nyuuzyou/wikis huggingface dataset:
Glowstool

A small brown mushroom typically found in caves. It smells like an old, dirty rag pulled from the stomach of a rotting muffalo - but it is edible. Dies when exposed to light.
The term "edible" varies depending on the variation of RimWorld that you are playing. Without the Ideology DLC, fungus is the same as any other vegetable. However, with that DLC, fungus becomes either a loved or hated food substance. See raw fungus and Ideoligion Tunneler for more information.
A single glowstool provides a dim 28% light in orthogonally adjacent squares and 24% in diagonally adjacent, dropping into the teens at 2-3 squares and single-digits of light at 4 squares, none of which are enough to make any significant difference for your colonists. However, with multiple glowstools whose illumination (within 2 tiles) overlaps, those areas immediately jump to 50% light, which is enough to count as "lit" in those few tiles; often enough for a workbench or gather spot.
Once harvested, their glow disappears, so they are not a "movable" source of light.
== Growing ==
== Gallery ==
Glowstool a.png|Glowstool variant A
Glowstool b.png|Glowstool variant B
== Version history ==
Glowstool a old.png|Glowstool variant A old
Glowstool b old.png|Glowstool variant B old
== Version history ==
* 1.3.3066 - Nutrition increased from 0.35 -> 0.5
Category:Plants
Category:Wild plants
Goat

Goats, called Goat does if female and baby goats as babies, are tameable milk-producing herbivores with a medium movement speed. Males of the species can be distinguished by their dark accents and horns, while females lack horns and have a more consistent coat color. 
== Acquisition ==
Goats can be found in Arid Shrubland, Temperate Forest and Tropical Rainforest. They can either be tamed by a handler or self-tame in a random event. 
Goats can be bought and sold in other faction bases and from bulk goods traders. Goats purchased from traders will be already tamed.
== Summary ==
A female goat can be milked for up to units of milk (depending on your pawn's Animal Gather Yield).
== Analysis ==
=== Milking ===
Goats provide the lowest per-animal milk of all milk-producing animals, though they also have the lowest hunger rate.
Female goats produce per day, or nutrition in milk per day. A goat consumes nutrition per day. This results in a nutrition efficiency of from milk alone (or per day per 1 nutrition consumed). Goats are superior to dromedaries but worse than other milk animals.
== Training ==
== Health ==
==Version history==
* 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.
* 1.1.2559 - Decrease minimum comfortable temperature 
== Gallery ==
GoatMale east.png|Goat (male) facing east
GoatMale north.png|Goat (male) facing north
GoatMale south.png|Goat (male) facing south
Dessicated GoatMale east.png|Goat (male) decaying
GoatFemale east.png|Goat doe facing east
GoatFemale north.png|Goat doe facing north
GoatFemale south.png|Goat doe facing south
Dessicated GoatFemale east.png|Goat doe decaying
Category:Animals
Category:Farm animal
Gold ore

Gold ore is a natural structure that can be mined to obtain gold. 
== Summary ==
Gold ore tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 gold, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn. 
== Analysis ==
== Gallery ==
Gold ore.png|Gold ore
Gold a.png|Stack of one gold
Gold b.png|Stack of multiple gold
Gold c.png|Full stack of gold
== Version history ==
* Release - Added.
Category:Natural wall
Gold tile

Gold tile is one of several types of floor that can be constructed.
== Acquisition ==
==Summary==
Gold tiles gives beauty, the highest of any floor in the game, and has a cleanliness of . It also takes the time to clean filth on it. It is not flammable and does not penalize walk speed.
Gold tiles also count as a fine floor for the purposes of nobles.
== Analysis ==
Gold tiles are generally impractical for most colonies. A normal quality gold sculpture provides a beauty of gold tiles, for tiles worth of gold. Creating silver, marble, or even wood sculptures are even more cost efficient than using gold. Compared to sculptures, tiles are non-flammable, cannot be destroyed by raiders, and do not take any space. These factors are rarely an issue for interior decoration, but gives a theoretical use for defensive areas, where the beauty can help prevent mental breaks from occuring. The clean time also helps when dealing with blood.
However, for any use of flooring, silver tile is a more practical choice. Silver is also a fine floor, has the same clean time, and gives of the beauty, for only of the market value. Even with 0% Trade Price Improvement, you are better off just selling the gold and making silver tiles and statues.
For endgame colonies, gold tiles are the statistically best floor. Other floors can add to style dominance, but many buildings also contribute to style. If resources aren't an issue, and you have already reached the raid points cap, then there's no reason not to use gold.
== Version history ==
* 0.12.906 - Added
* 1.1.2562 - Now considered fine floor.
* 1.4.3523 - Cleaning time factor added.
Category:Floor
Category:Fine floor
Goodwill Impact

