nyuuzyou/wikis huggingface dataset:
Gray pine tree

Gray pine trees are trees added by the Biotech DLC that can be found in the biomes. Like the Witchwood tree or Polux tree, they can survive in polluted terrain. They grow naturally, but the player can also sow them. These trees look ugly and don't yield as much wood as other trees do, but they require much less fertile soil to grow.
==Growing==
==Gallery==
TreeGrayPineA.png|Gray pine variant A
TreeGrayPineB.png|Gray pine variant B
TreeGrayPineC.png|Gary pine variant C
== Version history ==
* Biotech DLC Release - Added. 
Category:Plants
Category:Trees
Gray statue

Gray statues are structures added by the Anomaly DLC. They are only found within the Labyrinth and act as one-time triggers when a pawn comes nearby.
== Summary ==
Gray statues are found exclusively within the Labyrinth housed within a Warped obelisk.
The statues will activate when a pawn is up to 6 cells away from it, the teleport variant will teleport the affected pawn to a random location in the labyrinth, the deadlife dust variant will release a cloud of deadlife dust wich will expand to fill most of the room it is in and resurrect nearby corpses into shamblers.
These variants are typically easy to tell apart, the teleporting variant will typically be found in an otherwise empty room and the deadlife dust variant will be surrounded by corpses.
Gray statues cannot be obtained or destroyed.
== Analysis ==
(analysis)
== Variants ==
GrayStatueA.png|Variant A
GrayStatueB.png|Variant B
GrayStatueC.png|Variant C
GrayStatueD.png|Variant D
GrayStatueE.png|Variant E
== Version history ==
* Anomaly DLC Release - Added.
Gray surface

Gray surface is a terrain that appears exclusively in the Labyrinth.
== Summary ==
Gray surface is the prominent terrain of the labyrinth, only accompanied by a small amount of Void metal surrounding the obelisk. It has a move speed factor of , the same as most natural terrain.
== Analysis ==
It is neutral in all accords, providing no up or downsides. (except for the 87% move speed modifier.)
== Version history ==
* Anomaly Release - Added.
Category:Terrain
Gray wall

Gray wall is an indestructible wall found exclusively in the Labyrinth.
== Summary ==
Gray walls create an inescapable space outside of the generated rooms, requiring players to force open gray doors in order to explore further. Rooms in the labyrinth are generated with a 2 layer thick border of gray wall, only cut through with 1 tile wide hallways connecting rooms and the common case of two rooms generating 1 tile away from each other.
== Analysis ==
One tile wide walls can usually be used to identify adjacent rooms yet to be uncovered by fog, where the obelisk room seems very likely to connect to other rooms with 1 tile wide walls. With its circular shape, this can help to identify the location of this important room.
== Gallery ==
Gray wall.png|Single tile
Gray wall menu icon.png|Menu icon
Gray wall atlas.png|Atlas
== Version history ==
* Anomaly (DLC) Release - Added.
Category:Buildings
Grizzly bear

Grizzly bears are huge solitary omnivores found in . 
Although infamously bad-tempered, as wide-ranging creatures that will eat anything, grizzlies rarely are hungry enough to attack your colonists or their livestock without provocation. If they do, they present a problem even to industrial era-equipped colonies thanks to their wall of health and savage amounts of damage. If successfully hunted though, they provide large amounts of meat and valuable bearskin. 
They are identical to a polar bear, except for their appearance, habitat, comfortable temperature range, and wildness.
== Analysis ==
If they can be successfully obtained despite their % manhunter chance on failed taming attempts, bears make good haulers and melee blockers.
=== Comparison to other haulers ===
Animal 	Carrying Capacity	Move Speed	Hunger Rate	Training Decay
Bear 	 	 	 	
Wolf 	 	 	 	
Cougar/panther 	 	 	 	
Husky 	 	 	 	
Labrador retriever	 	 	 	
=== Comparison to other bulky attackers ===
Animal 	Health Scale	DPS	Move Speed	Hunger Rate	Training Decay
Thrumbo 	 	 	 	 	
Megasloth 	 	 	 	 	
Elephant 	 	 	 	 	
Rhinoceros	 	 	 	 	
Bear 	 	 	 	 	
== Attacks ==
Grizzly bears have two attacks: scratch (paw) and bite (teeth). Both attacks apply a stun for 7 seconds on their first strike when hunting.
== Training ==
== Health ==
== Gallery ==
Bear east.png|Grizzly bear facing east
Bear north.png|Grizzly bear facing north
Bear south.png|Grizzly bear facing south
Dessicated bear east.png|Grizzly bear decaying
== Trivia ==
* While in real life polar bears are significantly larger than grizzly bears, in RimWorld they are identical save for their habitat and cold resistance. 
Category:Animals
Category:Wild animal
Growth Vat Occupant Speed

