nyuuzyou/wikis huggingface dataset:
Gauranlen pod

Gauranlen pod is plant that when harvested provides a single gauranlen seed. 
== Acquisition == 
There are two methods of having a gauranlen pod sprout.
* Gauranlen Pods can be spawned via a natural event, similar to ambrosia sprouts. These occur roughly every 60 days, in every biome except Ice Sheets and Sea Ice.
** Tree connection will reduce the amount of time for a gauranlen pod sprout event to occur to approximately every 30 days.
* Gauranlen Pods can be spawned via a ritual
** A Gauranlen pod has a 100% of spawning only if the outcome of the ritual is fun or unforgettable.
** A Guaranlen pod ritual can only be done by Ideologies with nature primacy or tree connection
== Trivia ==
Despite the description, it *is* possible to get multiple seeds from a single pod. A pawn with a particularly high Plant Harvest Yield stat can harvest a second seed from one pod, so it is recommended that you only use your Plants Specialist and / or best farmer to harvest pods whenever available.
== Gallery ==
GauranlenPodA.png | Gauranlen pod variant A
GauranlenPodB.png | Gauranlen pod variant B
GauranlenPodC.png | Gauranlen pod variant C
== Version history ==
* Ideology DLC Release - Added
* 1.3.3072 - Gauranlen pod sprouts can happen even when no tree connector pawns are present. They will occur roughly every 60 days. Roughly every 30 days for tree connectors. Gauranlen pod sprouts can occur on desert or extreme desert biomes, but not ice sheet or sea ice.
* 1.3.3074 - Gauranlen pod sprouts now happen much earlier for tree connector ideoligions.
* 1.3.3076 - Gauranlen pod seed yield is no longer affected by difficulty. Fix: Gauranlen moss can spawn over anima grass and Gauranlen pods.
Category:Plants
Category:Domesticated plants
Gauranlen seed

Gauranlen seed can be planted to become a gauranlen tree.
== Acquisition ==
Gauranlen seeds are obtained by harvesting a gauranlen pod. These pods appear once every 60 days for regular ideoligions, once every 30 days for those with the Tree Connection meme, and can also be obtained as a ritual reward if tree connection is selected.
Each pod gives a yield of 1 seed. However, this is affected by Plant Harvest Yield, meaning you have a chance to get 2 seeds at high Plants skill, or 0 seeds at low skill.
== Summary ==
Can be planted to grow a gauranlen tree. This tree can be connected to a pawn to produce dryads, assuming it is pruned.
== Gallery ==
Gauranlen seed.png|One Gauranlen Seed
Gauranlen seed b.png|Partial stack
Gauranlen seed c.png|Full Stack
== Version history ==
* Ideology DLC release - Added
* 1.3.3101 - Market value of $70 instead of $0.
* 1.3.3076 - Fix: Gauranlen seeds can be assigned to plant under a roof.
* 1.4.3641 - Fix: Gauranlen seed can be planted in hydroponics basins and plant pots. 
Category:Plant Matter
Gazelle

The gazelle is a herbivorous animal native to .
== Obtaining ==
Gazelles can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.
== Summary ==
== Analysis ==
=== Nutrition ===
When slaughtered, a gazelle yields meat and leather as a baby; meat and leather as a juvenile; or meat and leather as an adult. 1 meat is equal to 0.05 nutrition.
An adult gazelle consumes nutrition per day, and a female creates up to offspring per day.
* When offspring are slaughtered as babies, a female gazelle will produce nutrition of meat per day, giving an optimal nutrition efficiency of .
* If the offspring are allowed to grow to adulthood, they will consume an additional nutrition per day, but will instead yield nutrition per day as they are slaughtered. The female gazelle would reach an optimal 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.
Gazelles are nearly identical in terms of nutrition efficiency to horses, but require about three times as much work to slaughter and butcher. Gazelles are also inferior to ibexes in every way other than ease-of-taming. Still, they are a reasonable animal to farm if they are all that is available.
== Training ==
== Health ==
== Gallery ==
Gazelle east.png|Facing east
Gazelle north.png|Facing north
Gazelle south.png|Facing south
Dessicated gazelle east.png|Decaying
Category:Animals
Category:Wild animal
Gear

