nyuuzyou/wikis huggingface dataset:
Mindscrew

The mindscrew is an implant that permanently inflicts Pain to a pawn.
== Acquisition ==
== Summary ==
The mindscrew is installed in the brain. Once installed, it inflicts Pain on the pawn. With no other sources of pain, this inflicts a Consciousness malus, which in turn reduces many stats, and a // moodlet for normal, masochist, and Pain Idealizing pawns respectively. These thoughts do not stack, with the most positive taking precedent. The pain also brings a pawn closer to the Pain Shock Threshold. 
Finally, for psycasters, pain also adds a multiplier of 100% + 3 × Pain percentage to Neural Heat Recovery Rate, or assuming no other sources of pain besides the mindscrew.
Note that the effects of pain on mood and consciousness are not strictly linear, and the values may be different for pawns with other sources of pain. See the Pain article for details. 
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
If the operation fails, the part will be destroyed.
Once installed, it cannot be traditionally removed from a pawn, however see Removal below.
== Analysis ==
May be useful on masochists to give a permanent mood boost () to them, making them slightly less effective for work and combat due to the consciousness penalty and proximity to the pain shock threshold. Followers of an ideoligion with the Pain is virtue meme also benefit ( mood). On non-masochist pawns, the pain from the mindscrew gives a mood penalty.
The faster Pain Shock can be somewhat useful, as a downed pawn is taken out of combat. Pain can also be useful for psycasters, as a substantial increase in heat recovery rate that stacks multiplicatively with other boosts.
There is also potential synergy with the psychic harmonizer with masochists or, as psychic harmonizers only affect pawns of the implantee's faction, when used on prisoners. 
=== Removal ===
While you cannot traditionally remove the mindscrew, it is possible to remove it indirectly by destroying the head of the implanted pawn and then resurrecting the pawn using either a resurrector mech serum or death refusal.
This is not without issues however. First, consistently destroying the head can be difficult. With the Ideology DLC, extracting the skull from a dead pawn will do this reliably and safely, but without it, the best way is allow colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there the risks normally associated with resurrection remain, including dementia, blindness, and resurrection psychosis.
Alternatively, the effects of the mindscrew can be mitigated through the use of either a painstopper or pain-reducing drugs such as go-juice, with the usual benefits, side-effects, and downsides associated with those options.
== Version history ==
* Royalty DLC Release - Added.
Category:Medical Item Category:Body Part Category:Implant
Mine

left The mine order designates areas of stone, ore, or compacted machinery to be mined out. Colonists or slaves assigned to Mining will mine then mine the designated area, or can manually instructed to mine specific tiles. Mining these resources will yield an amount of resources or stone chunk at a rate dependent on what is mined and the Mining Yield stat of the colonist. The Mining Speed of the colonist and of what is being mined determined the speed at which the tile is cleared. 
Note that only those things listed above, or areas that are covered by fog-of-war can "hold" a mining designation. In the event that an open area is uncovered when mining or an ancient shrine in encountered, the designation placed on the affected area will be lost. If planning a base via the Mine order, overlaying with plans may prevent the design being lost if an open area is discovered.
Colonists can only mine tiles directly adjacent to their current tile and in four cardinal directions. They cannot mine diagonally.
== Version history ==
MineOld.png|Old Mine icon
Category:Orders
Mini-flameblaster

The mini-flameblaster is an mechanoid-only ranged weapon added by the Biotech DLC. It is the main armament of the scorcher. 
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Mini-flameblasters spawn on all scorchers, 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. It can also be selected as one of the items to migrate with when selling colony and proceeding to take your allowed 7 items with you and can then be used. (inconclusive information regarding drop disappearance when acquired this way, pawn carrying it was downed while traveling and it did disappear but not sure if it would have when dropped on map, if someone knows this edit this out)
== Summary ==
Has one of the shortest ranges in the game, at 4.9 tiles. However, this weapon can be fired in melee combat, a mostly unique property for ranged weapons. Creates fire on pawns.
== Analysis ==
?
== Melee attacks table ==
== Version history ==
* Biotech DLC Release - Added.
Category:Weapons Category:Mechanoid Weapons
Category:Unobtainable items
Mini-shotgun

