nyuuzyou/wikis huggingface dataset:
Sensory mechanites

Sensory mechanites is a mechanite disease that boosts a pawn's efficiency, but brings pain and tiredness. This disease does not kill the patient.
== Overview ==
Sensory Mechanites give massive boosts to certain stats, but also give a large increase to Sleep Fall Rate. The pain's Consciousness reduction will slightly reduce a pawn's actual effectiveness, and gives negative moodlets to most colonists. However, this "disease" is useful if these stats are important, like a Social pawn.
Treatment does not cure the disease, it only prevents the pain from worsening. The mechanites will only be cured with time, and will remain for the same length regardless of what you do.
Note that the pain will incapacitate pawns with the Wimp trait. You can install the painstopper implant, inject them with Go-juice, or use the Painblock psycast to negate the pain, making them mobile.
== Stages ==
==== Mild pain (0 - 0.49 severity) ====
* Pain: 
* Sleep Fall Rate: 
* Sight: 
* Hearing: 
* Talking: 
* Manipulation: 
==== Serious pain (0.5 - 1 severity) ====
* Pain: 
* Sleep Fall Rate: 
* Sight: 
* Hearing: 
* Talking: 
* Manipulation: 
=== Note ===
The early symptom of "Serious" pain is a bit confusing. In the health tab, the pain is described as "Mild Pain" but shows -4% consciousness. While in the needs tab, the pain is described as "Serious," and has a mood debuff of -10. Pain is typically described as Minor, Serious, Intense, or Mind-shattering. Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of "mild" in the health tab.
== Progression ==
Severity increases when left untended, and slows or regresses once tended.
* Minor - Severity: 0 - 0.49
* Major - Severity: 0.5 - 1
=== Humans ===
* Severity increases by 0.25 per day when not tended
* Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality
==Treatment==
The only cure for this disease is time; it will fade in 1-2 quadrums.
Treatment can be applied every 48 ingame hours (2 days, or ). Treatment will slow progression or prevent pain from increasing, but will not reduce the duration or positive boosts. 
Because of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Planting healroot or making other long term plans might be wise at the first sign of this disease.
== Version history ==
* 0.13.1135 - Added.
Category:Disease
Serum lab

The serum lab is a production building added by the Anomaly DLC that allows for the creation of serums. 
== Acquisition ==
== Summary == 
Upon researching the serum lab, you start with the Voidsight serum unlocked, but other serums require additional research.
=== Bills ===
The following items can be crafted at the serum lab.
== Analysis ==
Build the serum lab when you need to craft any of its serum. Voidsight serum provides a boost for your dark researchers and psycasters. Mind-numb serum can save a colonist from mental breaks in critical situations. Metalblood and juggernaut serum provide powerful boosts for your pawns in combat
== Version history ==
* Anomaly DLC Release - Added
Category:Anomaly (Buildings)
Shadecone

Shadecone are a form of clothing added by the Ideology DLC. It provides significant heat insulation for a headwear option.
It is statistically similar to a cowboy hat but doesn't provide the social impact benefit or slave suppression penalty that that item provides.
== Acquisition ==
== Analysis ==
The shadecone is statistically identical to the cowboy hat with two major exceptions:
* It does not have the /per day offset to slave suppression loss rate of the cowboy hat
* It does not provide the social impact of the cowboy hat
As it has the same material options and cost, this limits the utility of the shadecone. The shadecone is a viable option to give to slaves in hot areas without increasing the chance of rebellions, especially in areas where the suppression-loss-increasing duster is also necessary, and thus replaces the slave body strap, or when other suppression-loss-increasing equipment is needed. However, in areas where both the slave collar and body strap can be worn and no equipment is needed, there is still a 10% leeway before equipment starts to increase loss rate, meaning the more durable cowboy hat can be worn without actually increasing rebellion chance.
Meanwhile for colonists, putting aside aesthetic considerations, the shadecone is generally equivalent to the cowboy hat when comparing hats of equal quality and material. The only primary exceptions to this are where there is a ideological reason for wearing the Shadecone, such as a role requirement, or when the social impact could be potentially beneficial, such as on on kind pawns or for rituals, or detrimental, such as on abrasive pawns. 
== Version history ==
* Ideology DLC Release - Added.
Category:Clothing
Shambler assault