== Factors ==
Issue 	Precepts 	Growth Vat Speed Factor
Growth vats	Essential	
* Pawns have a base of . This is typically not shown to players in the inspection panel.
* Pawns with the Growth Vats: Essential precept receive a increase to this stat.
This bonus only applies to pawns with the relevant Ideology and does not speed up the gestation of embryos or infants.
Biological Age 	Time in vat	Time in vat 	No Vat
Biological Age 	Base Vat 	Vats: EssentialGrowth Vats: Essential does not apply to pawns without the ideoligion, i.e. embryos and babies age normally.	400% AgingDefault child aging value from 0 to 11. Note that children will start to age slower from this speed after reaching 11 biological years of age. See Children#Aging for more details.
+1 YearAssuming a child between age 3 and 11	days 	days 	days
+3 Years 	days 	days 	days
Embryo to 0 	9 days 	9 days 	18 days
Embryo to 3 	days 	days 	days
Embryo to 18 	days 	days 	322 days
Age 0 to 3 	days 	days 	days
Age 3 to 13 	days 	days 	152.4 days
Age 13 to 18 	days 	days 	106.6 days
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:GrowthVatOccupantSpeed
* Label:growth vat occupant speed	A multiplier on how quickly this person will grow when in a growth vat.	
* Display Order:130
* Def Name:PawnMisc
* Label:Misc
* Display All By Default:	
* Default Base Value: 
* Hide At Value: 
* To String Style: PercentZero
* Show On Animals: 
* Show On Mechanoids: 
* Scenario Randomizable: 
* Cacheable:	
* Parts:
** StatPart_GrowthVatSpeedFactor	1850
== Version history ==
* Biotech (DLC) Release - Added.
Guest

A Guest is a friendly or neutral Human which is downed and rescued in an event or injury. 
In order to rescue a downed human, you need to have a vacant Sleeping spot, bedroll, bed, or hospital bed. Once your pawns reached the downed person and has taken them back to the vacant sleeping place, they will be identified as a guest.
If you select the "capture" option, the target will instead be arrested as a prisoner.
Keep an eye on the health condition of the downed person. Sometimes they are hurt seriously and very close to death. In these circumstances, it may be better to have a drafted pawn tend them before rescuing them.
==Transport Pod Crash==
A transport pod crashes nearby, ejecting its incapacitated occupant. If they belong to a friendly faction or a neutral refugee, you can rescue and treat them as a guest, or capture them as a prisoner. People crashlanding from hostile factions can only be captured and cannot be treated as guests.
Unaffiliated transport pod crash victims, or those from friendly factions, may choose to join your colony. If they will do so, they will do so as soon as they regain consciousness. If they recover from being downed, and they do not immediately join you, they are not going to do so voluntarily.
The guest will use any bed assigned for medical purposes. After they are fully healthy, the character will stand up on their own start to walk towards the edge of the map. If they are healthy enough to walk, you can force them to leave earlier. Make sure none of your other beds are set to Medical, then uninstall or deconstruct the sleeping spot or bed they are using.
In order to guarantee that the occupant joins in the long term, they can be captured and then recruited; note that capturing people belonging to factions will anger them. Releasing a member of most factions and allowing them to leave the map will improve your relations with that faction. The exceptions are the pirate factions and the savage tribe factions, which will always be hostile.
== Baby Transport Pod Crash ==
a transport pod crashes with a baby inside instead of the regular occupant and will always appear as a friendly faction/neutral refugee. You can choose to ignore it and let it starve to death, or adopt the baby by selecting it and clicking "Adopt". Sometimes, the corpse of the baby's parent can also appear next to it, still in pristine condition.
== Fallen visitor ==
Visitors may collapse due to environmental events such as a heatwave, opening the opportunity to treat them as well. Stripping a visitor doesn't have a negative impact on faction relations. Once the guest recovers, they will start moving towards a map edge to return home. A message will pop-up saying: "Because (name) exited the map healthy, relations with (faction) have improved by 12."".
File:Fallen visitor 1.png|Fell on the ground
File:Fallen visitor 2.png|Guest at hospital
Category:Characters
Guides

