <TITLE>-quality apparel"moodlet.
== Analysis ==
Compared to similar items, the Eltex shirt has the same coverage as, and similar protection to, a cloth t-shirt. This makes it significantly less protective than typical late-game options such as Devilstrand button-down shirts, which has four times the sharp rating and superior coverage. However, due to the mechanics of armor penetration the loss of protection is not as significant as the eltex robe replacing a duster, especially if paired with other protective items such as dusters, flak vests or the various powered armors.
== Gallery ==
PsyfocusShirt A.png|Eltex Shirt Variant A
PsyfocusShirt B.png|Eltex Shirt Variant B
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2579 - Improved cold insulation.
* 1.1.2647 - Renamed from Psyfocus shirt to Eltex shirt.
* 1.2.2719 - Psychic sensitivity now scales with quality.
* 1.2.2753 - Adjust eltex gear colors to be darker.
* 1.4.3563 - Reduce the frequency at which they appear in quest rewards, as they're overrepresented at low colony wealth values.
Category:Clothing
Eltex skullcap

The eltex skullcap is an item of clothing added by the Royalty DLC that improves psychic sensitivity and makes psycasters more effective.
It is one of a set of eltex items with similar effects that cover different parts of the body.
== Acquisition ==
Eltex skullcaps cannot be crafted. Instead, they can only be purchased through trade or received as a quest reward. 
They also spawn on Imperial Nobles.
== Summary ==
The improves a pawns psychic sensitivity by a quality-dependent amount, and improves the pawn's base neural heat recovery rate by heat per second, though this will be modified by their psylink level.
To consider themselves properly dressed and avoid a "Want <TITLE>-specific apparel" moodlet, nobles must wear a rank-appropriate pieces of headwear. A satisfies the headwear requirements of all nobles. Note that any quality requirements must still be met to avoid the separate and stacking a "Want <TITLE>-quality apparel" moodlet.
== Analysis ==
Offering no protection, no insulation, and low HP, the eltex skullcap is obviously neither a frontline helmet nor utility clothing. Instead it is exclusively focused on one task - buffing a psycaster. It offers the second largest buff to Psychic Sensitivity of any item, beaten only by the eltex staff, and the second largest buff to neural heat recovery rate, second only to persona weapons with the Neural cooling trait. On a pawn with maximum psylink, the gain to neural heat maximum is significant. A legendary skullcap offers enough additional neural heat capacity enough to entirely absorb the heat gain or of six casts of the 1st level Burden, or one cast of the 5th level Invisibility, while also offering faster regeneration. 
However, in exchange it leaves the wearer's head completely unprotected. Loss of the head is obviously fatal, damage to the eyes significantly impairs effectiveness and damage to the brain is permanent and devastating even when not fatal. Care must be taken to keep the wearer out of harms way and if possible, a shield belt is recommended.
Compared to the eltex helmet the skullcap is essentially a complete upgrade. While the helmet does offer some armor and some insulation, it is so little that the armor piercing of almost all weapons in the game is sufficient to completely invalidate it, while the insulation gain is negligible. With effectively nothing to gain in return, there is little reason to choose the inferior buffs to psychic abilities that the helmet offers.
Compared to prestige power helmets, the skullcap offers significantly better psychic buffs, while the helmets offer significant protection up to and including the best available in-game. Thus, the role of the particular psycaster is the determining factor, with a front-line psycasting fighter preferring the prestige helmets, while the support-oriented psycaster will prefer the skullcap. 
== Gallery ==
Eltex skullcap A.png|Eltex Skullcap Variant A
Eltex skullcap B.png|Eltex Skullcap Variant B
Eltex skullcap C.png|Eltex Skullcap Variant C
== Version history ==
* 1.2.2753 - Added.
Category:Armor
Eltex staff

