nyuuzyou/wikis huggingface dataset:
Psylink Level

Psycast	Psylink Level
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Ability_RequiredPsylink
* Label:psylink level 	The minimum psylink level required to use this ability.	
* Display Order:60
* Def Name:Ability
* Label:Ability
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Hide At Value: 
* Show If Undefined:	
* Show If Mods Loaded:
** Royalty	1005
== Version history ==
* Royalty (DLC) Release - Added.
Psylink neuroformer

The Psylink neuroformer is an item added by the Royalty DLC that increases the psylink level of its user by one. 
== Acquisition ==
By gaining Honor with the Empire faction, one may call a Bestower to the colony to provide a Psylink to a pawn after it ranks up in titles. Alternatively, you may steal the Psylink neuroformer themselves from the Bestower, making your colony an enemy of the Empire.
Psylink neuroformers can also be found as occasional quest rewards. A new quest should appear roughly every 40 days, if no psylink levels have been gainedhttps://www.reddit.com/r/RimWorld/comments/i8im9i/has_anyone_been_offered_a_psylink_neuroformer/g1cadf2/. They can not be acquired through trade (except trade quests) or surgery as they could in past versions.
Two Psylink neuroformers are always present during the quest The Deserter
== Summary ==
When used, a psylink neuroformer increase the psylink level of the pawn by one. This turns a pawn into a psycaster if they weren't already. This increases the neural heat capacity, neural heat regeneration rate, and the level of psycasts available. Upon gaining a new level of psylink, a random psycast of the new level will be granted, unless one has already been learned via psytrainer.
=== Installation ===
They cannot be removed.
== Analysis == 
The Empire only gives psylink levels to the level "owed" - e.g. if you already have a level 2 psylink, becoming an Acolyte will not increase psylink any further. If you plan on raising a pawn up the royal ranks, you may want to use any spare neuroformers on a different pawn.
The best pawns to give psycasting powers are those with psychic sensitivity boosts, and/or those with trigger-happy (which lowers psycast warmup time). If a pawn has the Natural meditation focus, they can use the anima tree in conjunction with neuroformers with no penalty. Because gathering many neuroformers can take a long time, you may want to combine the anima tree with neuroformers to raise psylink faster.
== Version history ==
* Royalty DLC Release - Added as Psychic amplifier. Note that this is what the Neuroformer is called in the game files.
* 1.1.2647 - Renamed from Psychic amplifier to Psylink neuroformer, lore changed, and is no longer the sole method of obtaining psycasts.
* 1.1.2654 - Remove psylink neuroformer from traders (but most still buy it). Neuroformer market value increased from 1200 to 2600.
* 1.2.2753 - Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.
Psychicamp.png|Psychic amplifier sprite
Category: Medical Item Category: Body Part Category:Implant
==References==
Psytrainer

The psytrainer is a rare item added by the Royalty DLC that gives the user a single psycast.
== Acquisition ==
Psytrainers can be obtained from trade or quests.
== Summary ==
Psytrainers can be used to learn a specified psycast. After use, the psytrainer is consumed. Each psytrainer is attuned to one specific psycast, which cannot be changed.
In order to actually use the psycast, a pawn must have a psylink high enough to use it. For example, a pawn can only use Neuroquake, a level 6 psycast, at psylink level 6. 
The psytrainer can be used before the user has the psylink level to actually use the psycast. In this case, the pawn will not receive the random psylink upon reaching the psylink level of the gained psycast
For example, a pawn with level 5 psylink that has used a psytrainer to get Neuroquake will not receive another psycast upon reaching level 6. Pawns with no psylink cannot use psytrainers.
The market value depends on the level of the psycast; higher level psycasts are more valuable. This follows the equation of 100 + 150*Level.
Level	Market value
1 	250
2 	400
3 	550
4 	700
5 	850
6 	1000
== Analysis ==
Many psycasts are very powerful tools, and psytrainers are the only way to collect the options a psycaster didn't randomly select on level up. Psytrainers ensure that a pawn will have access to any psycast, eventually. 
Psytrainers are rare items and as such when a psytrainer of a psycast you know you will want appears for sale, it is often best to just buy them even if you don't have a psycaster of a high enough level to use it.
They can be good for wealth management. Psytrainers are consumed, and having a psycast will not increase colony wealth. Buying psytrainers will lower wealth, using them will lower wealth even further and the psycasts themselves can be very useful.
Trainers should not be used prior to getting the requisite level to cast the contained psycast. There is basically never a valid reason to miss out on the free psycast, even the wealth they add while you're waiting to gain psylink levels isn't sufficient to justify it.
== Version history ==
* ? - Added
* 1.3.3117 - description now shows the description of associated psycasts.
Category:Exotic Item
Category:Neurotrainers
Pyre