Shambler Assault is a major threat from the Anomaly DLC. Shambler Assault can occur at monolith level 0. Shambler Assault can appear at the earliest on day 20, has a 10 day cooldown, and requires 250 Raid points. 
== Summary ==
A horde of shambling rotting corpses is approaching. They are intent on attacking your colony. As they exhaust their strange energy, they will begin to collapse within hours. They are attacking immediately.
The shamblers can attack from multiple directions. Each shambler will last from 4 to 10 hours before dying.
The shamblers target humans and will "dumb breach" their way towards their human targets.
Shambler swarm

Shambler Swarm is a major threat from the Anomaly DLC. Shambler Swarm can occur even when the monolith is not investigated.
== Summary ==
A group of shambling, rotting corpses is approaching. They will now wander through the area. If they see a human, they will attack. If not, they will leave in a few days. The shamblers will drop as corpses after 2.5 to 3.5 days.
Shambler swarm animals

Shambler Swarm Animals is a major threat from the Anomaly DLC. Shambler Swarm Animals can occur with a level 1 monolith or higher. 
==Summary==
A group of Shambler animals will appear nearby and wander across the map. Their behavior will emulate other non-initially aggressive Shamblers and not manhunter packs. Some Chimeras may be mixed in with the Shambler Animal swarm.
Shard

Shards are a somewhat rare resource added by the Anomaly DLC with a number of varied and powerful uses.
== Acquisition ==
Shards can be acquired in the following ways:
# Distress signals are guaranteed to spawn a flesh sack with a shard in it
# Metalhorrors have a 50% chance to drop a shard when killed
# The Nociosphere, if killed, will drop 2 shards
# Revenant spines, when smashed, will drop 2 shards
# The Dreadmeld, when killed, will drop 3 shards
# The fleshmass nucleus, when killed, will drop 2 shards
# An entity raid has a chance scaling with raid points to give a random entity a hidden Hediff that will cause it to drop a shard.
# Obelisks allowed to reach max activity level and explode will drop a single shard.
# Found inside crates in the Warped obelisk's labyrinth
Raid points:
Graph	Raid Points	Shard Chance (%)
 	0 	15
 	500 	30
 	1,000 	50
 	5,000 	80
 	 	
== Usage ==
Shards are used in the following crafting recipes:
A single shard, along with bioferrite is used to create a ghoul via the ghoul infusion operation. 
The brainwipe, philophagy, and imbue death refusal psychic ritual all require and consume a single shard.
Two shards are required to deactivate each obelisk while one is required to deactivate the golden cube.
== Analysis ==
While a rare material in the early game they become more and more abundant as many of the buildings who need them are either capped (like shard beacons) or only needed once (like the serum lab)
== Gallery ==
Shard a.png|One shard
Shard b.png|Partial stack
Shard c.png|Full stack
== Version history ==
* Anomaly DLC Release - Added
Shard animal pulser

A shard animal pulser is a single-use artifact, which can be used to drive all wild animals on the map into a manhunter rage, attacking every human or mechanoid they see, regardless of faction.
== Acquisition ==
== Summary ==
The shard animal pulser behaves almost identically to the Psychic animal pulser.
== Analysis ==
Since they act the same, the shard animal pulser has the same strategy as the regular: keep your colonists inside and make sure your foes are in a fauna-rich area of the map. The Shard pulser has the one advantage of being renewable since all you need is some bioferrite and a single shard.
== Version history ==
* Anomaly DLC Release - Added.
Category:Utility
Shard beacon

