nyuuzyou/wikis huggingface dataset:
Overdose

Drug overdose is caused by consuming an excessive amount of drugs in a short time period, before the body has the time to deal with it. There's a chance of getting an overdose from just one dose. Overdose can cause instant death.
The severity of a Drug Overdose is determined by what drugs are consumed; with social drugs (i.e. Beer, Smokeleaf) and Luciferium not contributing to overdoses, hard drugs (i.e. Go-juice, Flake, Yayo, Wake-up) increasing the severity by 0.18-0.35 per drug consumed, and Penoxycyline increasing severity by 0.08-0.14 per dose. Drug overdose severity reduces by 1 per day, meaning that the pawn will fully recover in up to 1 day (0.5 days until no symptoms are shown). Overdose gain is divided by body size (not health scale). 
== Stages ==
There are four stages of Drug Overdose:
=== Hidden ===
Severity: < 0.50
* No effect, within tolerable levels of hard drug consumption
* Doesn't show on the health tab of colonists
=== Minor ===
Severity: 0.5 — 0.749
* Reduces the affected pawn's consciousness by 50%
* Frequent vomiting - Every 0.3 days (4.8h) on average
=== Major ===
Severity: 0.75 — 0.999
* Pawn will lose consciousness (Consciousness max: 10%)
* Chemical damage to the brain on average 2.5 days in this state
* Death on average 3 days in this state
=== Major/Fatal ===
Severity: 1
* Overdosing pawn's body is unable to handle extreme drug levels, and succumbs
== Random overdose ==
Aside from normal overdoses caused by excessive drug consumption, all hard drugs also have a small, unavoidable chance of causing a major overdose when consumed. This overdose will be of random severity between 0.85 and 0.99 (this is regardless of body size/health scale), and is unaffected by previous overdose severity, meaning that even the first dose could potentially result in a major overdose. The chance of causing a random overdose is 1.5% for Flake, 1.0% for Yayo, and 0.5% for Wake-up and Go-juice.
The exact likelihood of a single random overdose resulting in chemical damage or death is currently unknown, however in a , 5.90% resulted in chemical damage and 5.44% resulted in death, with a total of 11.12% resulting in either chemical damage, death, or both. The chance of a single dose causing permanent damage or death is therefore likely around 0.17% for Flake, 0.11% for Yayo, and 0.06% for Wake-up and Go-juice.
Having a drug dependency gene completely removes the random drug overdose chance. However, it is still possible to have a cumulative overdose by taking too much of a drug. Conversely, possessing any drug impervious gene will prevent that drug's contribution to the risk of overdose.
Chance of Permanent Damage or death after N doses
Category:Health
Ovum

An extracted, unfertilized, human ovum cell stored in a protective capsule. Once fertilized by a male, it becomes an embryo which can then be implanted into a human mother or growth vat.
== Acquisition ==
Ovum items are harvested from live female humans older than 16 and with a Fertility stat greater than 0%. This is done through the "Extract ovum for IVF" surgery, which requires the Fertility Procedures research. This requires 1x herbal medicine or better. Ova can be extracted from prisoners.
After extracting an ovum, it will not be possible to extract another for the next 10 days. A pawn's health tab will show how many days it will take before the next ovum can be extracted.
== Summary ==
Ovum items can be fertilized by a controllable (i.e. colonist or slave), fertile male pawn in order to create an embryo. Select the pawn, and right click on the ovum to start fertilization. This always succeeds if Fertility is greater than 0. Male prisoners cannot fertilize an ovum. The embryo will have genes dependent on who the mother and father are.
Ova do not rot or spoil over time; they only deteriorate when left outside.
== Analysis ==
Embryos are generally superior to natural pregnancy, once growth vats are available. Embryo growth only takes 9 days rather than 18 days for pregnancy. More importantly, natural pregnancy has a small chance to kill the mother. This comes at the cost of increased food uptake (6 nutrition / 9 days vs. 18 days of +30% nutrition), power, and the medicine used to extract the ovum. These costs are usually affordable by the time you can build growth vats in the first place.
== Version history ==
* Biotech DLC release - Added.
* 1.4.3541 - Fix: Fertilize command label is broken.
* 1.4.3557 - Fix: Disabled "extract ovum for IVF" surgery option displays on some male pawns.
Pack Radius