The eltex staff is a melee weapon added by the Royalty DLC that improves psychic sensitivity and makes psycasters more effective.
It is one of a set of eltex items with similar effects.
== Acquisition ==
Eltex staffs cannot be crafted. Instead can be purchased from any combat supplier or war merchant or obtained as a quest reward. 
Additionally, Imperial Bestowers always spawn with an eltex staff.
== Summary ==
Eltex staves improve the wielder's neural heat recovery rate by heat/second, and increases Psychic Sensitivity by an additive amount dependent on quality. The increase in Psychic Sensitivity also increases the neural heat limit. The increases are shown in the table below:
Note that eltex staves are unable to be wielded by pawns incapable of violence.
== Analysis ==
Eltex staves are clearly meant for psycast focused characters, allowing for more casts. Despite its description claiming that "it is a solid melee weapon", the actual attack is weaker than a piece of wood.
With a full psycaster set (eltex robe, eltex shirt, eltex vest, eltex skullcap, bioferrite slave collar), your pawn will have little armor. It's a good idea to keep them in the back as a "support" pawn. You can also wear a shield belt, face mask, and devilstrand pants/flak pants for added protection without impacting psycasts.
For another set, you could make bioferrite armor set of Plate armor and Flak helmet for good protection. You could also use Bioferrite melee weapon (e.g. Longsword) - what would also boost psycast, while being cheaper and doubling as actually solid, powerful melee weapon.
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2647 - Renamed from Psyfocus staff to Eltex staff.
* 1.2.2719 - Psychic sensitivity now scales with quality.
* 1.5.4062 - Texture recreated with higher quality.
Category:Equipment Category:Weapons Category:Ultra Weapons
Category:Melee Weapons Category:Blunt Weapons
Eltex vest

The eltex vest is an item of clothing added by the Royalty DLC that improves psychic sensitivity and makes psycasters more effective. 
It is one of a set of eltex items with similar effects that cover different parts of the body.
== Acquisition ==
Eltex vests cannot be crafted. Instead, they can only be purchased through trade or received as a quest reward. 
They also spawn on Imperial Nobles.
== Summary ==
The improves a pawns psychic sensitivity by a quality-dependent amount, and improves the pawn's base neural heat recovery rate by heat per second, though this will be modified by their psylink level.
To consider themselves properly dressed and avoid a "Want <TITLE>-specific apparel" moodlet, nobles must wear rank-appropriate apparel. A satisfies all non-headwear related requirements of all nobles. Note that any quality requirements must still be met to avoid the separate and stacking a "Want <TITLE>-quality apparel" moodlet.
== Analysis ==
Compared to a flak vest it is readily apparent that this is only for exclusively psychic focused pawns, with the same coverage and slot usage but with almost no protection in comparison. 
== Gallery ==
PsyfocusVest A.png|Eltex Vest Variant A
PsyfocusVest B.png|Eltex Vest Variant B
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2579 - Improved cold insulation.
* 1.1.2647 - Renamed from Psyfocus vest to Eltex vest.
* 1.2.2719 - Psychic sensitivity now scales with quality.
* 1.2.2753 - Adjust eltex gear colors to be darker.
Category:Clothing
Embryo

A human embryo which can be implanted in a female human to create a pregnancy or inserted into a growth vat.
== Acquisition ==
Embryos are created when an ovum is fertilized. Ova can be fertilized by male colonists and slaves, but not male prisoners. Select the male pawn, then right click the ovum.
== Summary ==
Embryos can be used to birth babies. You can view its genes by selecting the embryo. Each embryo is a unique item, even if they came from the same parents.
They can be implanted into a female colonist, slave, or prisoner in order to start a surrogate pregnancy. The chance of success depends on the surrogate's fertility. Alternatively, you can place the embryo in a growth vat, with a 100% success rate.
== Version history ==
* Biotech DLC Release - Added.
Emu

The Emu is a large, flightless and incredibly aggressive bird found in arid shrublands and deserts.
== Taming ==
Emu can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship. Emus will always turn manhunter on a failed tame attempt.
== Summary == 
A female emu produces emu egg every day when fertilized. Emus will not lay unfertilized eggs.
== Analysis ==
Emus are one of many egg-laying animals that are inferior to chickens. 2 hens eat less food than 1 emu, and each hen lays eggs for every emu egg. While an emu egg is worth chicken eggs, a single hen remains superior for egg production, let alone 2. Hens do not need to be fertilized, which adds a further advantage.
While chickens cannot be found in the wild, the dromedary is superior to the emu. They can be found in all biomes emu reside in. Dromedaries produce more food (in the form of milk), both per day and per nutrition fed. They are easier to tame, won't go manhunter on a failed tame, and can be ridden on a caravan. So if dromedaries are available, there's little point in keeping an emu pet.
Therefore, emus are mostly relegated to hunting fodder, the occasional manhunter pack, and to add a little ambiance to the desert biomes.
== Training ==
== Health ==
== Gallery ==
Emu east.png|Facing east
Emu north.png|Facing north
Emu south.png|Facing south
Dessicated emu east.png|Decaying
Category:Animals
Category:Wild animal
Emu egg (fert.)