Shard beacons are buildings added by the Anomaly DLC that improve the quality of psychic rituals. 
== Acquisition ==
== Summary ==
Each beacon within 10 tiles of a psychic ritual spot provides an bonus to psychic ritual quality, up to a maximum of with the four closest beacons. Note that each beacon can affect multiple psychic ritual spots.
== Analysis ==
Shard beacons represent a significant improvement to the efficacy of psychic rituals, making them much more efficient for a one-time investment. Any colony making frequent use of rituals should invest in beacons eventually.
The primary concern is the cost of a shard per beacon. Shards can be in short supply even when encountered regularly as they have a number of powerful uses. When to invest becomes a balancing act that depends on the focus of a colony - a colony using rituals as soon as they leave cooldown may build beacons as soon as they have infused a couple of ghouls, while less frequent users can stand to delay for other infrastructure especially if they have particularly psychically sensitive invokers to make up the short fall.
== Version history ==
* Anomaly DLC Release - Added
Category:Anomaly (Buildings)
Shard inhibitor

The Shard inhibitor is a shard of archotechnology being utilized to increase the containment strength of your Holding platforms.
== Acquisition ==
== Summary ==
 
Increases containment by for all holding platforms within a 5 tile radius. Works through walls, a well placed shard beacon can cover multiple holding platforms in multiple cells.
AoE needs to include the middle cell of the holding spot or holding platform.
== Analysis ==
Since it is usually outclassed by the security door, it is not very useful for basic research setups. However it can be used in the early game before security doors to contain multiple entities into one room, especially in a tribal start where you may not have access to power for a long time. In the late game it can be used to store multiple metal horrors for the sake of making a large amount of Bioferrite for either power or weaponry. However between this it is likely to be not very useful since it requires a shard which are usually rare at that stage of the game and have many more effective uses that should be prioritized first.
== Version history ==
* Anomaly DLC Release - Added
Category:Anomaly (Buildings)
Shard shock lance

The shard shock lance is a two-use artifact that can be equipped by pawns in the Utility slot and manually activated to inflict psychic shock on a target, rendering them unconscious.
The shard shock lance behaves almost identically to the psychic shock lance, just with a shorter range. 
== Acquisition ==
== Summary ==
== Analysis ==
Can be used to reliably capture thrumbo, megasloth, or elephant shamblers, that are more likely to die than be downed. These shamblers give a respectable bioferrite yield of 4/day while requiring only 25 containment strength.
== Version history ==
* Anomaly DLC Release - Added.
Category:Utility
Sharp Damage

== Bases ==
Material	Category	SharpDamageFactor
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:SharpDamageMultiplier
* Label:sharp damage 	A multiplier on damage from sharp-type attacks for weapons made of this material.	
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	- 	4505
== Version history ==
* Between 0.7.581 and 0.9.722 inclusive - Added.
Sharp weapons

Sharp weapons are melee weapons that inflict mainly stab and cut damage.
== Comparison table ==
The following table assumes a baseline human is wielding the weapon.
Feature	Toggle
Name	Name 	Material	Awful	Awful	Poor	Poor	Normal orno Quality	Normal orno Quality	Good	Good	Excellent	Excellent	Masterwork	Masterwork	Legendary	Legendary	Averagecooldown	Damagetype	Valuein
Name	Name 	Material	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Averagecooldown	Damagetype	Valuein
 	Unarmed human	– 	– 	– 	– 	– 	 	% 	– 	– 	– 	– 	– 	– 	– 	– 	2 s 	Blunt 	–
: All sharp melee weapons come also with (weak) blunt attacks.
: A jade knife can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.
: These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. All but the eltex staff come in "persona" variants that cannot be wielded by anyone other than the bonded pawn unless it has the "freewielder" trait, so make sure you choose a good pawn to use them.
: These weapons also have a 75% chance to set a pawn on fire. This damage is included in the .
== Descriptions ==
#Sharp weapons
Sheep

