nyuuzyou/wikis huggingface dataset:
Harp

A Harp is a musical instrument that is a source of High Culture recreation and is a requirement for specific titles.
== Acquisition ==
== Summary ==
Nobles can put on concerts with the harp, similar to a party, giving a mood bonus to the noble and attendees.
Anyone listening to or playing the harp receives a +2 thought for as long as the harp is being played. It can be heard within a radius of 12 tiles. Pawns with Hearing do not get the mood bonus. 
The harp cannot be played if the pawn has a manipulation capacity of 0%.
== Analysis ==
Since the harp provides its own recreation type (Musical) and costs only 150 wood and 500 research points to build, it is a good way to increase recreation in a colony. In addition, it is only 1 tile in size, so it fits neatly into an already established rec room. 
Concert_Harp.png|Pawns attending a harp concert that is held by a noble
Harp_Harpsichord.png|Two pawns playing the harp and the harpsichord, with a third pawn walking by
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2559 - No longer crafted at the art bench.
* 1.2.2719 - Humans with 0% hearing no longer get thoughts from listening to instruments. Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.
* 1.3.3067 - Fix: Musical instruments don't give recreation.
Category:Recreation
Harpsichord

A Harpsichord is a musical instrument that is a source of High Culture recreation and is a requirement for specific titles.
== Acquisition ==
== Summary ==
Nobles can put on concerts with the harpsichord, similar to a party, giving a mood bonus to the noble and attendees.
Anyone listening to or playing the harpsichord receives a thought for as long as it is being played. It can be heard within a radius of 16 tiles. Pawns with Hearing do not get the mood bonus.
The harpsichord cannot be played if the pawn has a manipulation capacity of 0%.
== Analysis ==
Concert_Harp.png|Pawns attending a harp concert that is held by a noble
Harp_Harpsichord.png|Two pawns playing the harp and the harpsichord, with a third pawn walking by
== Trivia ==
It plays a section of Bach's "Tocatta and Fugue in D Minor".
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2559 - No longer crafted at the art bench.
* 1.2.2719 - Humans with 0% hearing no longer get thoughts from listening to instruments. Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.
* 1.3.3067 - Fix: Musical instruments don't give recreation.
Category:Recreation
Harvest

left Harvest marks plants to be harvested by colonists assigned to Plant cut. Characters assigned to Grow also harvest but with the intention of clearing the area to plant new crops. Harvesting of plants provides edibles such as agave, berries, rice, potatoes, corn, haygrass, and processable herbs like smokeleaf, psychoid leaves, hops, healroot and devilstrand. Plants that haven't borne produce will be destroyed in the process.
This should not be confused with the term "Harvest" that is also a term used in medical operations, meaning to remove a body organ from a donor, usually with intent to transplant the organ to another patient or sell for profit. Harvestable organs in-game include: heart, lungs, kidney and livers.
Unskilled or injured characters can fail at harvesting, destroying the harvest.
Plants that are harvested at the first possible moment (at growth 65%) will only grant half of the total normal yield; this scales linearly towards full harvest as the growth percentage increases. This gives a slight penalty to early harvests. Also, damaged crops will have harvests reduced by up to 50%. 
Category:Orders
Hate chanters

Hate Chanters are a major threat from the Anomaly DLC. Hate Chanters require a level 1 monolith or higher.
== Summary ==
A large number of horax cultists spawn on the edge of the map, move in about 20-30 cells and start hate chanting.
Hate Chant gives a colonist mood debuff of , then periodically intensify to / / / . Other than the mood debuff, there is no effect. The mood debuff is scaled by psychic sensitivity, meaning that psychically deaf pawns aren't affected by the chant.
The cultists are all inhumanized, which means they can withstand very low temperatures and have pain. Note that this pain effect is an offset not a multiplier.
While they are chanting, chanters also have the Psychic trance hediff, which reduce their needs as follows:
* Hunger Rate: 
* Rest Fall Rate: 
Cultists with ranged weapons also have 1 charge of death refusal.
The cultists are ignored by arriving visitors and caravans, but they will be attacked by leaving visitors and caravans.
The chanters will ignore being attacked or killed and continue chanting until 10% to 30% of their number are downed or killed. Then they will start their attack. Unlike other human raiders that will break and retreat once a certain number have been downed, hate chanters will fight until the last person has exhausted their death refusal.
== Analysis ==
It isn't worth it to wait the cultists out, as they will chant for a very long time before collapsing from malnutrition. But if you wait long enough, some of them will collapse first, triggering an attack from the remaining cultist. This attack will be weaker due to the effect of malnutrition
To stop the chant early, you need to send your colonists out and kill enough chanters for the to trigger their attack. You should pick up ranged weapons dropped by the cultists, as their owners have death refusal and will pick up nearby weapons when they resurrect. It is advisable to injure the cultists instead of outright killing them, because you will get to deal more damage before the attack begin.
Before the cultist attack, it's better to avoid bleeding the cultist because it may cause the cultist to collapse, triggering the attack at unexpected times. Painful kinds of damage such as fire or acid burn should also be avoided for the same reason. When enough cultist have been injured, cause fatal bleeding to some more cultists then move your fighters inside and wait for the attack. If the cultists start to collapse from bleeding before you finish, move your fighter inside because an attack might be imminent.
Due to the reduced pain from the inhumanization hediff, cultists almost always fight to the death. They are much more dangerous than normal raiders.
Haul things