Emu eggs are a type of egg laid by female emus.
Only fertilized emu eggs are laid, so all emu eggs are displayed "Emu egg (fert.)". Fertilized eggs are edible to colonists and ovivorous animals. Will not hatch if exposed to low temperatures for a long period of time.
== Gallery ==
Emu egg (fert.) a.png|One emu egg (fert.)
Emu egg (fert.) b.png|Stack of emu eggs (fert.)
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (fert.)
Energy Usage Multiplier

This stat currently has no instances of being used in game.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MechEnergyUsageFactor
* Label:energy usage multiplier	A multiplier on how fast a mechanoid consumes its energy reserves while operating.	
* Display Order:13
* Def Name:Mechanoid
* Label:Mechanoid
* Display All By Default:	
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids: 
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Scenario Randomizable: 
* Show If Undefined:	- 	2000
== Version history ==
* Biotech (DLC) Release - Added.
Entity Study Rate

It effectively acts as a multiplier on the amount of work it takes to complete one knowledge gaining interval on a studiable pawn: the time required to receive available knowledge from an entity before their study cooldown is reset.
== Offsets ==
=== Traits ===
* Occultist 
=== Apparel ===
* Lab coat 
== Factors ==
=== Stats ===
* Global Work Speed
=== Skill Needs ===
* Intellectual : 8% plus 11.5% per skill level.
=== Capacities ===
* Manipulation: 50% importance, 110% max
* Sight: 50% importance, 110% limit
 
=== Table ===
Note that all below values are then multiplied by the Global Work Speed of the pawn.
 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:EntityStudyRate
* Label:entity study rate	The rate at which this person generates knowledge from studying unnatural entities.	
* Display Order:140
* Def Name:PawnWork
* Label:Work
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Scenario Randomizable: 
* Show On Default Value: 
* Min Value: 
* Show On Animals: 
* Show On Mechanoids: 
* Scenario Randomizable:	
* Stat Factors:
** Global Work Speed
* Skill Need Factors:
** SkillNeed_BaseBonus:
*** Skill: Intellectual
*** Base Value: 
*** Bonus Per Level: 
----
* Capacity Factors:
** Capacity: Manipulation
*** Weight: 
*** Max: 
** Capacity: Sight
*** Weight: 
*** Max:	211
== Version history ==
* Anomaly (DLC) Release - Added.
Equip Delay

== Bases ==
Apparel 	EquipDelay(Seconds)
Shield belt 	2
Cowboy hat 	0.8
Bowler hat 	0.8
Tribal headdress 	1.5
Tuque 	0.8
War mask 	1.5
Veil 	1.5
Simple helmet 	1.5
Flak helmet 	1.5
Marine helmet 	4
Recon helmet 	2
Psychic foil helmet 	1.5
Hood 	0.8
Smokepop pack 	2
Firefoam pop pack 	2
Psychic shock lance 	1
Psychic insanity lance 	1
Tribalwear 	1.5
Parka 	3
Pants 	2
T-shirt 	1.5
Button-down shirt 	1.5
Duster 	3
Jacket 	1.5
Plate armor 	15
Flak vest 	5
Flak pants 	5
Flak jacket 	3
Marine armor 	14
Recon armor 	11
Cape 	3
Robe 	1.5
Jump pack 	2
Low-shield pack 	2
Eltex helmet 	1.5
Eltex skullcap 	1.5
Eltex shirt 	1.5
Eltex vest 	2
Eltex robe 	2
Formal shirt 	1.5
Corset 	5
Formal vest 	1.5
Prestige robe 	2
Ladies hat 	0.8
Top hat 	0.8
Coronet 	0.8
Crown 	0.8
Stellic crown 	0.8
Beret 	0.8
Prestige recon armor 	11
Prestige recon helmet 	2
Prestige marine armor 	14
Prestige marine helmet 	4
Cataphract armor 	17
Prestige cataphract armor 	17
Cataphract helmet 	6
Prestige cataphract helmet	6
Locust armor 	11
Grenadier armor 	14
Phoenix armor 	17
Gunlink 	2
Headwrap 	1.5
Broadwrap 	1.5
Visage mask 	1.5
Slicecap 	1.5
Slave collar 	1.5
Authority cap 	0.8
Tailcap 	0.8
Shadecone 	0.8
Flophat 	0.8
Slave body strap 	1.8
Burka 	1.5
Torture crown 	0.8
Blindfold 	0.8
Kid romper 	1.5
Kid shirt 	1.5
Kid pants 	2
Kid parka 	3
Kid tribalwear 	1.5
Kid helmet 	1.5
Airwire headset 	2
Array headset 	2
Integrator headset 	2
Mechcommander helmet 	2
Mechlord helmet 	2
Gas mask 	0.8
Face mask 	1
Control pack 	2
Bandwidth pack 	2
Tox pack 	2
Mechlord suit 	11
Heavy bandolier 	1.5
Sash 	1.5
Ritual mask 	1.5
Ceremonial hood 	1.5
Disruptor flare pack 	2
Turret pack 	2
Deadlife pack 	2
Shard shock lance 	1
Shard insanity lance 	1
Biomutation lance 	2
Lab coat 	1.5
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:EquipDelay
* Label:equip delay 	The time it takes to equip and unequip this item.	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Default Base Value: 1
* Min Value: 0
* To String Style: FloatMaxOne
* Format String: {0} s
* Show On Pawns:	- 	50
Equipment