This stat is measured in cells (c).
== Bases ==
Utility 	EffectRadius
Smokepop pack 	4.9 c
Firefoam pop pack	4.9 c
== Factors ==
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
Here is a table of pack items whose Pack Radius is affected by quality:
Utility 	Awful	Poor	Normal	Good	Excellent	Masterwork	Legendary
Smokepop pack	 	 	4.9 c 	 	 	 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:PackRadius
* Label:Effect radius 	The area affected when this pack detonates.	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Min Value: 0
* To String Style: FloatOne
* Format String: {0} c
* Show If Undefined:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary:	60
== Version history ==
Pain Shock Threshold

When a pawn's pain level meets or exceeds their Pain Shock Threshold they will become incapacitated.
Mechanoids feel no pain and are therefore not affected by this stat.
== Offsets ==
* Wimp trait: 
* War mask: 
* Veil: 
* Ritual mask: 
== Analysis ==
Higher values are typically preferred, yet low values can be favorable in keeping 
the affected pawn alive. 
For instance, a pawn with a high pain shock threshold will accrue more damage before getting downed, meaning death from missing body parts/sheer blood loss is more likely, but will contribute more damage to a fight before being downed, potentially saving other pawns from damage or death.
Meanwhile a pawn with a low pain shock threshold will rarely die or even be placed in highly critical condition in the midst of combat, especially from small arms fire, but will contribute less to a fight before being downed.
Psycasters have a specific benefit from high thresholds, as it allows them to more safely use pain to boost their neural heat dissipation without increasing the risk of being downed in combat. Note that this does not prevent any other penalties from pain, such as consciousness loss.
Palm tree

Palm trees are a tree found only in tropical rainforests. They do not produce human-edible food. Palm trees can be chopped for 18 wood at full growth. Like any other tree, they provide 25% cover effectiveness. It takes 600 work to harvest, and 4000 to sow once Tree Sowing has been researched. They provide nutrition to dendrovores. 
==Growing==
Category:Plants
Category:Trees
Panther

Panthers are medium-sized predators, good guardians when tamed.
They are effectively identical to the cougar, only differing in appearance, habitat, and comfortable temperature range. Panthers can only be found in .
== Diet ==
Can eat raw meat, corpses, all animal products, meals, all processed foods, and kibble.
== Analysis ==
Panthers and cougars can make for good hauling animals and decent attack animals, if you can keep them fed. While they are more wild than a husky, meaning they create more filth and need to be retrained, panthers will not be attacked by other predators. You can feed them off meals, and when using meals, they are actually more efficient than huskies when it comes for hunger rate. However, you'll need raw meat or kibble to train them.
== Training ==
== Health ==
== Gallery ==
Panther east.png|Panther facing east
Panther north.png|Panther facing north
Panther south.png|Panther facing south
Dessicated cougar east.png|Panther decaying 
== Trivia ==
Panthers are not a distinct species in reality, instead they are simply melanistic examples of leopards or jaguars. 
== Version history ==
* 0.14.1234 - Added
* 0.18/1.0 - Now provides the new Panthera fur, which merged its previous leather type, pantherskin, with lynxskin and cougarskin.
Category:Animals
Category:Wild animal
Panthera fur

== Acquisition ==
The following animals provide panthera fur.
== Usage ==
Panthera fur can be used to craft and build the following things:
== Analysis ==
Panthera fur is the 10th most protective textile in the game - slightly above plainleather. It also has the second highest heat insulation in the game. These factors make panthera fur a very good candidate for dusters and general clothing in the early game, especially in hot biomes.
However, panthera fur should eventually be replaced by devilstrand and other better materials. Devilstrand in particular offers the same heat insulation with much more physical protection. If devilstrand is limited, use devilstrand for dusters, where it has the most impact. Panthera fur can be used for other sets of clothing, for at least some protection against damage.
For use in furniture, it has a middle-of-the-road beauty factor. But more beautiful textiles like thrumbofur are in high demand as clothing. So, once made redundant as clothing, panthera fur is a decent choice for furniture beauty.
== Gallery ==
Pantherafur a.png|One panthera fur
Pantherafur b.png|Stack of panthera furs
== Version history ==
* 0.19/1.0 - Panthera fur is a new leather type added as a merger of different fur types from big cats: cougarskin, lynxskin, and pantherskin.
Category:Material Category:Textile Category:Leather
Pants