A pyre is a consumable ritual focus added by the Ideology DLC. It serves as a focus for the Symbol Burning ritual.
== Acquisition ==
Pyres can only be constructed by pawns with an ideoligion that has selected them as a building option. Only ideoligions with the Rancher meme can select them. Each pyre requires and of work.
== Summary ==
Adding a symbol burning festival without giving your Ideoligion access to either the pyre, sacrificial flag, or effigy will result in the ritual being impossible to complete..
== Analysis ==
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings)
Raccoon

They can be found in 
== Summary ==
Raccoons have 80% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink, as well as toxic buildup from non-attack sources.
== Analysis ==
Raccoons are mostly there as small manhunter threats for your small manhunter events. For the first manhunter event in the game, raccoons are about the largest animal you'll get. They can also appear in the low end of caravan ambushes, or in the Noble wimp quest. During the winter, raccoons will often eat any of your exposed food you have available.
As hunting game, they yield about 50% more meat and leather than the smallest RimWorld animals (the hare, squirrel, and rat), but they still offer meager amounts of both. Prioritize other animals unless have nothing else to hunt or want a relatively safe target for training Shooting skill.
As tamed animals, raccoons offer practically no niche. They gestate slower and lose tameness faster than rats. Rats are also omnivorous grazers. You can find rats in every biome that raccoons appear in, and rats are more common than raccoons. As bait animals, rats are harder to hit due to their smaller body size, reproduce faster, and eat less.
==Training==
== Health ==
== Gallery ==
Raccoon east.png|Raccoon facing east
Raccoon north.png|Raccoon facing north
Raccoon south.png|Raccoon facing south
Dessicated raccoon east.png|Raccoon decaying
Category:Animals
Category:Wild animal
Randy Random

Randy Random, is a wild storyteller whose main characteristic is triggering challenges at any time, to the extent of launching several dangerous threats all at the same time or consecutively. Randy also multiplies his Raid Points by 0.5x to 1.5x, resulting in both easier and harder difficulty raids than you should be receiving. It is possible to receive back-to-back raids at 1.5x but also a quadrum of relative peace with a 0.5x raid.
In the long-term, Randy will average about as many threats sent as Cassandra.
== Code specifics == 
Randy fires events at an average of 1.35 a day. Not all events are fired via Randy. Some events, like quests, are fired separately and not controlled by Randy's firing mechanism. 
Randy checks if an event can be fired once every 1,000 game ticks. That 1,000 game ticks is the equivalent to 60 times a Rimworld day or 2.5 times a Rimworld hour. If Randy has not fired a major threat after 13 days, the next Randy fired event becomes a major threat.
 <minDaysPassed>1</minDaysPassed>
 <maxThreatBigIntervalDays>13</maxThreatBigIntervalDays>
 <mtbDays>1.35</mtbDays>
 <categoryWeights>
 <Misc>3.5</Misc>
 <ThreatBig>1.4</ThreatBig>
 <OrbitalVisitor>1.1</OrbitalVisitor>
 <FactionArrival>2.4</FactionArrival>
 <ThreatSmall>0.6</ThreatSmall>
 <ShipChunkDrop>0.22</ShipChunkDrop>
 </categoryWeights>
 <randomPointsFactorRange>0.5~1.5</randomPointsFactorRange>
Category:AI
Range (Ability)

Ability	Range (Cells)
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Ability_Range
* Label:range 	The maximum distance to a target of this ability, or to the center of the target location.	
* Display Order:60
* Def Name:Ability
* Label:Ability
* Display All By Default:	
* Default Base Value: 25
* Min Value: 0
* Hide At Value: 0
* Show If Undefined:	- 	1001
Ranged Cooldown

