nyuuzyou/wikis huggingface dataset:
Animalist slab (medium)

An animalist slab (medium) a floor covering added by the Ideology DLC. It is a smaller counterpart to the animalist slab (broad). 
== Acquisition ==
== Summary ==
The animalist slab significantly increases the dominance of the style to those who see it and is also moderately beautiful. As it is not an edifice, other buildings can be built on top of it. There are several possible varieties of texture used - the texture is determined randomly upon completion.
It has has no effect on move speed and cleanliness. For these, the stats of the floor or terrain beneath the rug is taken into account.
== Analysis == 
This slab is made of wood, which means it is inherently flammable and doesn't gain the benefits of the beauty modifiers of stone. This makes it directly inferior to the morbid slab (medium), which has the same base beauty of 15 but gains extra beauty from the multipliers of the stone used to make it. This puts it on par with three of the five other floor decorations available. Out of those three, it is completely identical to the totemic slab (medium) as they are both made out of wood. Wood is generally a bit more consistently available than cloth for the rustic rug (medium) or steel for the spikecore floor-star (medium). Of course, which one of these will end up being built in your colony will depend on the style of your ideoligion.
Walls can be constructed over slabs, and slabs can be constructed "under" walls. This means that some of the slab can be "buried" in a wall, and the full beauty modifier is still added to the room. By doing this, a smaller room can fit more slabs in an aesthetically pleasing way - for example, building a 9 by 9 room over 9 slabs, with the outermost of them sunk into the walls by one tile. Wood is usually easy to come by, and the beauty modifiers of the floor they are built on will still apply with a slab on top, so if resources permit it then there is no reason not to build slabs anywhere they can fit for free beauty points.
== Gallery ==
Animalist slab (medium) A wood.png|Variant A
Animalist slab (medium) B wood.png|Variant B
Animalist slab (medium) C wood.png|Variant C
== Version history ==
* Ideology DLC Release - Added.
Category:Floor
Animals Learning Factor

== Factors ==
* Precepts
** Ranching:
*** Central: 
Learning rate for animals skill is determined by:
 Passion level × Global Learning Factor × Animals Learning Factor = Animals Skill Learning Rate
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:AnimalsLearningFactor
* Label:animals learning factor	A multiplier on the learning rate for animals skill.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Hide At Value: 
* Min Value: 
* Scenario Randomizable:	- 	3500
== Version history ==
Animus stone

An Animus stone is a type of furniture added by the Royalty DLC at which a pawn can meditate to regain psyfocus.
== Acquisition ==
Animus stones cannot be crafted, and must be either bought from traders (tribal faction settlements only) or received as a quest reward.
== Summary ==
Animus stones are a natural meditation focus. They have a base meditation focus strength of 34%.
Like other natural focus objects, its effectiveness is reduced by artificial buildings within a 34.9 tile radius. Note that this does not include flooring and torch lamps. The reduction is set by the following curve:
Artificial itemsin range	Strengthoffset	Graph
0 	0% 	
5 	 	
10 	 	
50 	 	
 
Animus stones give psyfocus per day to nearby natural focus objects, including other animus stones. Up to four additional animus stones can attach to a focus. Thus the maximum meditation focus of an animus stone is 42%, reached with a total of five animus stones.
== Analysis == 
Animus stones are the strongest Natural meditation focus, 6% stronger than the anima tree. However, the anima tree has the benefit of the anima tree linking ceremony, giving pawns access to a higher level of psylink. If psyfocus is needed now, though, the animus stone is the best option for Natural meditation pawns.
Compared to other foci, natural focus has the disadvantage in that they should be placed far from artificial buildings. This increases travel time and reduces efficiency of this focus. The animus stone has a high psyfocus power, but the travel time can end up making the animus stone less efficient than other types of foci.
== Version history ==
* 1.1.2647 - Added.
* 1.1.2654 - Increase psyfocus gain of animus stone from 25 to 34.
* 1.2.2719 - Fix: Just claimed artificial structures don't affect nature focus objects.
Category:Furniture
Anomaly (Buildings)

{| align=center | |}
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Anomaly (Buildings) are buildings that are listed in the Anomaly-tab of the architect menu.
 	 	 	 	 	 	