Sheep are easily tameable herbivores with a medium movement speed. Males of the species are referred to as Rams and can be distinguished by their rounded horns, while females are referred to as Ewes and lack horns. Babies of either gender appear identical to ewes and are referred to as Lambs.
== Obtaining ==
Sheep can join the player in a random event, or bought from faction bases and from bulk goods traders. Sheep purchased from traders will be already tamed.
== Summary ==
Sheep can be sheared for sheep 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.
== Analysis ==
=== Wool ===
Sheep have the highest wool / nutrition ratio of all animals. Sheep produce as much wool as alpacas, but have a lower hunger rate.
An adult sheep eats hay per day, which would require tiles of haygrass to sustain. Sheep produce wool per day. The same tiles of cotton plant would produce units of cloth per day. Sheep wool is more valuable per unit, making wool more profitable. This becomes further profitable if sheep are allowed to graze.
However, textile supply usually isn't a problem. Cotton can be grown as long as its warm outside and there's soil around. Sheep are more efficient, but you'll have to buy (or otherwise get) sheep, which is an opportunity cost on its own. In the early game, cloth is usually "good enough" for all your textile needs. Sheep must also be sheared by an Animals handler, while cloth can be sown normally. If you don't have anyone good at Animals, sheep produce much less wool.
=== Nutrition ===
When slaughtered, a sheep yields meat and leather as a baby; meat and as a juvenile; or meat and leather as an adult. 1 meat is equal to 0.05 nutrition.
An adult sheep consumes nutrition per day, and creates up to offspring per day.
* When offspring are slaughtered as babies, a female sheep will produce nutrition of meat per day, giving a nutrition efficiency of .
* If the offspring are allowed to grow to adulthood, offspring will consume an additional nutrition per day, but will instead yield nutrition per day as they are slaughtered, resulting in a nutrition efficiency of .
When considering a population of equal numbers of males and females, these nutrition efficiencies fall to for baby slaughter and for adult slaughter.
== Training ==
== Health ==
== Gallery ==
SheepMale east.png|Ram facing east
SheepMale north.png|Ram facing north
SheepMale south.png|Ram facing south
Dessicated SheepMale east.png|Ram decaying
SheepFemale east.png|Ewe facing east
SheepFemale north.png|Ewe facing north
SheepFemale south.png|Ewe facing south
Dessicated SheepFemale east.png|Ewe 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
Sheep wool

== Acquisition ==
Sheep wool is acquired by shearing tamed sheep - each sheep 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 ==
Sheep wool can be used to craft and build the following things:
== Analysis ==
Along with the other wools, sheep 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, sheep wool excels against the cold, offering the 8th best cold insulation. In comparison, its heat insulation is lacking, at 19th of all textiles.
This makes sheep wool clothes largely relegated to cold insulation; for example, using it for parkas may allow pawns to wear other, less insulating clothes. Compared to other wools, sheep wool has the worst insulation in heat and cold. As furniture, it has a marginally better beauty factor than other common textiles. Care should be taken, as all wools in RimWorld are exceptionally flammable.
The benefit of sheep comes from the animal's low hunger rate, ease of taming, and lack of maintenance. Sheep also beat out muffalo and bison in Per Day production, though barely. This allows large flocks of sheep, and thus sheep wool, to be easily acquired and kept at almost any stage of the game. If available, alpaca or megasloth wool are better options for bulk textile production.
== 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
Shield

Shield can refer to a number of objects that can protect pawns from ranged attacks but with slightly different effects.
These include:
* Shield belt, known as a personal shield prior to A17
* Low-shield pack 
* Mech high-shield 
* Mech low-shield 
* Skipshield psycast 
* Tunneler's shield 
* Legionary's shield 
* Centurion's shield 
* Remote shielder's shield 
* Heavy shield unit
Shield Max Energy