== Bases ==
Ability	Goodwill Impact
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Ability_GoodwillImpact
* Label:goodwill impact 	How casting this ability on someone will impact relations with their faction.	
* Display Order:60
* Def Name:Ability
* Label:Ability
* Display All By Default:	
* Default Base Value: 0
* Hide At Value: 0
* Show If Undefined:	- 	997
== Version history ==
* Royalty (DLC) Release - Added.
Goose

A Goose is a domesticated, medium-sized waterfowl, known for its large eggs and belligerent nature. Like all farm animals geese cannot be found in the wild, and must be purchased from traders. 
== Summary == 
A female goose produces eggs every days. Geese can lay both unfertilized and fertilized eggs, depending on if it has mated with a male goose.
== Analysis ==
=== Eggs ===
An adult goose consumes nutrition per day, and produces nutrition of eggs each day, resulting in a nutrition efficiency of when unfertilized eggs are eaten.
When eating eggs raw, geese are inferior to chickens. Chickens produce 2 half-size chicken eggs for 1 goose egg. As 2 hens consume less food than 1 goose, chickens are a better egg-layer. When eggs are allowed to hatch and are slaughtered as babies, chickens become even better for meat.
Note that geese produce birdskin if slaughtered as goslings, but chickens don't produce any leather.
=== Meat ===
When slaughtered, a goose yields bird meat as a gosling; as a juvenile; or as an adult. 
By slaughtering the geese rather than eating the unhatched fertilized egg, more nutrition is gained ( rather than ). When new-born goslings are slaughtered, an always-fertilized female goose produces nutrition per day, resulting in a nutrition efficiency of for the female goose alone. A :1 female:male ratio reaches an optimal fertilization rate. With this ratio of geese, you reach a nutrition efficiency of .
A goose takes days to become a juvenile, and a total of days to reach adulthood. As a gosling grows into adulthood it will consume nutrition in total, and will yield more nutrition when slaughtered than it would as a baby. When slaughtered as adults, geese have a true nutrition efficiency of (with a 4:1 female:male ratio).
=== Leather ===
In addition to meat, a goose yields leather as a gosling; as a juvenile; or as an adult.
Birdskin isn't a particularly great leather, but it can be sold for some cash if you happen to be using geese in your colony.
== Training ==
== Health ==
== Gallery ==
Goose east.png|Facing east
Goose north.png|Facing north
Goose south.png|Facing south
Dessicated goose east.png|Decaying
== Version history ==
* 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.
Category:Animals
Category:Farm animal
Goose egg (fert.)

Goose eggs are a type of egg laid by female geese.
Unfertilized goose eggs are displayed as "Goose egg (unfert.)", while fertilized chicken eggs are displayed "Goose egg (fert.)". Both fertilized and unfertilized eggs are edible to colonists and ovivorous animals.
== Gallery ==
Egg small a.png|One goose egg (fert.)
Egg small b.png|Stack of goose eggs (fert.)
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (fert.)
Goose egg (unfert.)

Goose eggs are a type of egg laid by female geese.
Unfertilized goose eggs are displayed as "Goose egg (unfert.)", while fertilized chicken eggs are displayed "Goose egg (fert.)". Both fertilized and unfertilized eggs are edible to colonists and ovivorous animals.
== Gallery ==
Egg small a.png|One goose egg (unfert.)
Egg small b.png|Stack of goose eggs (unfert.)
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (unfert.)
Gorehulk