This value is modified by the user's Ranged Cooldown Multiplier.
== Bases ==
Click to 
Thing	RangedCooldownBase
== Associated properties ==
* Property:Ranged Cooldown Base
* Property:Ranged Cooldown Offset
* Property:Ranged Cooldown Factor
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:RangedWeapon_Cooldown
* Label:ranged cooldown 	How long it takes to recover after firing this weapon.	
* Display Order:44
* Def Name:Weapon_Ranged
* Label:Weapon (ranged)
* Display All By Default:	
* Default Base Value: 1
* Min Value: 0.01
* To String Style: FloatTwo
* Format String: {0} s
* Show If Undefined: 
* Scenario Randomizable:	- 	5106
== Version history ==
Ranged Cooldown Multiplier

i.e. a ranged weapon with a cooldown time of 1 second normally will have a cooldown time of 0.5 seconds in the hands of a pawn with a Ranged Cooldown Multiplier stat of 50%. Note that the warm-up time of the weapon is unaffected.
This stat also applies to psycasts , the integrated weapons of grenadier and phoenix armor , and a number of utility items including the orbital bombardment targeter, orbital power beam targeter, psychic shock lance, psychic insanity lance, tornado generator, jump pack and orbital mech cluster targeter.
== Factors ==
A pawn's ranged cooldown multiplier has a base value of 100%, but it can be reduced by to 80% if the pawn is wearing a heavy bandolier.
== DPS table == 
The effect of the reduction in cooldown time on the DPS of ranged weapons depends on each weapon's unique ratio of "Warmup time" and "Cooldown time". For example, a weapon with a short warmup and long cooldown will benefit more from a reduced cooldown time than a weapon with a longer warmup and/or a shorter cooldown, all else being equal. 
The table below details the effect of the reduction in cooldown time on the DPS for each pawn-usable, ranged weapon. Note that while single use weapons such as the doomsday rocket launcher do benefit from the decreased cooldown time, their single-use nature makes comparing DPS in this way nonsensical and they are thus excluded.
== Version history ==
* Biotech DLC Release - Added.
Ranged Damage Multiplier

== Factors ==
Quality 	Factor
Awful 	
Poor 	×100%
Normal 	×100%
Good 	×100%
Excellent 	×100%
Masterwork	
Legendary 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:RangedWeapon_DamageMultiplier
* Label:damage multiplier	A damage multiplier applied to projectiles fired from this weapon.	
* Display Order:44
* Def Name:Weapon_Ranged
* Label:Weapon (ranged)
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
* Scenario Randomizable:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: ×
*** Factor Normal: ×
*** Factor Good: ×
*** Factor Excellent: ×
*** Factor Masterwork: 
*** Factor Legendary:	5105
== Version history ==
Rat

Rats can be found in .
== Summary ==
Rats have 90% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.
== Analysis ==
Rats breed quickly and are a very cheap animal, both in Market Value and in food costs. They can dispose of all your human corpses or graze on grass. Set an allowed area to exclude your tamed rats from your colony's main food supply, so that they won't eat your food. In the winter, wild rats will also eat your own food if you're not careful.
As tamed animals, rats are very good cannon fodder due to their rapid breed time. While they cannot be trained to attack, you can set an allowed area mid-battle to command your rat army wherever needed. Compared to hares, rats have a lower wildness, meaning they less effort to handle, but hares are faster and reproduce more often. Rats can also eat corpses and other forms of meat.
== Training ==
== Health ==
== Gallery ==
Rat east.png|Rat facing east
Rat north.png|Rat facing north
Rat south.png|Rat facing south
Dessicated rat east.png|Rat decaying
Category:Animals
Category:Wild animal
Rat palm tree

Rat palm trees are wild trees added by the Biotech DLC that can be found in the biomes. They can only grow in polluted terrain, and can either be found growing there naturally, or sown by colonists. In this way they are much like witchwood trees, gray pine trees, and pebble cactus. Besides being pollution-resistant, rat palms can grow well in poor soil. On the other hand, they look ugly, grow slowly, and do not yield as much wood as other tree varieties.
==Growing==
==Gallery==
Rat palm a.png|Rat palm variant A
Rat palm b.png|Rat palm variant B
Rat palm c.png|Rat palm variant C
== Version history ==
* Biotech DLC Release - Added. 
Category:Plants
Category:Trees
Raw Nutrition Multiplier