----
Gear includes items that are worn, equipped, or carried. These include:
*Weapons
*Utility items
*Apparel - clothing and armor
*Inventory items, such as drugs, medicine, and meals. Does not include hauled items, but items packed by a caravan do count.
From the gear tab, you can drop items or use food. Dropping equipped items (weapons, utility, apparel) is not an instant process. Equipping apparel also has a delay. Multiple drops can be queued while holding and clicking.
The gear tab also lists 2 stats:
*Mass carried.
*Comfortable temperature range, based on apparel worn
Category:Items
Gene processor

Gene processors connect to gene assemblers to increase the maximum complexity of xenogerms they can produce.
== Acquisition ==
== Summary ==
Each gene processor raises the maximum genetic complexity of its connected gene assembler by . Multiple processors can be connected at the same time, up to a maximum of 100 for a total of complexity.
Gene processors must be powered to have any effect. If the processor loses power during recombination, and the maximum complexity falls below the required complexity, then recombination will be put on hold. Gene assemblers must also be active when the player is designing a new xenotype with the gene assembler.
When its connected gene assembler is not in use, the gene processor has no effect, and can be safely turned off.
== Analysis ==
Gene processors are highly recommended for genetic engineering and are necessary for all but the most rudimentary modifications. Genetic engineering itself requires significant investment in materials, research, and power generation, and so may be delayed or skipped entirely depending on playstyle. Inexperienced players are advised to first focus on weapons and armor for their more immediate and straightforward advantages.
As a frame of reference, creating the Genie, Neanderthal, and Waster genotypes from scratch would require 11, 12, and 13 complexity respectively. This would translate to 3 or 4 gene processors; 6 complexity from the assembler, and two each from the processors. Advanced custom supersoldier programs may require dozens of processors. The actual strategy will depends greatly on what genes the player manages to acquire.
== Version history ==
* Biotech DLC Release - Added
* 1.4.3563 - Path cost 0 -> 14.
Category:Biotech (Buildings)
General Labor Speed

==Factors==
* Base value is 100%
* Manipulation: 100% importance, No max
* Sight: 50% importance, 100% limit
* Global Work Speed
=== Offsets ===
* Production specialist role: 
* Production specialist's Production Command: 
==Version history==
* 1.1.0 - Added, replacing and merging Tailoring Speed, Sculpting Speed, Smithing Speed, and Stonecutting Speed.
Generator

The term "generator" or "fueled generator" may refer to a number of different items in RimWorld.
These include:
* Wood-fired generator - a wood-powered power source, known as a fueled generator prior to Beta 18.
* Chemfuel powered generator - a chemfuel-powered power source, more efficient than its wood-fired counterpart.
* Solar generator - aka a "solar panel", it converts sunlight to power.
* Geothermal generator - that converts the heat from geysers into power.
* Watermill generator - that relies on moving water to create power.
* Tornado generator - a single-use utility item that can be used to create an uncontrollable tornado.
* Ancient generator - a non-functional structure found in ruins.
* Toxifier generator - that generates large amounts of power in exchange for pollution.
* Bioferrite generator - a bioferrite powered power source.
"Generator" may also be used generally to refer to any structure that creates power. Not including those listed above, these include:
* Wind turbine - that converts wind into some-what intermittent power.
* Ship reactor - that creates a perpetual supply of power and is necessary for the Ship Launch ending, but calls raids for 15 days upon activation
* Vanometric power cell - that creates perpetual supply of power that cannot be constructed and is only available as a quest reward.
* Unstable power cell - that creates perpetual supply of power that cannot be constructed and is only available from mech clusters. Results in a massive explosion when damaged.
* Electroharvester - that generates power from captured entities dependent on size, type, and number connected.
Genetic Complexity Increase

== Bases ==
Building 	GeneticComplexityIncrease
Gene processor	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:GeneticComplexityIncrease
* Label:genetic complexity increase	When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Show On Default Value: 
* Show If Undefined: 
* Show On Pawns: 
* To String Number Sense: Offset
* Always Hide:	- 	4200
== Version history ==
* Biotech (DLC) Release - Added.
Ghoul barbs