This page is a list of guides that can provide advice for players of RimWorld.
== Progression ==
* Quickstart Guides
* Basics
* Intermediate Midgame Guide
* Advanced Endgame Guide
== Scenarios ==
* Rich Explorer Guide
* Lost Tribe Guide
* Naked Brutality Guide
* The Mechanitor Guide
* The Sanguophage Guide
* The Anomaly Guide
== Survival ==
* Extreme Heat Guide
* Extreme Cold Guide
* Extreme Desert Guide
* Ice Sheet Guide
* Sea Ice Guide
* Events Guide
== Combat ==
* Defense tactics
* Offense tactics
* Weapon Guide
== Construction ==
* Colony Building Guide
* Defense structures
== Production ==
* Food production
== Misc ==
* Training
* Human resources (about using prisoners to their fullest potential)
* Money making guide
* Permadeath save conversion guide
* Slavery (Ideology mod) [External link]
* Ideology Min-Maxing
== Stubs ==
These guides are incomplete and are in need of content. All contributions are welcome.
* Alternative Playthroughs Guide
== User guides ==
These articles were written within userspace and therefore belong to their specific owners, modifying their content is discouraged unless explicitly permitted.
* Tribal Extreme Desert Guide (Gottoni)
* Tribal Ice Sheet Guide (Gottoni)
* Surviving Rimworld Zombieland Guide (JonN)
Guinea pig fur

== Acquisition ==
The following animals provide guinea pig fur. 
== Usage ==
Guinea pig fur can be used to craft and build the following things:
== Analysis ==
Guinea pig fur is one of the least protective textiles in the game, 3-way tied for 18th most protective. However it also has an exceptional cold insulation, market value and beauty factor. It is very similar Chinchilla fur but trades some item durability, market value and beauty for additional insulation.
Its poor protection means its utility as clothing is negligible outside of cold biomes. Guinea pigs themselves are fairly rare and have a very small leather yield, so almost any other leather or textile will likely be both more available and more protective. In cold biomes however, as guinea pig fur has the highest cold insulation of any textile in the game, tribalwear made from it can allow a pawn to survive without having to sacrifice the greater protection from a duster of a strong material for something warmer. In very cold biomes, very warm materials on all items may be required to survive. It has the lowest item durability of any textile as well however.
For use in furniture, its place as the textile with the 5th highest beauty factor and market value makes it a good choice for improving furniture beauty and room stats. However sourcing enough material to use this commonly will be difficult, as to gather enough fur for even a single armchair would require butchering of 7 guinea pigs. 
Guinea pig fur's high market value also make it a valuable commodity, especially if processed into a high quality item of clothing or furniture first. While the efficiency of raising guinea pigs for the slaughter is unknown, it is likely inferior to chinchillas and chinchilla fur for this purpose.
== Gallery ==
Guineapigfur a.png|One guinea pig fur
Guineapigfur b.png|Stack of guinea pig furs
Category:Material Category:Textile Category:Leather
Gunlink