left
The "haul things" order marks chunks and other items to be hauled to stockpile zone. Most other items are automatically "haulable" so long as they are not forbidden. For any item, you may have to allow the item or set a valid stockpile zone for it to be hauled. 
This order is carried out by colonists assigned to haul in the work menu.
== Version history ==
HaulOld.png|Old Haul icon
Category:Orders
Hay

Hay is the fastest produced food source, acquired by growing and harvesting haygrass. It's great for efficiently feeding animals, and can be used for straw matting. It cannot, however be used for training animals.
It is inedible to humans unless prepared as an ingredient in kibble, and doing so gives your colonists a brutal mood Ate kibble bad thought.
== Usage ==
== Gallery ==
Hay a.png|One hay
Hay b.png|Partial stack
Hay c.png|Full stack
== Version history ==
* 0.12.906 - Added
Hay old.png|Old texture
Category:Food Category:Raw Food Category:Vegetarian
Headwrap

Headwraps are a form of clothing added by the Ideology DLC. Traditional head coverings.
== Acquisition ==
 Leathers cannot be used to craft broadwraps.
They can also be purchased from traders, and found on pawns from factions with them as an ideoligious headwear requirement.
== Analysis ==
The headwrap doesn't stand out in any field. It provides no social bonus, and has poorer insulation than the similarly priced bowler hat. It has more armor than the hat, but a steel simple helmet is better than all but headwraps made of the a rare hyperweave, which is better spent elsewhere. If short on metals or flush with textiles, then the broadwrap has the same armor rating, superior coverage, and better insulation and is only slightly more expensive. This leaves the headwrap without a niche, and most players will find no use for it outside of finding one, aesthetics, or random selection as an ideoligion's headwear. 
== Version history ==
* Ideology DLC Release - Added.
Category:Clothing
Healing enhancer

The Healing Enhancer gives a pawn that's been implanted with it a Natural Healing Factor of x150%, allowing them to heal wounds faster.
== Acquisition ==
A healing enhancer itself can be found installed in characters from Ancient shrine, and can be harvested from them without incurring a mood penalty
== Summary ==
Summary stuff goes here
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and a Medical skill of 5.
If the operation fails, the part will be destroyed.
== Analysis ==
A healing enhancer can be installed on pawns that are expected to get hurt a lot, usually it's the dedicated fighters and especially the brawlers. It allows them to heal injuries faster, reducing the chances that a new immediate threat will appear before the main defenders are able to fully recover from a previous encounter or a spontaneous social fight. Combined with a hospital bed, even major combat wounds will take people out of action for a much shorter time.
It Increases their "Natural Healing Factor" by x1.5.
The healing enhancer also stacks with the superfast wound healing gene, making the healing speed of the pawn become ≈ 5.33 times faster than the default.
Category:Medical Item Category:Body Part Category:Implant
Healroot