Ghoul barbs are an artificial body part added by the Anomaly DLC that improves the melee damage of ghouls at the cost of slowing Move Speed.
== Acquisition ==
== Summary == 
When installed into a ghoul, ghoul barbs multiply their Melee Damage Factor by , stacking multiplicatively with other increases to the factor. They also reduce the ghoul's base move speed by . As offsets such as these apply before multiplicative effects such as from Moving capacity, the actual impact on move speed can be larger or smaller than this value. For example, a pawn with Moving would have their speed decreased by , while a pawn with only Moving would only have their speed decreased by . See Move Speed for details.
=== Installation ===
Ghoul barbs can only be installed in ghouls. Note that despite the description noting pain as the reason it cannot be installed in other pawns, methods of pain nullification such as painstoppers do not allow the barbs' installation into other pawns.
Installing the part requires of work. It doesn't anesthetize the ghoul, requires no medicine, cannot fail and has no skill requirements.
== Analysis ==
While ghouls are fairly powerful by default, ghoul barbs are one of the key ways that they can compete with end-game human melee pawns, elevating body part weapons, normally outclassed by traditional melee with quality multipliers, to a point where they are sufficent for the ghouls other advantages to make them the premier melee choice. Every ghoul should have ghoul barbs equipped, and besides a body part weapon and some select gene options, it should be the prioritised over most other upgrades.
Because of the impact on move speed, and because other upgrades will reduce it further, ways to counter the penalty should also be sought for ghouls, including bionic legs and move speed genes.
== Gallery ==
Ghoul barb a north.png|Variant A, facing north
Ghoul barb a east.png|Variant A, facing east
Ghoul barb a south.png|Variant A, facing south
Ghoul barb b north.png|Variant B, facing north
Ghoul barb b east.png|Variant B, facing east
Ghoul barb b south.png|Variant B, facing south
Ghoul barb c north.png|Variant C, facing north
Ghoul barb c east.png|Variant C, facing east
Ghoul barb c south.png|Variant C, facing south
Ghoul barb d north.png|Variant D, facing north
Ghoul barb d east.png|Variant D, facing east
Ghoul barb d south.png|Variant D, facing south
Ghoul barb e north.png|Variant E, facing north
Ghoul barb e east.png|Variant E, facing east
Ghoul barb e south.png|Variant E, facing south
Ghoul barb f north.png|Variant F, facing north
Ghoul barb f east.png|Variant F, facing east
Ghoul barb f south.png|Variant F, facing south
== Version history == 
* Anomaly DLC Release - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Ghoul resurrection serum

The ghoul resurrection serum is an item added by the Anomaly DLC used to resurrect ghouls.
== Acquisition ==
== Summary == 
When used on a dead friendly ghoul, the serum will resurrect it and heal any injuries, including missing body parts. This puts the ghoul into a resurrection coma for 5 hours. It can be used on hostile ghouls, but they will remain hostile. The ghoul stay feral after resurrection if when berserk from not eating. 
It will work even if the corpse is rotten or desiccated.
== Analysis ==
== Version history == 
* Anomaly DLC Release - Added.
Category:Drug Category:Serum
Gibbet cage

A gibbet cage is a building added by the Ideology DLC. It stores human corpses to inflict terror on nearby pawns. 
== Acquisition ==
They can also be from certain raiding quest maps.
== Summary ==
If the cage contains a corpse then +25% Terror in a 2 tile radius, otherwise does nothing. Similar to shelves in that stored corpses don't give viewed a corpse thoughts.
== Analysis ==
=== Compared to other terror sources ===
With a similar effectiveness but higher cost compared to skullspikes and a lower terror value than terror sculptures, gibbet cages have little to argue for them beyond aesthetics, even should a player want to use terror over slave apparel. 
== Trivia ==
Until Alpha 4, there was another version of the gibbet cage that which caused a "Fear" mood penalty to all characters passing nearby. The Ideology DLC re-added the gibbet cage with different mechanics. 
OldGibbetCage.png|Sprite of the old version of the gibbet cage.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
* 1.4.3704 - Fix: Gibbet cage description mentions they are made of "steel" but can actually be made of any metal. Description changed from changed to .
* 1.5.4062 - This versions has the same patch note as the previous 1.4.3704 - "Fix: Gibbet cage description mentions they are made of "steel" but can actually be made of any metal." This appears to be in error as the description was already patched.
Category:Ideology (Buildings)
Gladius