Pants are the most common legwear on the rimworlds, offering a bit of protection from damage, a small amount of insulation, and preventing the "naked" mood debuff (males only need to cover their legs to avoid feeling naked, while females also need to cover their torso).
Pants will deteriorate with the usual conditions.
== Acquisition ==
Pants can be also be stripped from Outlander and Pirate raiders or purchased from traders.
== Analysis ==
There are only three options for covering the skin layer of a colonist's legs: pants, flak pants, and tribalwear. Pants are the most common choice, but the other options have their own values:
Flak pants offer better protection against sharp and blunt damage than most types of pants, but require 30 cloth, 60 steel, and 1 component to craft. Compared to regular pants (all at normal quality):
* Flak pants offer 40% armor - sharp: equivalent to hyperweave pants, slightly worse than thrumbofur pants (41.6%), but better than devilstrand pants (28.0%)
* Flak pants offer 8.0% armor - blunt: better than devilstrand pants (7.2%) but worse than hyperweave pants (10.8%). However, almost every blunt threat has sufficient AP to effectively ignore the armor of either option, so the effect of this distinction is minimal at best. 
* Flak pants offer 10% armor - heat: worse than every single type of pants except cloth (3.6%). Devilstrand pants offer the best heat protection of any pants (60%)
* Flak pants have a -0.12 cells per second move speed penalty when worn
* Flak pants also cover the middle clothing layer, preventing a colonist from wearing both flak pants and marine armor
Overall, flak pants are strictly worse than hyperweave pants of equivalent quality, giving worse armor, insulation, and a move speed penalty. However, flak pants offer better protection than most textile-based pants (including devilstrand), making them appealing for colonists looking for a boost in armor with a lower move speed penalty than plate armor or marine armor
Tribalwear covers both the legs and torso. Compared to a combination of pants and a button-down shirt:
* Tribalwear has identical armor values, but less coverage (tribalwear doesn't cover the arms and neck)
* Tribalwear has better insulation - cold (55% vs. 46%)
* Tribalwear has much better insulation - heat (55% vs. 18%)
* Tribalwear has lower materials and work cost (60 textiles and 30 work vs. requires 85 textiles and 72 work)
A bit of extra neck and arm protection is usually seen as valuable enough to merit the lower insulation and higher crafting cost of pants and a button-down. But colonists in ultra-hot biomes may prefer the better insulation, especially when first starting out.
Category:Clothing
Paralytic abasia

Paralytic abasia is a long-lasting disease that causes total paralysis.
It doesn't appear on its own, but rather as part of quests if you have the Royalty DLC installed.
== Stages ==
The only stage is complete paralysis. When a pawn has paralytic abasia, their Moving is set to 10% maximum, which forces them to be downed.
=== Progression ===
Every day, the disease has a 1% chance of resolving on its own. Otherwise, it will end after a certain number of days.
== Treatment ==
A complete cure is expensive, requiring 10 glitterworld medicine and a doctor with medical skill 5 or above. It can also be cured by administering a Healer mech serum or using the Unnatural healing ability.
Outside of these three cures, there is no treatment that can relieve symptoms or accelerate disease progression. A biosculpter pod will not affect this disease.
== Version history ==
* Added at some point in 1.1.
* Prior to 1.1.2654, the disease existed in the basegame and was fully functional, but did not appear in regular, unmodded gameplay.
Category:Disease
Parka

Parkas are items of apparel that provide exceptional cold insulation.
== Acquisition ==
 