Sowing healroot requires a minimum growing skill of , but any colonist capable of plant cutting can harvest them.
Each healroot plant yields 1 herbal medicine when fully grown. Harvesting it early results in a chance of failing to receive anything from the harvest even though it is not marked as failed.
One important difference from most domesticated plants is that Healroot can withstand winter temperatures. Thus, when planted outside after early spring it attracts wild herbivores and can be used as bait. If you are not ready to shoot these animals and protect your crops, then may be worth walling them off. A herd of Thrumbos (or even a single one for that matter) will be destructive to your Healroot farm if left unprotected.
There is a variety that can be found naturally growing in , known as Wild healroot. Wild healroot is statistically identical to normal healroot, except it cannot be cultivated manually and instead spawns in the wild.
==Usage==
Healroot matures slowly (see table, below). Take note that 1 Healroot plant, when mature, produces 1 herbal medicine while a fight can easily cause a half-dozen injuries to a colonist, or more for a particularly long fight. Consider planting larger healroot zones; a few too many is better than too few, and besides, many traders value them.
==Temperatures==
* Maximum growth temperature 
* Minimum growth temperature 
* Optimal temperature [citation needed]
* All Healroots survive 
==Growing==
See table below for grow rates...
== Version history ==
* 0.8.657 - Added as Xerigium. Can be farmed and refined into herbal medicine. 
* 0.13.1135 - Name changed from Xerigium to Healroot and sprite changed 
* Beta 19/1.0 - Grow days 6.5 -> 12, sow and harvest work increased significantly. Min fertility 50% -> 100%. 
* 1.3.3066 - Nutrition increased from 0.15 -> 0.2
Xerigium.png|Xerigium Sprite
Category:Plants
Category:Domesticated plants
Category:Resource plants
Health Difficulties

:Main article: Health Difficulties
These are the general types of injuries that can be inflicted on a colonist. A bladed weapon would cut you, while a firearm would inflict gunshots, etc.
A table of the default health difficulties for RimWorld damage.
Name 	PainPain per point of damage. See pain for how it works. Injuries to artificial parts do not cause any pain.	Scar painPain per point of damage from scars. See pain for how it works.	Old Label 	Combines?Whether or not this injury stacks to become something like 'Burn ×2'	Bleeding	Infection Chance Base chance of getting infected if left untreated.	Become Old Chance	Naturally Heals	DestroyedPrefix for external injuries that result in body part loss (e.g. Shot off left arm).	Destroyed OutPrefix for internal injuries that result in body part loss (e.g. Torn out kidney).	Treated 	Inner Treated	Solid Treated
Beam Burn 	1.25 	0.625 	Old beam wound	No 	6% 	30% 	?% 	Yes 	Burned off 	Burned out 	Bandaged	Sutured 	Set
Burn 	1.875 	0.625 	Burn scar 	Yes 	0% 	30% 	1% 	Yes 	Burned off 	Burned out 	Bandaged	Sutured 	Set
Chemical BurnUsed when a pawn with Death acidifier hediff is killed. 	1.875 	0.625 	Burn scar 	Yes 	0% 	30% 	1% 	Yes 	Burned off (chemical) 	Burned out (chemical) 	Bandaged	Tended 	Tended
Crush 	1.25 	0.625 	Scar 	Yes 	1% 	15% 	1% 	Yes 	Crushed 	Crushed 	Bandaged	Sutured 	Set
Crack 	1.0 	0.625 	Scar 	?Not defined in the files whether or not it combines. 	0% 	0% 	0% 	Yes 	Shattered 	Shattered 	Set 	Set 	Set
Cut 	1.25 	0.625 	Cut scar 	Yes 	6% 	15% 	1% 	Yes 	Cut off 	Cut out 	Bandaged	Sutured 	Set
Surgical Cut 	1.25 	0.625 	Cut scar 	Yes 	6% 	15% 	1% 	Yes 	Cut off 	Cut out 	Bandaged	Sutured 	Set
Scratch 	1.25 	0.625 	Scratch scar 	No 	6% 	15% 	1% 	Yes 	Torn off 	Torn out 	Bandaged	Sutured 	Set
Bite 	1.25 	0.625 	Bite scar 	No 	6% 	30% 	1% 	Yes 	Bitten off 	Bitten out 	Bandaged	Sutured 	Set
Stab 	1.25 	0.625 	Stab scar 	No 	6% 	15% 	1% 	Yes 	Cut off 	Cut out 	Bandaged	Sutured 	Set
Gunshot 	1.25 	0.625 	Old gunshot 	No 	6% 	15% 	1% 	Yes 	Shot off 	Shot out 	Bandaged	Sutured 	Set
Shredded 	1.25 	0.625 	Scar 	Yes 	6% 	20% 	1% 	Yes 	Torn off 	Torn out 	Bandaged	Sutured 	Set
Bruise 	1.25 	0.625 	Old bruise 	No 	0% 	0% 	0% 	Yes 	Destroyed 	Destroyed 	Bandaged	Sutured 	Set
Frostbite 	1.25 	0.625 	Frostbite scar	Yes 	0% 	25% 	1% 	Yes 	Lost to frostbite 	N/A Internal organs cannot be affected by frostbite. 	Bandaged	Sutured 	Set
Missing Body PartOnly applies to missing limbs. No values provided besides a name. Cannot be treated except for limb/organ transplants.	- 	- 	- 	- 	12% 	- 	- 	- 	Gone 	Gone 	- 	- 	-
MiscDefault/debug damage type. Doesn't occur in the normal game. 	1.25 	0.0 	Scar 	No 	6% 	? Undefined. 	1% 	Yes 	Destroyed 	Destroyed 	Bandaged	Sutured 	Set
Category:Health
Hearing