Gorehulks are a type of entity added by the Anomaly DLC.
== Occurrence ==
spawn in raids of large numbers
== Summary ==
They are very easy to bring down as they have no armor, no resistance to pain or tox gas and a measly melee DPS of 1.24. They have the spine launch ability that deals 12 stab damage (15% AP), with range 17.9 and 2.17s cooldown.
Gorehulks will try to use spine launch to kite your pawns. When they're too close, gorehulks will move away to avoid being melee attacked.
=== Yield ===
They yield 3 bioferrite and 400W per day.
== Analysis ==
Despite what their disproportionately high minimum containment strength might imply, Gorehulks are the easiest entity to capture and one of the safest to contain. While they will escape more often than comparable entities, their weak and blunt melee damage means they are not dangerous when escaping or raiding in small groups. Their great bulk combined with no particular resistance to pain makes them easy to capture. With a little investment into proper facilities they can be a great source of bioferrite.
For comparisons sake, sightstealers yield 1.6, almost half, and are arguably more dangerous when escaping.
In large numbers, they can be dangerous when fought in an open area as their primary attack is ranged, and they attempt to retreat when approached. This means chasing them with melee pawns is often not viable.
While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one. They also don't pursue your pawns when retreating behind doors. This means you can take small breaks during fighting to tend wounds and capture downed gorehulks.
Despite not being an animal, the manhunter pulse works on them like a berserk pulse. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will.
=== Containment ===
Without death on down, gorehulks are reliably downed before they die. This and the fact that they have 2 legs means that gorehulks can be repeatedly released, beaten, recaptured, and healed until their legs are destroyed. Legless gorehulks can not escape at all.
The tricky part of this is to know when to stop punching and let them rest to avoid death; gorehulks will die when:
* The HP of one of their vital body part reaches 0. This is the easy part to check, memorize the attack damage of your pawn and let them rest when the HP of any vital body part drop below this value. The average attack damage can be viewed in the Melee DPS breakdown of the pawn
* They have received more than a certain amount of damage in total. This can be monitored using the faint health bar behind the "Pain Shock" status when they are down. To be safe, you can let them rest once this bar reaches roughly 1/10 it's original length
===Study points comparison===
== Version history == 
* Anomaly DLC Release - Added.
Category: Entities
Grand altar

Grand altars are buildings added by the Ideology DLC which act as a focus for colonists to perform, and take part in, rituals. 
It is the largest size of altar, with the smaller sizes being the small altar, medium altar, and large altar. Altars also act as alternative to the ideogram.
== Acquisition ==
 Grand altars can only be constructed by colonists whose ideoligion has them selected as one of their buildings.
== Summary ==
Altars or ideograms are used as a ritual focus for the Social party, Animal sacrifice, Scarification, Blinding ceremony, and Prisoner execution rituals. Starting these rituals in an altar increases their ritual quality by , increasing the chance for a positive outcome.
If the grand altar is chosen for an ideoligion, a proper temple room will be demanded at either moderate or high expectations. These expectations are reached at 80,000 or 180,000 colony wealth, respectively. Once expectations are reached, altar rooms can have the following requirements:
*No work facilities or beds (always required)
*Room Impressiveness - 60
*Room area - 25 tiles
*4x column
*All floored
These requirements, and the level of expectations where they apply, can change each time you regenerate the altar.
If the altar's room requirements aren't met, then colonists will gain a <Altar> disrespected moodlet, or Missing <Altar> if nonexistent. They only apply once moderate / high expectations are actually reached. For example, you can place an altar inside a bedroom until you reach the expectation threshold. Altars are instanced per ideoligion; even if 2 ideoligions use a grand altar, you will have to build their own dedicated altar.
== Analysis == 
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Grand altar.png | Base variant
Morbid grand altar.png | Morbid variant
Totemic grand altar.png | Totemic variant
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
* 1.4.3555 - Fix: Grand altar draws rotated.
Category:Miscellaneous
Grand archotech structure