The mini-shotgun is an mechanoid-only ranged weapon added by the Biotech DLC. It is the main armament of the militor. 
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Mini-shotguns spawn on all militors, 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 ==
?
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3531 - Decreased damage from 12 to 10. Increased cooldown from 1.5 to 1.7 seconds
Category:Weapons Category:Mechanoid Weapons
Mini-slugger

The mini-slugger is a turret-only ranged weapon. It is the main armament of the mini-slugger turret. It has low damage output and shot count, but is made up for the number of turrets that will spawn.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Mini-sluggers spawn on all mini-slugger turrets. However, it is not possible to obtain it directly in normal play. Buildings do not drop it upon destructions and 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 ==
With relatively low damage and a long cooldown, the mini-slugger has poor overall which makes mini-slugger turrets a low priority when facing mech clusters. When combined with their abysmal accuracy at long range, a long range sniper duel a becomes valid tactic when blind smoke is unavailable or untenable. 
That said, their lack of warm-up means that turrets will shoot at pawns with even the shortest target presentations, and can do so at extreme ranges. As such, they can't and shouldn't be ignored totally, and ideally smoke should be used to prevent them firing at all.
==Version history==
* Royalty DLC release - Added.
Category:Weapons Category:Turret Weapons
Category:Unobtainable items
Mini-turret gun

The mini-turret gun is a turret-only ranged weapon. It is the main armament of the mini-turret. It fires a 2-round burst that deals modest damage with a long cooldown.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Mini-turret guns spawn on all mini-turrets. However, it is not possible to obtain it directly in normal play. Buildings do not drop it upon destructions and 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.
== Version history ==
* Beta 19 - renamed from called "Improvised turret gun".
* 1.1 - it was nerfed to fire a 2-round burst, down from 3.
* 1.1.2569 - range was increased from 25 to 29. 
* 1.1.2618 - the damage was increased to 11 from 10. 
* 1.3.3200 - Damage increased from 11 to 12. Accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24.
Category:Weapons Category:Turret Weapons
Category:Unobtainable items
Minimum Comfortable Temperature

Note that the default value is only used when it is not defined for species and that the listed effective bounds are for humans. Also note that lower minimum comfortable temperatures are better.
== Base value == 
The default base value for humans is . The collapsed table below shows the minimum and maximum temperatures of all pawns
Any unique temperature mechanics will be described on their individual pages.
Pawn	Minimum	Maximum	Type
: Note: Despite having a minimum and maximum comfortable temperature defined, mechanoids are unaffected by temperature extremes.
: Note: Unlike most pawns, insectoids do not experience hypothermia and death from low temperatures and instead experience hypothermic slowdown.
== Factors ==
There are three ways to decrease a pawns minimum comfortable temperature: Apparel, Genes, and the Inhumanized Hediff. Note that insulation from apparel and the Inhumanized Hediff do not affect whether a pawn receives the "Slept in the cold/heat" mood penalty, but the effects of genes do. 
Apparel decreases minimum comfortable temperature by its Insulation - Cold which is modified by its quality, and if stuffable by the insulation factor of the material from which it is made. Apparel will never increase a pawns minimum comfortable temperature, so it is not necessary to remove clothing to make a pawn more comfortable. See Insulation for further details. 
There are 5 genes that affect a pawn's minimum comfortable temperature:
* Cold weakness gene : 
* Cold tolerant gene : 
* Cold super-tolerant gene : 
* Furskin gene : 
* Furry tail gene : 
There is one hediff that affects a pawn's minimum comfortable temperature:
* Inhumanized 
== Analysis ==
The absolute lowest comfortable cold comes from these factors:
* Default value for humans: 
* Legendary guinea pig fur parka: 
* Legendary guinea pig fur tribalwear: 
* Legendary guinea pig fur tailcap : 
* Legendary guinea pig fur formal vest : 
* Legendary megasloth wool face mask : 
* Cold super-tolerant gene : 
* Furskin gene : 
* Furry tail gene : 
* Inhumanized 
Total: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ComfyTemperatureMin
* Label:min comfortable temperature	Below this temperature, characters will be unhappy.Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* To String Style: Temperature
* Min Value: 
* Max Value: 
* Scenario Randomizable: 
* Cacheable:	
* Parts:
** StatPart_GearStatOffset:
*** Apparel Stat: Insulation - Cold
*** Subtract:	2010
Minimum Containment Strength