== Effects ==
Hearing has a number of unique interactions with other mechanics, beyond the traditional effects on stats.
Pawns with Hearing do not get the mood bonus from musical instruments, or the mood penalties from disturbed sleep or crying babies. They also have no opinion towards pawns with Annoying voice or Creepy breathing.
Animals also have a Hearing capacity, but it's not clear if it affects any of their stats.
== Affected stats ==
== Factors ==
The following factors affect Hearing:
=== Base factors ===
* Ear efficiency. 100% importance, no allowed defect, no max.
** The game assigns 75% weight to the stronger ear and 25% weight to the weaker, so entirely losing a single ear reduces hearing by 25% rather than 50%. As such the effects on Hearing of each change to Ear efficiency are displayed in the table below rather than listed with each entry.
** Hearing loss: Part efficiency offset . 
** Cochlear implant: 65% part efficiency.
** Bionic ear: 125% part efficiency.
=== Offsets ===
The following offsets affect Hearing:
* Dementia: 
** Note, that as dementia also inflicts a -15% Consciousness penalty, this is effectively a to Hearing.
* Sensory mechanites: 
== Version history ==
* 1.2.2719 - Humans with 0% hearing no longer get thoughts from listening to instruments.
Category:Capacity
Heater

== Acquisition ==
== Summary ==
Heaters are placed on the floor. Unlike most objects, they can't be rotated, but can be uninstalled. A powered heater will warm up an enclosed room up to the target temperature, ignorant of placement. A heater in the corner of the room is as effective as a heater placed in the center. The heat naturally spreads throughout rooms, sped up by open doors or vents. One heater can only warm so much, and factors like room size may make the target unreachable - see Temperature for more details.
Heaters have two states of power consumption: high and low. 
*A heater that is actively heating consumes 175W (high power).
*If the target temperature is reached, a heater consumes 17 W (low power).
As heat constantly spreads to colder surroundings, heaters often remain at high power. If you have multiple heaters in a room, you can exploit this by having each one be 1 degree higher than the last - one will actively heat the room, while the others will be in low power state.
Heaters can theoretically warm up to 1800 degrees, total - 1 tile by 1800 degrees, 50 tiles by 36 degrees - but this is before considering heat leakage. Simple testing reveals that with an exterior temperature of , a single heater with a target temperature of about can maintain a room with a 9x9 exterior. A single heater with a target temperature of can maintain a room with an 11x11 exterior.
In addition to providing heat, the heater will illuminate each tile surrounding it with ~50% light level (Lit), dropping to <10% light level (Dark) at two tiles.
== Analysis ==
Heaters are very helpful in cold biomes, and useful in temperate biomes during winter or a cold snap. If a pawn is too far below their Minimum Comfortable Temperature, they are vulnerable to the potentially lethal Hypothermia and Frostbite, and receive the Cold negative moodlet. Warm clothing like parkas instead increase the comfortable temperature range, but clothes must be fitted for every pawn. A colonist sleeping under gives them the -4 Slept in the cold moodlet, regardless of warm clothing.
Heating is necessary to grow crops outside of their growing season. As heaters require an enclosed and roofed room to function, a sun lamp must be used to provide light. This is the only way to grow crops in extreme biomes like an ice sheet. Hydroponics, combined with a heater and sun lamp, may be used to grow crops where there is no soil.
If resources and/or electricity are unavailable, a campfire may be used instead. They are much less wood efficient than multiple heaters and a wood-fired generator, and their temperature can't be controlled, so pawns may instead be disgruntled by the heat.
== Version history ==
* 0.8.657 - Added
Category:Temperature
Heavy bandolier