== Factors ==
* Robust digestion gene: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:RawNutritionFactor
* Label:raw nutrition multiplier	A multiplier on how nutritious raw food is for this person. Note that since meals usually have more nutrition than their raw ingredients, a boost to this stat may only mean the person gets the same nutrition from raw food as if it were cooked.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* To String Style: PercentZero
* Default Base Value: 
* Hide At Value: 
* Min Value:	- 	1001
== Version history ==
* Biotech (DLC) Release - Added.
Raw food

__NOTOC__
Raw food are foods primarily used as an ingredient for meals or for processing by a nutrient paste dispenser. Most raw foods have a 2% to cause food poisoning, and most of them incur a mood penalty. Toxipotatoes instead have a 4% chance to cause food poisoning.
Most foods (raw and prepared) spoil after a certain amount of time, depending on the food. Freshly cooked meals always have the same shelf life, no matter how close to spoiling the raw ingredients were; it is thus possible to extend the shelf life of raw ingredients that are about to go bad by cooking them into meals.
Storing food at low temperatures (close to freezing) extends the shelf life. Frozen food never spoils.
== Raw (bad tasting) ==
The following food items will cause colonists to get the Ate raw food thought. Animals eat these items with no such effect.
Eating raw human meat gives an especially bad mood effect for most colonists (see Human resources).
	Name 	Nutrition	Deterioration rate	Shelf life (days)
	Agave fruit 	 	 	
	Corn 	 	 	
	Potatoes 	 	 	
	Toxipotatoes	 	 	
	Raw fungus 	 	 	
	Rice 	 	 	
	Eggs 	Varies 	 	
	Meat 	 	 	2
== Raw (tasty) ==
The following food items are tasty, even when eaten raw, and this incurs no mood penalty. However, all raw food is considered unsafe and still comes with same risk of food poisoning as other raw foods.
	Name 	Nutrition	Deterioration rate	Shelf life (days)
	Berries 	 	 	
	Milk 	 	 	
	Insect jelly	 	 	never spoils
== Animal feed ==
Hay is edible only by herbivorous animals. It can be combined with any meat into Kibble, which is edible by all animals (and humans, incurring a mood penalty).
	Name	Nutrition	Deterioration rate	Shelf life (days)
	Hay 	 	 	
#Raw food
Raw fungus

Raw fungus is a vegetable raw food obtained by harvesting fungi. If the Ideology DLC is enabled, eating it is disliked by most pawns. 
== Acquisition ==
The following plants provide raw fungus:
Plant 	Harvest Yield 
Note that of these, only nutrifungus can be planted. The rest only spawn naturally.
== Usage ==
Raw fungus is used to refuel the fungus darktorch at a rate of /day, increasing to /day if rained on.
== Summary ==
As a raw food, raw fungus can be be eaten raw, with a flat 2% chance of giving food poisoning, or cooked into a meal with a food poisoning chance dependent on the skill of the cook and the cleanliness of the kitchen. Animals are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of nutrition, such as fine meals, raw fungus is classified as a vegetable.
As with most raw food, eating raw fungus directly results in a Ate raw food mood penalty. This mood penalty is negated if the pawn has the ascetic trait or the Robust digestion gene.
With the Ideology DLC enabled, all ideoligions inflict additional moodlets when eating raw fungus or meals made from it depending on which Fungus precept they have. Ideoligions with the Tunneler meme have Fungus: Preferred and receive a Ate fungus mood buff when eating raw fungus and a Ate cooked fungus when eating it cooked into a meal. All other ideoligions have the Fungus: Despised and receive a Ate fungus raw mood penalty when eating raw fungus and a Ate fungus cooked when eating it cooked into a meal. Note that in all cases, these mood bonuses and malus stack with any applicable mood effects from the form the food is eaten in.
== Analysis == 
In RimWorld Core, it cannot be farmed, making it at best a random, situational and strictly supplemental source of vegetables. 
With the Ideology DLC, it can be be farmed, though all non-Tunnelers get a -3 mood debuff. Still, nutrifungus has the unique property of growing in darkness. This lets you grow crops indoors (e.g. during the winter) without the need of an expensive sun lamp. Can also be grown if your colony prefers darkness (Combat in darkness: Preferred precept) or if a sun blocker is deployed. Note that, without a way of mitigating darkness penalties, colonists will work 80% as fast in the dark.
Category:Food Category:Raw Food Category:Vegetarian
Reading Speed