The gunlink is a piece of headwear added by the Royalty DLC that increases the wearer's accuracy with ranged weapons but provides no protection or insulation.
== Acquisition == 
Alternatively, the armor can be received as a quest reward, purchased from traders, or found on Imperial forces.
== Summary ==
Gunlinks offer no protection or insulation but increase the wearer's shooting accuracy by +3.0. Gunlinks prevent the wearing of any other headgear. It does not count as clothing for nudity, such as for the nudist trait.
The table below shows post-processed shooting accuracy per tile of distance for each skill level, with and without a gunlink, assuming the pawn is healthy. It also shows the improvement to of wearing the gunlink at Short (12 tiles), Medium (25 tiles), and Long (40 tiles) ranges. That is; if it shows 200%, a pawn wearing the gunlink will deal 200% of the of an equally skilled pawn without a gunlink using the same weapon.
SkillLevel	Base 	WithGunlink	GL DPS %@ Short	GL DPS %@ Medium	GL DPS %@ Long	SkillLevel	Base 	WithGunlink	GL DPS %@ Short	GL DPS %@ Medium	GL DPS %@ Long
0 	89% 	93.5% 	 	 	 	- 	- 	- 	- 	- 	-
1 	91% 	94% 	 	 	 	11 	97.25% 	98% 	 	 	
2 	93% 	94.5% 	 	 	 	12 	97.5% 	98.167% 	 	 	
3 	93.5%	95% 	 	 	 	13 	97.75% 	98.333% 	 	 	
4 	94% 	95.5% 	 	 	 	14 	98% 	98.5% 	 	 	
5 	94.5%	96% 	 	 	 	15 	98.167%	98.666% 	 	 	
6 	95% 	96.5% 	 	 	 	16 	98.333%	98.833% 	 	 	
7 	95.5%	97% 	 	 	 	17 	98.5% 	99% 	 	 	
8 	96% 	97.25% 	 	 	 	18 	98.666%	99.125% 	 	 	
9 	96.5%	97.5% 	 	 	 	19 	98.833%	99.25% 	 	 	
10 	97% 	97.75% 	 	 	 	20 	99% 	99.313% 	 	 	
 
Note that shooting accuracy for the pawn has exponential decay calculated per tile, meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges.
For example:
* A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.9932 = 0.7249)
* With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.9832 = 0.5239).
== Analysis == 
The gunlink provides an additional +3 shooting accuracy, translating into an additional 3 levels of skill at the cost of providing absolutely no protection or insulation to the head. In normal firefights, the gunlink should be passed over for helmets, but should be prioritized over hats and masks. The gunlink is better used for snipers with a Sniper rifle to take out far away targets.
DPS Impact by Skill
== Version history ==
* 1.2.2753 - Added. Fix: Gunlink displays shooting accuracy stat offset as %.
* 1.4.3523 - No longer counts as clothing for nudity.
* 1.4.3563 - Reduce the frequency at which they appear in quest rewards, as they're overrepresented at low colony wealth values.
* 1.5.4241 - Gunlinks no longer have qualities.
Category:Armor
Gut worms

Gut worms are a parasitic disease that infects the stomach, causing pain and nausea and doubling the host's hunger rate.
== Stages ==
=== General ===
* Hunger Rate Factor: 
* Pain: 
* Vomiting ( of 1 day)
* , stacking with any mood effect from the pain.
== Progression ==
Gut Worms do not increase in severity over time, nor are they cured over time. Direct treatment is the primary way to cure it.
== Treatment ==
Gut Worms will be cured when the treatments performed on it reach a cumulative tend quality of 300%, thus it is important to maximize the Medical Tend Quality of the Doctor performing the tending and the quality of the medicine used. It takes 48 ingame hours (2 days, or ) between each treatment. For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 1 at 130% plus 2 at 85%.
=== Other treatments ===
* Administer healer mech serum - instantly treats the disease
* Install a bionic stomach (or other stomach replacements)
* Use the medic cycle of the Biosculpter pod
== Analysis ==
Frequently when Gut Worms strike a colony, several members will be affected at once. With multiple colonists vomiting, the base can quickly become very dirty. If this happens in the kitchen, the risk of food poisoning increases, risking further vomiting. If vomiting occurs while a pawn is eating a meal, the eating process is cancelled, and the pawn will have to start over after vomiting. 
If already malnourished when Gut Worms (or Food Poisoning) strike, this can be a real problem, as things can spiral out of control, and the malnutrition severity can progress, even while seated at the dinner table actively trying to eat a meal. Pemmican is said to be better than meals in this situation, because a pawn may successfully eat a few small pieces of pemmican before the vomiting begins again. In this case, the partial progress toward removing hunger is retained, and malnutrition may not advance. 
As with many other things in RimWorld, if Gut Worms are not managed well, minor problems can snowball into mental breaks, downing, death and loss of the entire colony. Preventative installation of a few bionic stomachs, especially in the main cook, is one possible strategy to help prevent future outbreaks of Gut Worms from dominoing out of control.
== Version history ==
* 0.13.1135 - Added.
* 0.19.2009 - Gut worms no longer always required 5 treatments regardless of quality, and instead is based on cumulative treatment quality.
Category:Disease
Hacking Speed