== Bases ==
Thing 	Base
Shield belt 	
Heavy shield unit	
Legionary 	
Tunneler 	
Apocriton 	
Centurion 	
War queen 	
== Stat Parts ==
=== Quality ===
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
Shield belt max energy depending on quality:
Quality 	ShieldMaxEnergy
Awful 	
Poor 	
Normal 	
Good 	
Excellent 	
Masterwork	
Legendary 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:EnergyShieldEnergyMax
* Label:Shield max energy	The maximum energy a shield can have at one time.More energy absorbs more damage.	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary:	70
== Version history ==
Shield Recharge Rate

== Bases ==
Thing 	Base
Shield belt 	/s
Heavy shield unit	/s
Legionary 	/s
Apocriton 	/s
Centurion 	/s
War queen 	/s
== Stat Parts ==
=== Quality ===
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
Shield belt recharge rates based on quality:
Quality 	Rechargerate
Awful 	/s
Poor 	/s
Normal 	/s
Good 	/s
Excellent 	/s
Masterwork	/s
Legendary 	/s
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:EnergyShieldRechargeRate
* Label:Shield recharge rate	The rate at which a shield gains energy as long as it is not broken.	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Min Value: 
* Default Base Value: 
* To String Style: PercentZero
* Format String: {0}/s
* Show If Undefined:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary:	69
== Version history ==
Shield core

A shield core is an uncraftable item used in the creation of low-shield packs sourced from the deconstruction of mech high-shield and mech low-shield in mechanoid clusters. 
== Acquisition ==
Shield cores cannot be crafted. Instead they can only be obtained by deconstructing mech high-shields and mech low-shields in mechanoid clusters, or from orbital traders. Note that the cluster must be defeated, with all defenses, condition causers, and mech assemblers destroyed, before you can deconstruct the shields. Destroying the shields will not result in a shield core.
== Summary ==
The only uses for a shield core are sale to traders and the crafting of low-shield packs in the following quantity:
== Analysis ==
Should not be relied on as only source of low shield packs, but good for supplementing supplies.
== Version history ==
* 1.2.2719 - Added, possibly under the name broadshield unit.
Category:Exotic Item
Ship chunk

A ship chunk is a 2x2 sized piece of destroyed ship that has crashed onto the map. It cannot be hauled to a stockpile zone, it can be only disassembled at its location for 20 steel and 5-6 components. 1-4 fall from the sky in a group in a event, and in the Crashlanded scenario you start with 3 randomly placed on your map. 
You will be notified about the event by a message at the top of the screen saying: "Chunks of a spacecraft have impacted nearby...", followed by a rumble of the impact, but no envelope icon to the right of the screen. Hovering over the message will display an arrow pointing towards the ship chunk and clicking on the message will take you to it.
They are a nice source of components, and, along with mining compacted machinery and traders, will be your main source of components after your initial inventory runs out and before you research Fabrication. They will help to tide you over until you are able to build a fabrication bench. 
Like other chunks, they can serve as a source of cover.
While the ship chunks themselves have no value, items from their deconstruction will increase colony's wealth as normal. 
== Version history ==
* 1.1.2654 - Now leave a component if killed, even if not deconstructed.
Category:Ruins
Ship computer core

The ship computer core is a ship part that provides the ship's navigation and control center. Building it requires a persona core, which can only be acquired through trade or as a reward for completing world quest events.
== Acquisition ==
It also appears as part of the ship featured in the ship to the stars quest.
== Summary ==
A ship requires a ship computer core to launch.
The ship computer core also has two command functions:
* Show launch report: Displays launch status of the ship and a list of colonists on board.
* Launch ship: Launches a fully complete ship. Any colonists not on the ship will be left behind.
==Analysis==
See persona core on how you can build this vital part of a ship.
== Version history ==
* Beta 19/1.0 Update - Reduced all costs to build the ship components by 30%
Category:Ship