== Factors ==
* Skill Needs
** Intellectual : 100% plus 2% per skill level.
* Capacities
** Consciousness: 100% importance, No max
** Sight: 100% importance, 100% limit
* Age Curve
Age	ReadingSpeed
3 	0.05
13 	1
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ReadingSpeed
* Label:reading speed 	A multiplier on how fast this person can read.	
* Display Order:140
* Def Name:PawnWork
* Label:Work
* Display All By Default:	
* Show Developmental Stage Filter: Child, Adult
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero	
* Skill Need Factors:
** SkillNeed_BaseBonus:
*** Skill: Intellectual
*** Base Value: 
*** Required: 
*** Bonus Per Level: 
* Capacity Factors:
** Capacity: Consciousness
*** Weight: 
** Capacity: Sight
*** Weight: 
*** Max: 
* Parts:
** StatPart_Age:
*** Use Biological Years: 
*** Humanlike Only: 
*** Curve:
**** Points:
***** (3,0.05)
***** (13,1)	4600
== Version history ==
* 1.5.4062 - Added.
RecipeDef

< Modding Tutorials
A RecipeDef is used in conjunction with a work bench structure to make things. Ingredients go in, products come out.
Some of the key concepts are as follows:
* Ingredients - the things a recipe needs to be enacted. Will be consumed. Can be defined in general categories (e.g. any meat, any food, etc.).
Take a look at the bill interface and note that there is a way to select what ingredients your colonists are allowed to use to do a recipe. For example, the cooking recipe bills default to disallow the use of human meat.
* ParentIngredientFilter - This is a hard filter on the ingredients which the recipe can accept. Items not passing this filter are not displayed at all in the bill interface's ingredient selection interface. Not mandatory. If not defined, accepts anything.
* DefaultIngredientFilter - This is the default ingredient filter configured on new bills. For example, meals default to not be made with human meat. The player can reconfigure this. Not mandatory. If not defined, accepts anything by default.
Category:Defs
Recon helmet

A Recon helmet is a full-head power armor helmet that forms a full set along with the Recon armor.
== Acquisition ==
Alternatively, the armor can be received as a quest reward, purchased from outlander and Empire traders and faction bases, or found on Imperial Janissaries and other Raiders.
== Analysis == 
Recon helmets are the first helmet since the neolithic war masks, or Ceremonial hood, to offer complete face protection. It is preferable to both simple helmets and flak helmets, with superior coverage and a higher armor rating than even a plasteel flak helmet. The main downside is the advanced component required to make each helmet, and competition from the other power armor helmets.
The marine helmet costs only 10 plasteel more, and the cataphract helmet, 20 plasteel. Once you've researched and are capable of making the heavier helmets, there is little reason to make a recon helmet. Unlike the body armors, none of the helmets slow movement speed. It is often worth to wait until you've finished researching Marine armor and just make marine helmets instead. Note that, in order to research Cataphract armor, you will need to obtain 2 techprints first.
A recon helmet is roughly equal to a marine helmet 1 quality level lower (i.e. a normal recon helmet ~= poor marine helmet, etc.), or a cataphract helmet 2 qualities lower. Thus, if you've obtained a particularly high quality recon helmet, then it is worth using.
== 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.
ReconHelmet.png|Base variant
Animalist recon helmet.png|Animalist variant
Morbid recon helmet.png|Morbid variant
Totemic recon helmet.png|Totemic variant
== Trivia ==
Every recon helmet found on an Imperial Janissary will be black.
== Version history ==
* 1.1.0 - Added.
* 1.1.2647 - No longer meets the clothing requirement of nobles, replaced in that role by Prestige recon helmet.
* 1.2.2753 - Icons of spacer armor now display as off-white instead of dark gray.
* Ideology DLC Release - Received styles via new Ideoligion style system.
== See Also ==
* Prestige recon helmet - a variant of the recon helmet that both pleases nobles and improves psychic ability.
Category:Armor
Recreation Fall Rate

== Factors ==
* Hediffs
** Neurosis pulse: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:JoyFallRateFactor
* Label:recreation fall rate 	A multiplier on the speed that a person's recreation need falls.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* To String Style: PercentZero
* Default Base Value: 
* Hide At Value: 
* Min Value: 
* Show On Animals:	- 	-