Grand archotech structure is a structure added by the Ideology DLC. It acts as an intermediate step towards the endquest The Archonexus.
They are one of a number of archotech structures alongside the archotech tower, major archotech structure, and archonexus core.
== Summary ==
As the major archotech structure, but with more time required to study it.
A grand archotech structure is always surrounded by 8 Archotech towers at the start of the new map. It is invulnerable to any form of attack and cannot be destroyed by any means, and functions as a requirement for the player to advance through the said quest by sending a pawn to study it (3200 progress is needed)
== Archotech emanation ==
Colonists standing nearby that are not psychically deaf will be affected by a base -7 "Archotech Emanation" mood debuff as long as they stand close to it. It reads: "It pays no attention to me but I sense the edge of its perception. Flashes of terrifying timeless sight. Hard to ignore." Psychic sensitivity affects the magnitude of the debuff. The area affected is an octagon 35 tiles in diameter plus one extra tile in each cardinal direction.
If a colonist is standing within 5 tiles of the structure, they will get a base -14 mood debuff instead. This debuff shares the same "Archotech Emanation" name as the lesser -7 debuff, but the description of the debuff will change to read "It makes me perceive so much. Eyeless knowledge of absolute existence, all minds speaking and dying and birthing at once. It's hard not to lose connection with myself." This debuff, other than the different description and greater penalty, functions identically to the lesser debuff.
== Gallery ==
Grand archotech mood debuff.jpg|Mood debuff range
== Version history ==
* Ideology DLC Release - Added.
Category:Miscellaneous
Grand stele

A grand stele is a purely decorative Miscellaneous structure. A stele provides less beauty than most sculptures and require more resources, but have no quality. 
They are the larger, more beautiful version of the large stele. 
== Acquisition ==
Steles may also be found in ruins throughout the map.
== Summary ==
Grand steles add beauty to its surroundings. The beauty rating is added to the single, bottom-left-most tile a pawn can see. They are the larger, more beautiful version of the large stele. Despite their size, they do not count as a wall.
Grand steles can also be used as an Artistic meditation focus. Meditation Focus Strength of +18% psyfocus/day. It appears that no other modifiers exist for steles as they do for other foci.
You may need to build steles for a Momument quest, in which they act as a time and resource sink.
== Analysis ==
Steles are less beautiful when compared to sculptures, even of the same material, with the only redeeming aspect being their higher HP and lack of quality.
For the same cost as a single grand stele, you can construct small sculptures. Small sculptures have beauty at Poor quality, and even a pawn with Artistic Skill 0 will average Poor quality or better sculptures with the same resource investment. At even modest Artistic levels, sculptures are more efficient in terms of time, stone blocks, and space.
Compared to large steles, grand steles provide twice the amount of beauty and health, for twice the material and work. The grand stele is slightly less efficient than large steles for space, as a grand stele requires 9 tiles of space while 2 large steles of equal beauty require only 8.
While the examples that naturally spawn in ruins can be built around to benefit from their beauty, the beauty bonus is small enough for this to rarely be relevant. Instead, they are often better used by deconstructing them for their resources.
=== As a construction ===
Steles have some merit in training the construction skill. Have a pawn work on the stele, and right before it finishes, cancel the construction. You will get 75% of the resources back, and your pawn will have spent a lot of time constructing. In order to maximize training, slow your pawn as much as possible, such as by putting them in darkness.
== Version history ==
* 1.1.?, prior to 1.1.2560 - Added.
* 1.2.2719 - Now has terrain affordances appropriate for its size.
Category:Miscellaneous
Granite

Granite is a natural structure that can be mined to obtain a granite stone chunk. Do note that this is not a guarantee.
== Summary ==
Granite tiles have 900 health each, making it the hardest stone block to mine. Each mined block has ~25% chance base to yield a granite stone chunk, each of which can be transform into 20 granite blocks.
This tile can also be smoothed to create Smoothed granite.
== Analysis ==
== Gallery ==
Granite.png|Natural granite wall
Smoothed granite.png|Smoothed granite wall
Granite chunk A.png|Granite chunk variant A
Granite chunk B.png|Granite chunk variant B
Granite chunk C.png|Granite chunk variant C
Granite blocks A.png|Single stack of granite blocks
Granite blocks B.png|Stack of multiple granite blocks
Granite blocks C.png|Full stack of granite blocks 
== Version history ==
* ? - Added.
* Beta 19/1.0 Update - You can now smooth natural rough rock walls into high-quality walls.
Category:Natural wall
Granite blocks