The gladius is a melee weapon in RimWorld that does a moderate amount of damage, has a moderate cooldown, and deals sharp damage.
== Acquisition ==
Gladii can also be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate raiders.
== Analysis ==
Surprisingly enough, gladii are worse for than a knife of the same quality and material, despite the game stating otherwise. Knives are cheaper and don't require Smithing research. Why is this?
* The melee verb selection system, introduced in 1.1. Each weapon has multiple attacks, or verbs, with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice.
* The impact of Cut damage type. A gladius is half as likely to do a Cut attack as a knife. Whenever a Cut attack is rolled, it has a chance to cleave. When a weapon cleaves, it deals 140% damage, spread throughout body parts. 
: While cleaving reduces the chance to destroy body parts, it deals more pain, which gets enemies into pain shock faster. Pain shock is the most common way to disable enemies in combat, much more likely than body part destruction. Even mechanoids, who don't feel pain, can only lose so much HP before dying in combat. 
:Stab has the advantage of superior damage to internal body parts. However, gladii won't instakill the heart at most reasonable qualities, and the chance of hitting the same organ 2 times in a row is miniscule. Cut is a more reliable way to disable enemies in combat.
The gladius does have +5% more , but this is a tiny value, insignificant in practice. The knife comes out ahead against any realistic enemy you'll fight. Knives also have the advantage of attacking faster, which can train melee skill, and is slightly better for low-accuracy attackers in general.
The plasteel knife you get at the start of the Crashlanded scenario is better than an excellent steel gladius (and below).
== 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.
Gladius.png|Base variant
HoraxianGladius.png|Horaxian
== Trivia ==
A gladius is the classic Roman legionary's shortsword. Along with the ranged pilum, it is one of two Roman weapons in the game.
== Version history ==
* 0.7.581 - Added as the Short Sword.
* ? - Renamed to Gladius from Short Sword.
* ? - Buffed from 15 point and edge damage to 16.
* Beta 19/1.0 - Damage buffed, cooldown slightly increased.. 
* 1.5.4062 - Received a new texture.
* Anomaly DLC Release - Received a new style, Horaxian.
ShortSword1.png|Original Short Sword sprite
Gladius Old.png|Texture prior to 1.5
Category:Equipment Category:Weapons Category:Medieval Weapons
Category:Melee Weapons Category:Sharp Weapons Category:Swords
Global Certainty Loss Factor

==Factors==
All factors stack multiplicatively.
=== Traits ===
* Iron-willed: multiplier
* Psychopath: multiplier
* Abrasive: multiplier
* Too smart: multiplier
* Ascetic: multiplier
* Slow learner: multiplier
* Steadfast: multiplier
* Nervous : multiplier
* Kind: multiplier
* Wimp: multiplier
* Volatile: multiplier
Some traits also agree or conflict with the memes of a given ideology (such as pawns with the nudist trait being fond of ideoligions with the nudism meme). While this does add another multiplier on the conversion attempt, it does not affect this stat specifically.
=== Precepts ===
* Apostasy: Abhorrent: multiplier
* Apostasy: Horrible: multiplier
* Apostasy: Disapproved: multiplier
=== Roles ===
Any ideoligious role (leader, moral guide, or specialist), imposes a multiplier multiplier
Global Learning Factor