Parkas can also be purchased from traders, crafted, or stripped from Outlanders, Pirates, or Tribals - this being the only garment that can be found worn by all existing human factions. When starting a tribal faction, there's a chance one of your starting tribespeople will spawn with a cloth parka equipped.
== Analysis ==
Parkas are the most insulating garment in the game, and the absurdly high amount of cold insulation they offer relative to all other clothing can be vital in cold biomes. This insulation comes at a cost though: less armor than both jackets and dusters (20% vs. 30%), and less coverage of the body than dusters (which cover the legs). 
This means that parkas should only be used when the insulation is required. As they can be worn with flak vest, which gives substantial protection to the torso, a parka should be used when it allows a helmet to be used over insulative headwear such as a tuque, but more protective options such as dusters are not not viable. As the protection provided by skin layer clothing is typically minimal, sacrificing armor in favor of insulation at that layer such as switching to tribalwear of an insulative material over button-down shirt and pants of a protective material is worth it if it prevents the need for a parka.
== 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.
Parka.png|Base variant
Spikecore parka.png|Spikecore variant
== Version history ==
* 0.8.657 - Added
* ?? - Move Speed −5% penalty removed. Work Speed −20% penalty removed.
* Ideology DLC Release - Received styles via new Ideoligion style system. 
Category:Clothing
Party spot

Party spots are used to designated a place for parties to be held.
== Acquisition ==
Party spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.
== Summary ==
A party spot is set to decide where colonists have parties. More than one party spot can be placed, however only one is actually active (i.e. colonists throw parties only around one of the spots).
Party spots are particularly useful when lots of your colonists are hospitalized. Having colonists in bed near a party still counts as attending the party, therefore even immobilized colonists can stay sane. Unfortunately there is no way to predict them or to reliably get parties started.
Bestowing ceremonies are also performed here if they do not require a throne room and none is assigned to the pawn to be bestowed upon.
== Analysis ==
Category:Miscellaneous
Passive cooler

The passive cooler is a low-tech alternative to the cooler. It does not require power or any advanced materials, but requires wood to refuel.
== Acquisition ==
== Summary ==
Passive coolers absorb heat from interior spaces at a rate of per second, spread among each tile. They cannot lower the temperature below . In order to do so, passive coolers consume 10 wood per day; they must be restocked at a cooler's full cost every 5 days.
== Analysis ==
Passive coolers are unable to preserve food, but they can protect your colonists from heatstroke and prevent debuffs such as "Slept in the heat". Unlike campfires, passive coolers can't be "too efficient" and make your pawns uncomfortably cold.
They are very fuel inefficient, even compared to running coolers on wood-fired generators. However, they have the great advantage of not needing electrical power to function. As such, they will save your fermenting barrels from going bad during a solar flare.
== Version history ==
* 0.15.1279 - Added.
* 0.19.2009 - no longer self-destructs when it runs out of fuel but instead waits to be restocked.
* 1.0.0 - No longer requires Construction skill to craft.
* 1.1.0 - Refueling is now toggleable.
* ? New Arrivals start with Passive Cooler researched.
Category:Temperature
Patchleather

== Acquisition ==
Unlike other leathers, patchleather is not procured by butchering animals, but rather by combining other leathers together at a tailor bench. 50 units of any other types of leather, except human leather, will output 50 units of patchleather.
== Usage ==
Patchleather can be used to craft and build the following things:
== Analysis ==
Patchleather has the worst stats of any leather in the game in both protection and insulation. The only textiles it is superior to in protection are cloth and the wools, and even then, just barely. Meanwhile, patchleather is significantly inferior to both cloth and wools in terms of temperature insulation. It has the lowest insulation, market value and beauty of any textile, and tied for the 2nd lowest item hitpoints.
The main advantage of patchleather is that it's easy to produce in bulk. Small quantities of different leathers are insufficient to make anything on their own. Converting them to patchleather will turn said unusable resource into a usable one. Keep in mind, however, that it may be more profitable to sell the other leathers directly, rather than create objects out of patchleather.
Generally, it should only be when there is no alternative or where its stats have little effect on the utility of the resulting item, such as in clothing production quests, or armchairs, whose beauty rarely significantly affects a room's quality.
== Gallery ==
Patchleather a.png|One patchleather
Patchleather b.png|Stack of patchleathers
== Version history ==
* 0.19.2009 - Added.
* 1.2.2753 - Trade requests will no longer request patchleather.
Category:Material Category:Textile Category:Leather
Paved tile