Its maximum possible value is .
== Offsets ==
The base value of 100% can first be modified by the following offset:
* Research specialists : +70%.
== Factors ==
After the offset is applied, it is further modified by the following factors:
* Intellectual : 75% plus 2.5% per skill level.
* Manipulation: 50% importance, 110% limit
* Sight: 50% importance, 110% limit
* Global Work Speed: no limit (effectively )
== Skill table ==
The table below assumes 100% Global Work Speed.
IntellectualSkill Level	Hacking Speed 	Hacking Speed 	Hacking Speed 	for Research specialists 	for Research specialists	for Research specialists
IntellectualSkill Level	100%Manipulationand Sight	110%Manipulationor Sight	110%Manipulationand Sight	100%Manipulationand Sight	110%Manipulationor Sight	110%Manipulationand Sight
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
== Version history ==
* 1.4.3523 - Fix: Global work speed not applying to hacking speed.
Hand tailor bench

The hand-tailor bench is used by colonists assigned to tailoring to produce clothing.
== Acquisition ==
== Summary ==
Hand tailor benches allow you to create apparel items from textiles, which counts as Tailoring work. The quality of apparel is determined by Crafting skill. 
If a job is interrupted for any reason, the tailor will drop the piece, usually on the workbench, and it will be in an unfinished state until they finish it. A pawn cannot work on another pawn's clothing. The piece will indicate the name of the tailor and how much work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored. It can connect to up to 2 tool cabinets to increase work speed.
Note that the hand tailor bench has a Work Speed Factor of , meaning that all bills will take x the listed time. For comparison, a powered electric tailor bench has a factor of 100%, and an unpowered electric tailor bench has a factor of 50% (the same as the hand tailor bench).
== Analysis ==
Hand tailor benches can be useful if you don't have Electricity yet, or if you don't want to spend components to make an electric tailor bench. If you build an electric bench, you can deconstruct the hand tailor bench to get some of your resources back.
The hand tailor bench may be kept around to act as a second weaker bench for grinding experience due to its 0.5 work speed factor and not requiring components to make. The more time spent crafting equals more experience gained.
Cloth is a cheap, growable material for clothing, though it offers poor defensive stats. Leathers offer somewhat better stats, though most leathers (like plainleather and lightleather) are just slightly better than cloth.
An effective tool for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, and you can leave the inferior quality clothes to sell.
== Version history ==
OldTailor.png|The Old Tailor Texture
Category:Production Category:Apparel Production
Harbinger seed

Harbinger seed can be planted to become a Harbinger tree.
== Acquisition ==
Harbinger seeds can be obtained through trading.
== Summary ==
Can be planted to grow a Harbinger tree, allowing you to control the precise location of the trees, as opposed to the semi-random growth of new sprouts within the proximity of mature Harbinger trees.
== Gallery ==
File:Harbinger seed a.png|One Harbinger seed
File:Harbinger seed b.png|Partial stack
File:Harbinger seed c.png|Full stack
== Version history ==
* Anomaly DLC Release - Added.
Category:Plant Matter
Hare

They are effectively identical to the snowhare, only differing in habitat, comfortable temperature range, and color.
== Analysis ==
Although typically a "real world" hare is larger than a rabbit, RimWorld hares produce the same amount of meat and lightleather as squirrels and rats. Further, despite any real-world expectations of "rabbit fur" parkas, slaughtering hares produces only lightleather, which has poor beauty and value, and no particular insulation benefits. It is also one of the least protective textiles in the game, making a hare farm a poor prospect.
However, hares make great cannon fodder. They move quickly, reproduce rapidly, can graze on grass or other vegetables, and are not pen animals. You can't train rabbits to attack, but you can set an allowed area in the general direction of raiders. In comparison, rats are easier to tame, are worth less, and can dispose of corpses, but are slower and have slightly less health.
== Training ==
== Health ==
== Gallery ==
Hare east.png|Facing east
Hare north.png|Facing north
Hare south.png|Facing south
Dessicated hare east.png|Hare decaying
== Trivia ==
Prior to the 1.3 changes to caravan speed calculation, large numbers of tamed hares could be used to increase the speed of any caravan they were a part of, as caravan speed was based on the average speed in the caravan. Being herbivores, they could freely graze while caravanning.
== Version history ==
* 0.8.657 - Added
* Beta 19/ 1.0 - Nuzzle interval 120 -> 72
Category:Animals
Category:Wild animal