Atmospheric heater	Bioferrite harvester	Bioferrite shaper 	Electric inhibitor	Electroharvester	Frenzy inducer 	Holding platform
 	 	 	 	 	 	
Holding spot 	Proximity detector 	Psychic ritual spot	Serum lab 	Shard beacon 	Shard inhibitor	Sleep suppressor
Category:Buildings
Apparel layers

Each item of or utility gear is worn on a specific location of the wearer's body. That location is determined by two things:
# The body part groups it covers.
# The layer or layers it occupies.
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers. 
Layers are also used to determine the order in which are performed, with the outermost layer's armor applying first, and progressing through the layers until the attack is stopped or there are no more layers.
The layers, from innermost to outermost, are: 
* Skin: The closest layer to the body, and mostly used for apparel below the head.
* Middle: The second closest layer to the body, and mostly used for apparel below the head.
* Outer: The third layer from the body, and mostly used for apparel below the head. Note that it will be displayed on the pawn's sprite above all other layers, even though it is considered below the following layers for actual mechanical effects.
* Belt: Technically the fourth layer. A distinct layer for utility items to allow them to be worn alongside any other apparel but not with each other. 
* Headgear: The fifth layer, and used for headwear. There are several items that cover body parts typically covered by the other layers however, in which case this will be above them.
* Eyes: The outermost layer. A distinct layer only used for the blindfold to allow it to be worn alongside headwear.
Which body parts currently have items that occupy each of the layers is shown in the table on the below; layers and body parts which are not currently used by gear were omitted. As such, the hands and feet which are not covered by any apparel or any layer, are omitted. 
 	 	Skin 	Middle 	Outer 	Headgear	 	Belt 	Image
Full Head	Head, Ears, Nose, Jaw, Eyes	 	 	 	× 	 	 	
 	Head, Ears 	 	 	 	× 	 	 	
 	Eyes 	 	 	 	 	×	 	
Shoulders	Left & Right Shoulders 	×	×	×	 	 	 	
Arms 	Left & Right Arm 	×	×	×	 	 	 	
Torso 	Torso 	×	×	×	 	 	 	
Waist 	Waist 	 	 	 	 	 	×	
Neck 	Neck 	×	×	×	× 	 	 	
Legs 	Left & Right Leg 	×	×	×	 	 	 	
|Human Body Clothing Coverage Areas
=== Examples ===
* You can't wear pants as well as tribalwear, since both cover the "skin" layer and cover the legs.
* You can wear pants and a button-down shirt, since while they both use the "skin" layer they don't cover the same parts.
* You can wear pants and a duster, since while they both cover the legs pants use the "skin" layer while a duster uses the "outer" layer.
=== Comparison table ===
Name	Name	Covers Full Head	Covers Upper Head	Covers Shoulders	Covers Arms	Covers Torso	Covers Neck	Covers Legs	Occupies Skin	Occupies Middle	Occupies Outer	Occupies Head
Category:Game mechanics
Archite capsule

Archite capsules are exotic resources that are spent when adding archite genes to a xenogerm.
== Acquisition ==
Like all archotechnology, archite capsules cannot be crafted. Instead, they can only be acquired through trade with tradeships, caravans, and faction bases, or as a reward for performing quests. Exotic goods traders will usually carry a few.
 Number of Capsules per Trader
 	Base 	Caravan 	Visitor 	Orbital
Neolithic	Can't sell 	Can't sell 	Can't sell	N/A
Outlander	50% chance of 025% chance of 125% chance of 2	90% chance of 010% chance of 1	Can't sell	50% chance of 150% chance of 2
== Summary ==
Archite capsules are necessary for applying archite genes to a xenogerm. These genes each have an archite capsule cost, denoted by the symbol. Archite capsules will be loaded into the gene assembler before recombination begins, and will be consumed by the process.
In order for the archite capsule to be used by the gene assembler, make sure to have a genepack with archite metabolism requirements. Then have the archite capsules put into the same room as the gene assembler with a stockpile zone for the capsules. The gene assembler will then recognize the archite capsules and use them when you make your genepack. One of the colonists will load the gene assembler with the archite capsules and your main research colonist will make the progress time move faster.
Archite capsules are safe from deterioration, and cannot be burned. However, they can still be stolen, smashed, or blown up.
== Analysis ==
Archite capsules are largely common when it comes to buying them from traders and settlements. This means that you dont need to buy them early and keep them until the research is done, you can wait and spend silver on more useful early game items. The archite genes are extremely powerful, but are largely combat pawn based, with scarless meaning less permanant injuries, deathless can allow pawns to become almost invinicible (since they can only be downed most of the time and perfect immunity meaning they cannot get infections, and will not die from regular illness. Non combatant pawns can also be greatly improved, simply using arcite metabolism to make pawns better at the skills they need or give them good genes, perfect immunity allowing them to be immune to diseases will always be useful and, ageless and non-senescent can be put onto older pawns meaning that they will not develop age related diseases, which can help them last longer. The gene implanter can allow you to duplicate expensive genomes however it has a long cooldown and so it mostly will act as a suplement if you want to give the genome to a lot of colonists.
== Version history ==
* Biotech DLC release - Added
Category:Exotic Item
Architect