== Acquisition ==
Granite blocks are cut from granite chunks at a . It takes of work to cut a single chunk into blocks.
== Usage ==
Granite blocks can be used to craft and build the following things:
== Analysis ==
As the most durable building stone, granite blocks have almost 10% more hit points than their nearest competitor, limestone, and more than 21% more than the third strongest sandstone, making it the preferred building material for anywhere that you expect to take damage or even as the default wall material where another material is not indicated. For example, a colony may chose to build tables and bedrooms walls from the beautiful marble, while all other walls, including the outer walls, will be made from granite. 
If available, both uranium and plasteel significantly outperform granite, with 47% and 65% more HP respectively. However, both materials are both more expensive and rarer to encounter than the relatively common granite. Thus, they should only be used as needed and are typically relegated to constructions that will be a particular focus for damage, such as planned defensive positions or the walls at the receiving end of a killbox. 
== Gallery ==
Granite blocks A.png|Stack of 1 granite blocks
Granite blocks B.png|Stack of multiple granite blocks
Granite blocks C.png|Full stack of granite blocks
== Version history == 
* 0.7.581 - Added, previously there was only generic "stone".
* Beta 19/1.0 - Slowed constructing buildings with all stone types by 20%
Category:Material Category:Stone Category:Stone Blocks
Grass

Grass is a wild plant that can be found in great quantities in biomes, where it provides nutrition to grazing animals. Grass can be manually cut using the cut plants command in the architect tab. Builders automatically remove grass when building.
== Gallery ==
Grass a.png|Grass variant A
Grass b.png|Grass variant B
Grass leafless.png|Leafless grass
== Version history ==
* 1.3.3066 - Reduced grass nutrition from 0.7 to 0.5
Category:Plants
Category:Wild plants
Gray box

Gray boxes are loot containers added by the Anomaly DLC. They are only found within the Labyrinth and eject its contents nearby when activated.
== Summary ==
Gray boxes are found exclusively within the Labyrinth housed within a Warped obelisk. Two are guaranteed to spawn within the final room of the maze, with other rooms containing between 1-9 opened or unopened boxes. Gray boxes cannot be destroyed.
== Loot ==
The following items may be found within a gray box. 
Item 	Amount	Chance
Nothing 	- 	~ 2.68%
Tome 	1 	~ %
Skull 	1 	~ %
Shard 	1 	~ %
Shard shock lance 	1 	~ %
Shard insanity lance 	1 	~ %
Biomutation lance 	1 	~ %
Psychic soothe pulser	1 	~ %
Psychic animal pulser	1 	~ %
Shard animal pulser 	1 	~ %
Biomutation pulser 	1 	~ %
Psychic emanator 	1 	~ %
Healer mech serum 	1 	~ %
Disruptor flare pack 	1 	~ %
Juggernaut serum 	2 – 4 	~ %
Metalblood serum 	2 – 4 	~ %
Voidsight serum 	1 – 2 	~ %
Mind-numb serum 	5 – 8 	~ %
Human heart 	1 	~ %
Human kidney 	1 	~ %
Human Lung 	1 	~ %
== Analysis ==
(analysis)
== Gallery ==
Gray box open.png|An open gray box
== Version history ==
* Anomaly DLC Release - Added.
Gray door

Gray door is a door found exclusively in the Labyrinth.
== Summary ==
Gray doors act as the main obstacle in the labyrinth, with a 70% chance for a door to be jammed, requiring a colonist to be ordered to open it, taking to force open. They stay open once forced open/walked through.
Gray door uses the following strings:
* Activate label: "Force open..."
* Activate description: "Choose someone to force this door open."
* Gui label: "Choose who should do this"
* Job: "Force this door open"
* Activating pending: "forcing door open"
* Activating: "forcing door open: {1}s"
* Message completed: "{PAWN_nameDef} has successfully forced the door open."
== Analysis ==
Open doors can be quickly identified by selecting doors and looking for ones without the force open gizmo, allowing for faster initial exploration of the labyrinth, and possibly avoiding opening doors to rooms that you already have easy access to.
== Gallery ==
Gray door jammed.png|Jammed
Gray door mover.png|Door panel
== Version history ==
* Anomaly Release - Added.
Category:Buildings
Gray grass

Gray grass is a wild plant added by the Biotech DLC that can be found in the biomes.
==Gallery==
GraygrassA.png|Gray grass variant A
GraygrassB.png|Gray grass variant B
GraygrassC.png|Gray grass variant C
GraygrassLeaflessA.png|Gray grass leafless
== Version history ==
* Biotech DLC Release - Added. 
Category:Plants
Category:Wild plants