Global learning factor is a direct multiplier on the experience gained for skills.
To calculate this value, the game applies any factors to the sum of all offsets and the base 100%. As such, a pawn with the Slow Study gene and the Fast Learner trait has a Global Learning Factor of less than 100%.
Global Learning Factor is only one part of skill XP growth, along with the Passion Multiplier and the base XP from a pawn's action. The base XP is multiplied by both Global Learning Factor and the Passion Multiplier. Because they are multiplicative, The Passion Multiplier has a more significant effect on the learning speed of a given skill than the Global Learning Speed does in most cases. Broadly speaking, pawns with even a minor passion and no learning bonuses will typically learn faster than ones that have no passion, even if the latter has positive traits effecting Global Learning Factor.
The global learning factor does not affect the speed in which children fill their Learning need. For that, see the Learning Rate Factor stat.
== Factors ==
=== Offsets ===
These values act as offsets to Global Learning Factor. That is they are added to the base value of 100%. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.
* Too Smart trait: , while also inflicting a penalty to mental break threshold.
* Fast Learner trait: 
* Slow Learner trait: 
* Learning assistant implant: 
* Neural supercharger building: 
* Quick study gene: 
* Bliss lobotomy hediff: 
=== Factors ===
* Slow study gene: 
=== Example ===
The Global Learning Factor of a pawn can be determined by first adding any Offsets to the base factor of 100%, then multiplying by any applicable Factors. as an example, let us determine the Global Learning Factor of a human pawn with the Fast Learner trait, a Learning assistant implant, and the slow study gene.
This pawn's Global Learning Factor would be calculated as:
[100%(base) + 75%(Fast Learner) + 20%(Learning assistant)] * 50% = 97.5%
Note that Global Learning factor will always be multiplied by the pawn's Passion Multiplier to achieve their real learning speed. The chart below shows how Global Learning Factor interacts with Passions.
Global Learning Factor	25%	45%	50%	70%	100%	120%	125%	145%	175%	195%	200%	220%	250%	270%	275%	295%	300%	305%	320%	325%	345%
None 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	%
 	25%	45%	50%	70%	100%	120%	125%	145%	175%	195%	200%	220%	250%	270%	275%	295%	300%	305%	320%	325%	345%
 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	% 	%
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:GlobalLearningFactor
* Label:global learning factor	A multiplier on the learning rate for all skills.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Hide At Value: 
* Min Value: 
* Scenario Randomizable:	- 	3500
Global Work Speed

It is effectively limited to .
== Formula ==
The default value is 100% which is first modified by the offsets and then by the factors.
=== Offsets ===
* Traits
** Neurotic
*** Very neurotic: 
*** Neurotic: 
** Industrious
*** Industrious: 
*** Hard worker: 
*** Lazy: 
*** Slothful: 
* Drugs
** Wake-up high: 
* Precepts
** Child labor: encouraged : (Children only)
** Mechanoid labor: enhanced : and (Mechanoid only)
** Raiding:
*** Respected : 
*** Required : 
* Abilities
** Work drive : 
* Rituals
** Work focus from dance party or drum party : 
* Buildings
** Frenzy inducer : 
=== Factors ===
* Work frenzy inspiration: 
* Light:
:
Light 	Factor 	Graph
0% 	 	
0% to 30% 	0.8 + Light × 2 / 3	
30% to 100%	×1 	
:Pawns that are Blind, have the Lighting: Darklight preferred precept, or have the Dark vision gene are unaffected by this factor.
* Slaves : 
* Mechanoids : 
* Children :
:
Age 	Factor 	Graph
4 	 	
4 to 12 	0.2 + (Age - 4) × 0.3 / 4 	
12 	 	
12 to 18	0.8 + (Age - 12) × 0.2 / 6	
18 	×1 	
== Effects ==
The following stats are scaled directly by Global Work Speed
== Version history ==
* Beta 18 - Bonus to Global Work Speed from high Mood removed.
* 1.4.3523 - Fix: Global work speed not applying to pruning speed, hacking speed, medical tend speed and medical operation speed.
Glow pod

Glow pods are temporary, bioluminescent light source that spawns with hives.
== Occurrence ==
They spawn from hives, both prexisting in caves and from infestations.
== Summary ==
As of game version 1.2.2753, they cannot be uninstalled and reinstalled upon being spawned, but after a few hours it should be movable. They last for 20 in game days.
=== Lighting ===
 A glow pod produces light in a 5 tile radius, with the nearest tiles at or above 30% light level and considered "Lit", to a maximum of 50%. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff "In darkness". However, glow pods are not bright enough to grow most crops indoors, which require 51% illumination. 
== Analysis ==
?
Once info known compare fleshbulb for example maybe? or if movable mech node and standing lamp? ancient lamp?
== Version history ==
* 1.2.2719 - Glow pods no longer affect anima meditation.
Category:Special
Category:Lamp
Category:Environment