----
== The Menu ==
 
The architect menu is the most used menu in the game, and for good reason, it allows you to carry out most of the games actions.
* The Orders tab gives you access to tools to direct your colonists actions, things such as chopping wood and hauling things. There is a useful plan tool as well, which allows you to draw out your plans without your colonists wasting resources.
* The Zone/Area tab gives you access to an ability to make Stockpile zones, expand your home area, and important zones to grow crops.
* The Structure tab allows you to build walls, doors, and autodoors to keep animals and the cold out.
* The Production tab contains all of the things your colonists need to refine raw resources, ranging from the neolithic crafting spot to the spacer fabrication bench. Don't forget to put a chair so they'll have some comfort!
* The Furniture tab contains mainly decorative objects to keep your colonists happy, but also has key objects such as beds for both colonists and animals and various forms of lamps.
* The Power tab contains useful things such as solar panels, wind turbines and batteries, which is needed to power things such as standing lamps and coolers, and power conduits to connect it all up.
* The Security tab has objects which allow you to handle pesky raiders and mechanoids much more easily with the help of sandbags, turrets, mortars, and traps.
* The Misc tab contains things which do not belong anywhere else, like Comms consoles and graves.
* The Floors tab allows you to build floors which usually increase the beauty of the room it's built in, and also increase walking speed if a colonist is walking on it.
* The Recreation tab allows you to build objects which increase colonist's recreation, stopping them from going into a berserk rage and punching out your janitor.
* The Ship tab contains all of the things you need to build in order to blast off and finish the game.
* The Temperature tab has all the objects you need to build things such as a walk-in freezer or a heating system.
Category:RimWorld game
Archonexus core

The archonexus core is a structure added by the Ideology DLC. It acts as the final site for endquest The Archonexus.
It is one of a number of archotech structures alongside the archotech tower, major archotech structure, and grand archotech structure. 
== Summary ==
Activating the archonexus core will trigger the Archonexus ending, permanently ending your game. You are unable to continue with colonists left behind. However, you can load a previous save, if available. You do not need to kill the mechanoids around the core in order to activate it.
Every it emits a pulse that damages and kills any plants (Excluding Anima trees) by 10 HP within 32 tile radius. It also frequently spawns anima trees and grass in a ring around itself.
== Version history ==
* Ideology DLC Release - Added.
Category:Miscellaneous
Archotech arm

== Acquisition ==
Archotech arms cannot be crafted. They can only be obtained through trade, as a reward from quests, from raiding ancient shrines, from security and hermetic crates.
== Summary ==
=== Body part ===
Archotech arms replace the user's organic arm up to and including the shoulder. They are universal and can be installed on either the left or right. The archotech arm has a part efficiency of 150%. This not only fully replaces the functionality of a normal arm - when coupled with the arm body part having a Manipulation importance of 50%, it results in an increase in manipulation of 25% over natural for each archotech arm installed. Manipulation, in turn, affects a great many stats. For a full list of affected stats, see Manipulation.
=== Combat ===
An archotech arm replaces the natural "Fist" attack of the replaced arm with an over 70% more powerful, but otherwise equivalent, punch.
 
Name	Name 	Damage	DPS	AP	Damage Type
 	Human Fist	 	 	% 	
 	 	 	 	% 	
=== 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 has no Medical skill requirements.
If the operation fails even in a minor way the archotech arm will be destroyed.
== Analysis ==
Useful for everything affected by Manipulation including Cooking Speed, General Labor Speed, Carrying Capacity and many others. 
For combat, the increased manipulation significantly improves Melee Hit Chance. When melee fighting without a weapon, Archotech arms do 14 damage per attack, and 7 DPS. For unarmed combat, this is somewhat high, compared to the damage from fists and from bionic arms and is in fact roughly equivalent to Normal-quality steel mace. In core, this is only outmatched by the power claw, which does 22 damage and inflicts bleeding wounds, or dedicated implant weapons from the Royalty DLC such as the Venom talon.
While manipulation does affect Shooting Accuracy, no benefit is gained from having a manipulation over 100%. Thus, the archotech arm only improves the accuracy of pawns with damaged manipulation, and depending on the exact source of the manipulation penalty, potentially only improving it as much as having a bionic or even healthy natural arm already would. While the Archotech arm might not improve accuracy for a healthy shooter, it does create a reserve pool of extra manipulation; a shooter with >100% manipulation could receive a significant injury and continue shooting without decreased accuracy until they drop below 100%.
== Version history ==
* 0.19.2009 - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Archotech eye