Paved tiles are one of the floors that can be constructed. They are an improved form of concrete, as they do not provide a beauty debuff but cost double the steel.
== Acquisition ==
== Summary ==
Paved tiles provide no beauty positive or malus, and cleaning filth on it takes only 80% the work. It is non-flammable and does not penalize walk speed.
== Analysis ==
Paved tile costs twice as much steel as concrete yet has the same Walk Speed, cleaning time multiplier, and Filth Rate. However, Concrete is ugly with beauty. Overall, paved tile is best suited for small rooms, if you want to avoid dedicated beauty buildings, yet still avoid the beauty penalty of concrete.
Paved tile represents a middle ground in between concrete and steel tile in terms of flooring quality. Compared to steel tiles required steel, it is much cheaper to build but has a higher cleaning time multiplier.
=== Comparison to sculptures ===
If you have a decent artist (>6 skill), using concrete and sculptures is generally more efficient than using paved tile and no sculptures.
A normal quality, steel large sculpture costs steel and gives beauty. 100 paved tiles cost and have neutral beauty. Large sculptures take and the concrete takes . Meanwhile, 100 paved tiles also takes , but requires no other work.
Sculptures require a decent artist, take more work, and lower skill artists can create poor quality sculptures. Paved tile is slightly more wealth efficient with normal sculptures, though the difference over 100 tiles is only . But higher quality sculptures are more wealth efficient; a good quality sculpture is twice as beautiful for only x1.25 the Market Value and the exact same steel cost.
In addition, sculptures have another key advantage - you can make them out of the more affordable wood or stone. Both materials are cheaper, less in demand, and have at least the same beauty as steel. If all 3 resources are scare, then you should be using natural floor or concrete, not paved tile. As these materials are cheap, any quality concerns are mostly negated. They become even better once an artist can consistently produce good quality sculptures.
Sculptures require an art bench to create, making it harder for brand new colonies to make sculptures, but the bench is not particularly expensive. The other concern is space, as sculptures take up a tile of room. This is only a concern for particularly small rooms, like bedrooms, and should be weighed against simply expanding the room in the first place.
== Version history ==
* 1.3.3066 - NPC shuttle pads now always use concrete or paved tiles as flooring.
* 1.4.3523 - Cleaning time factor added.
Category:Floor
Pawn Trap Spring Chance

== Factors ==
* Traits
** Nimble: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:PawnTrapSpringChance
* Label:trap spring chance	Chance to spring a trap the character is unaware of.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Hide At Value: 
* To String Style: PercentZero
* Show If Undefined:	- 	4047
== Version history ==
Pawns

The term "Pawn(s)" comes from the game code and refers to any any ambulatory entity that uses pathing.https://www.reddit.com/r/RimWorld/comments/65mkv2/comment/dgbnu25/?utm_source=share&utm_medium=web2x&context=3 This includes the following:
* Mechanoids
* Animals
** Humans
*** Colonists, Raiders, Prisoners, Visitors etc.
** Insectoids
** Dryads 
** other animals
* Entities 
In colloquial use, this is often used to refer exclusively to a player's colonists. For example, the recommendation that "You only feed cooked meals to your pawns" would likely only be referring to colonists, and would not be inclusive of tamed animals that would also fit under the technical definition of "your pawns". 
It likely originates as a reference to both the basic pieces that you move and that move against you, and the simplistic art chosen to represent them.
== References ==
Category:RimWorld game
Pebble cactus

Pebble cacti 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 rat palm trees. Besides being pollution-resistant, pebble cacti can grow well in poor soil. On the other hand, they look ugly, grow slowly, and yield the least amount of wood of any tree variety.
==Growing==
== Version history ==
* Biotech DLC Release - Added. 
Category:Plants
Category:Trees