The heavy bandolier is a piece of apparel added by the Biotech DLC. 
== Acquisition ==
== Summary ==
Offsets the Ranged Cooldown Multiplier of the wearer by , meaning that weapons cooldown in 80% of the time they otherwise would. This reduction is not affected by quality, though the usual apparel stats are affected as normal.
The exact gain depends on the weapon. Each weapon has an Aiming Time, Burst Time, and Cooldown Time. The heavy bandolier reduces cooldown only. Therefore, the longer a weapon's cooldown is relative to its aiming and burst time, the greater impact the bandolier has. For the same reason, reducing the pawn's Aiming Time, such as with trigger-happy or shooting specialist, gives the bandolier a proportionally greater effect.
== Analysis ==
Heavy bandoliers is an important gear for all shooters. It provides the highest boost for weapons with short aiming time, such as revolvers, assault and charge rifles. A pawn with assault rifle and heavy bandolier deals more damage than a similar pawn with charge rifle. For late-game pawns with arm replacements, bandoliers provide even more benefit againts power armors since the arms are now protected by the flak vest.
Before you have access to protective textiles, heavy bandoliers can be useful for any colonist, including non-nudists. While a duster made out of cloth is unlikely to actually protect from bullets, a cloth heavy bandolier will at least make your colonist shoot faster. Keep in mind that bandoliers provide little insulation. If it's too hot or cold, you may want a duster or parka for daily use, even if all you have is cloth.
By the time you have access to devilstrand dusters, flak jackets, or equivalent, the argument for heavy bandoliers starts to wane. Damage causes pain, which lowers pawn efficiency. Bandoliers can definitely be useful in situations where pawns don't get hit. It works well for kiting. In a killbox, damage is often the main limiting factor. Even then, you'll often want to use a more protective piece of gear for your "essential" pawns, since there's always a chance of something going wrong.
The protection and insulation offered by the bandolier is almost negligible outside of high qualities and high tier materials. But the effect on cooldown is not affected by material or quality. As such, if only the buff is required, the worst quality and cheapest material can be used to minimize wealth and cost while still being fully functional. 
Bandoliers can be worn over flak vests, meaning a colonist doesn't have to be completely unprotected while wearing one.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3525 - Fix: Bandolier has incorrect unfinished thing.
Category:Clothing
Heavy charge blaster

The heavy charge blaster is an mechanoid-only ranged weapon. It is the main armament of the centipede blaster. 
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Heavy charge blasters spawn on all centipede blasters, including those gestated by a colony. However, it is not possible to obtain it directly in normal play. Pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.
== Analysis ==
Like the Minigun, it is an excellent crowd control weapon, dealing heavy damage against groups of targets, but its low accuracy makes it less effective against scattered or individual targets. With 90% of the range of a minigun, the Heavy charge blaster does 50% more damage per hit with 50% better Armor penetration. A fearsome weapon!
== Version history ==
* Beta 19 - no longer has a forced miss radius allowing it to hit single targets, but in turn received an accuracy penalty. It also received a damage buff.
* 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.
Heavy Charge Blaster Old.png|Old texture. Replaced sometime prior to 0.10.785
Category:Weapons Category:Mechanoid Weapons
Category:Unobtainable items
Heavy fur

== Acquisition ==
The following animals provide heavy fur.
== Usage ==
Heavy fur can be used to craft and build the following things:
== Analysis ==
Heavy fur is the 5th most protective textile against sharp and blunt, and tied 3rd against heat. It is the 4th best for cold insulation in the game. Only thrumbofur provides better protection and cold insulation.
In cold biomes, heavy fur is very useful against cold. For example, a heavy fur tribalwear can allow a pawn to wear a duster or jacket of a more protective, but less insulating material. In very cold biomes, like the ice sheet, heavy fur parkas offer a great mix of protection and cold insulation.
Outside of cold biomes, it should be replaced by better materials like devilstrand whenever possible. Prioritize your best material for dusters, where they will have the greatest impact. If you are limited on better textile, use extra fur for pants and button-down shirts. Heavy fur is strong enough where even pants provide some protection against bullets.
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 redundant as clothing, it is a decent choice for furniture beauty.
== Gallery ==
Heavyfur a.png|One heavy fur
Heavyfur b.png|Stack of heavy furs
== Version history ==
Heavy fur is a new leather type added in 0.19/1.0. It merges the different fur types from large animals from earlier versions.
Category:Material Category:Textile Category:Leather