The Archotech eye is an eye replacement which provides 150% sight efficiency. A superior version of the bionic eye. 
== Acquisition ==
Archotech eyes cannot be crafted. They can only be obtained through trade, as a reward from quests, from any kind of Flesh sack, from raiding ancient shrines, from security and hermetic crates.
== Summary ==
Archotech eyes replace natural eyes. Archotech eyes have a 150% efficiency, which results in a improvement to Sight if two are installed.
However, the game places 75% weighting on the more capable eye for the purposes of sight. Installing the first archotech eye on a healthy pawn would increase sight by , while the second would provide a increase.
=== 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 has no Medical skill requirements.
If the operation fails even in a minor way the archotech eye will be destroyed.
== Analysis ==
In a pawn with normal vision, installing a single archotech eye increases sight by , and a second increases it by to the expected 150%, since the game gives a greater weighting on the more capable part when calculating sight, with the best eye contributing 75% of a pawn's sight capability.
The Archotech eye can be very useful for combat, as sight enhanced above 100% greatly increases both melee and ranged accuracy. Cooking speed is also substantially improved. Sight above 100% also grants a bonus to melee dodge, medical tend quality, medical tend speed, and research speed. While most other skills are impacted by sight, the impact is capped at 100% sight, so the impact will only come into play if the colonist has their vision impaired for some reason. On the other hand, having sight above 100% can conceivably have some utility, even for skills capped at 100% as a form of reserve. For example, if a pawn has 120% sight, they could suffer a small wound to the eye, and still be performing skills as if they were uninjured, if the damage doesn't bring their sight below 100%. Under most circumstances, this would be a minor consideration, but could be useful in the very late end game when pawns don't have time to fully heal between raids.
A single archotech eye is enough to cap research and medical tend speed, and brings medical tend quality and melee dodge to very near their cap (138 / 140). Replacing the other eye with a bionic eye will hit these caps as well.
== Gallery ==
InstalledArchotechEyes.png|Archotech eyes when installed on pawns
ArchotechEye south.png|The texture for an installed archotech eye, south-facing
== Version history ==
* 0.19.2009 - Added.
* 1.3.3066 - Pawn texture added. Description changed from 
Description changed from changed to .
Category:Medical Item Category:Body Part Category:Artificial Body Part
Archotech leg

== Acquisition ==
Archotech legs cannot be crafted. They can only be obtained through trade, as a reward from quests, from raiding ancient shrines, from security and hermetic crates.
== Summary ==
Archotech legs replace the user's entire organic leg. They are universal and can be installed on either the left or right side. The archotech leg has a part efficiency of 150%. This not only fully replaces the functionality of a normal leg - when coupled with the leg body part having a moving importance of 50%, it results in an increase in moving of 25% over natural for each archotech leg installed. 
Moving, in turn, affects the following stats: . This results in a directly proportional change to a pawn's move speed, and an improvement in melee dodge chance equivalent to an additional levels of melee skill per leg replaced.
Each archotech leg results in  2800 increase in the affected individual's pawn value.
As an artificial part, archotech legs will give a mood buff to anyone with the body modder trait, and a mood penalty to anyone with the body purist trait.
=== Installation ===
Installing the part requires of work, 2x medicine of any quality and a medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails even in a minor way the archotech leg will be destroyed.
== Analysis ==
 Archotech legs are most useful for melee pawns who benefit from both melee dodge chance and movement boost that is useful for kiting and some other combat techniques.
Alternatively you can use your archotech legs for colony use, the best use is for haulers and cleaners but planters and miners also have need for movement speed (to outrun threats when far from the base or during too deep event) but hauling has a higher priority.
== Version history ==
* 0.19.2009 - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Archotech tower

Archotech tower is a structure added by the Ideology DLC.
They are one of a number of archotech structures, alongside the major archotech structure, grand archotech structure, and archonexus core, which are intermediate steps for the endgame quest The Archonexus.
== Summary ==
Archotech towers have no apparent function. They cannot be attacked, destroyed, or deconstructed by any means.
4 Archotech towers are placed near the major archotech structure when you begin the first part of the archonexus quest. 6 of them appear near the grand archotech structure of the third part of the archonexus quest, and more when you finally get to the archonexus core.
== Version history ==
* Ideology DLC Release - Added.
Category:Miscellaneous
Arctic fox

Arctic foxes, called arctic fox puppies as babies, are small, carnivorous animals. They are one of several different types of fox. 
== Taming ==
Arctic foxes can be tamed wild in biomes, randomly join your colony in an event, or be bought pre-tamed from a trading ship.
== Attacks ==
Arctic foxes have three types of attack: scratch (either forepaw), bite (teeth), and a blunt attack (head). In addition to the base damage, scratches and bites apply a stun for .
== Training ==
== Health ==
== Gallery ==
Fox arctic east.png|Facing east
Fox arctic north.png|Facing north
Fox arctic south.png|Facing south
Dessicated fox arctic east.png|Decaying
Category:Animals
Category:Wild animal