Equipment, currently consisting only of weapons, are items that can be bought, stolen, or produced by your own colonists. Trade ships and trade caravans usually have many weapons to sell, but at a high cost. Killing pirates can give you many weapons, but they are more likely to be of poor quality.
Equipment can be assigned to a colonist by clicking with the right mouse button on the item while a colonist is selected. An equipped item can be dropped by using the right mouse button again on the colonist carrying it and selecting "Drop (item name, e.g. Charge rifle)". Equipment can also be dropped by clicking the arrow on the colonist's Gear tab.
Category:Gear
Fabrication bench

The fabrication bench is used by smiths to create components and advanced components, as well as advanced weapons, power armor and bionic body parts.
== Acquisition ==
== Summary ==
The following items can be crafted at the fabrication bench:
== Analysis ==
Fabrication is often a highly sought-after technology, as it allows the player to create the ever-useful components and advanced components without relying on trade limits. It is recommended to plan ahead and gather the 2 advanced components required to build the fabrication bench before you research Fabrication. If you need advanced components, then trade with exotic goods traders, faction bases, and orbital traders are the most consistent. Quests can offer them from time to time.
In the late game, demand for advanced components can be very high, especially if you are constructing the ship. They take a long time to make, so it is recommended to have multiple fabrication benches with multiple crafters for their production. Deep drills + ground-penetrating scanner or the long-range mineral scanner can help your colony get the minerals needed on its own. Fabrication itself can be used in many valuable projects, like charge rifles, power armor, and bionics.
=== Skill training ===
With a great demand for components in most colonies, component assembly is a great way to train colonists' crafting skill, though both types of component have a minimum crafting requirement. Good smiths provide quality weapons and armor for your colony and are valuable to any colony.
== Version history ==
* 0.18.1722 - Cost was reduced from 400->200 steel and 20->14 components. The skill requirement is also reduced to 8 from 10. The recipe for advanced components has also been added.
* 0.19.2009 - The component assembly bench renamed to fabrication bench alongside a rework. New recipes using it were added. It also now requires advanced components to construct.
Category:Production Category:Resource Production Category:Apparel Production
Fabrics

__NOTOC__
Fabrics are fibrous materials typically harvested from plants or sheared from tamed animals (i.e. wool).
== Comparison table ==
Below is a list of material effects for fabrics. When a stuffable item is created from a fabric, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, Cloth has a factor of and a duster has base stat of . Thus, the final "Armor - Sharp" of a Cloth Duster before quality multipliers is: * or %
This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see Apparel
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See Market Value for details.
All fabrics have the following modifiers in common:
* Work To Make Factor and Work To Build Factor of 1.
== Descriptions ==
#Fabrics #Fabrics
Fence gate

Fence gates provide entry points through rooms and fence structures.
== Acquisition ==
== Summary ==
Fence gates are largely equivalent to doors, supporting roofs, enclosing rooms (including prisons), and containing temperature. Despite the description, animals cannot walk over fence gates. Also, fence gates have a faster opening speed, at base 115% compared to a regular door's 100%.
== Analysis ==
Fence gates are mostly identical to regular doors. They have the same material cost, amount of work, and cover as regular doors. The main differences are that fence gates open faster, but have much less HP. In areas where door HP doesn't matter, such as the interior of a base, you should use fence gates.
Autodoors still open faster, so once you can afford them, use those where needed.
== Version history ==
* 1.3.3066 - Added.
* 1.5.4062 - Fix: Fence gates now prefer to connect to fences.
Category:Structure Category:Door