== Bases ==
Entity	MinimumContainmentStrength	Category
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MinimumContainmentStrength
* Label:min containment strength	The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape.	
* Display Order:600
* Def Name:Containment
* Label:Containment
* Display All By Default:	
* Worker Class: StatWorker_MinimumContainmentStrength
* Overrides Hide Stats: 
* Show On Default Value: 
* Default Base Value: 0
* To String Style: FloatOne	- 	9999
== Version history ==
* Anomaly (DLC) Release - Added.
Minimum Handling Skill

An animal's Minimum Handling Skill is determined by the species' Wildness, with wilder animals being generally harder to tame and train. All animals, including wildmen, possess this stat.
This value is obtained by multiplying Wildness by 10 and rounding the result to the nearest integer half downIt means rounding to the nearest integer, except if the decimal part is 0.5; round down in that case. For a more detailed explanation, see: https://en.wikipedia.org/wiki/Rounding#Rounding_half_down . Now, if wildness is equal or below 70% subtract 1. For wildness above 70%, there's no additional operations. In other words:
:
 Minimum Handling Skill
Wildness	Formula
≤ 70% 	⌈ Wildness * 10 ⌉ - 1
> 70% 	⌈ Wildness * 10 ⌉
The highest value it can take is 20, while the lowest is 0. While not shown on the table below, a Wildman has a wildness of 75% and a Minimum Handling Skill of 7.
:
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MinimumHandlingSkill
* Label:minimum handling skill	This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Worker Class: StatWorker_MinimumHandlingSkill
* Default Base Value: 0
* Min Value: 0
* Round Value: 
* To String Style: Integer
* Show On Mechanoids: 
* Show On Entities: 
* Show On Non Wild Man Humanlikes:	
* Parts:
** StatPart_WildManOffset:
*** Offset:	1500
Mining Speed

An unmodified pawn does 80 damage per mining action and at Mining 8 requires per action. I.E. Sandstone at 400 HP would take to mine, while Compacted Steel with 1,500 HP would take .
== Factors ==
* Mining : 4% plus 12% per skill level.
* Manipulation: 100% importance, No max
* Sight: 50% importance, 100% limit
* Global Work Speed
Note that all below values are then multiplied by the Global Work Speed of the pawn.
== Body parts ==
Mining speed can be buffed directly by installing a Drill arm giving a raw bonus of +160% in exchange of -8% Moving per arm.
== Version history ==
* 0.17.1546 - Steeper speed penalty for low skill.
Mining Yield

Mining Yield is capped at 125%.
==Factors==
* Mining
* Manipulation: 30% importance, 100% limit
* Sight: 20% importance, 100% limit
* Mining yield: High precept: 
== Version history ==
* 0.17.1546 - Mining yield now slightly dependent on mining skill.
* 1.3.3076 - Mining yield now caps at 125%.
Misc

{| align=center | |}
----
Miscellaneous objects that do not fit neatly under one of the other Architect categories, from simple graves to keep your dead in, to a Comms console that can contact nearby space ships, to various "spots" for specific social or commercial purposes, and much, much more.
 	 	 	 	 	 	
Caravan hitching spot 	Comms console 	Cryptosleep casket 	Egg box 	Firefoam popper 	Grave 	Ground-penetrating scanner
 	 	 	 	 	 	
Long-range mineral scanner	Marriage spot 	Moisture pump 	Multi-analyzer 	Orbital trade beacon	Party spot 	Pen marker
 	 	 	 	 	 	
Pod launcher 	Sarcophagus 	Large stele 	Grand stele 	Transport pod 	Tool cabinet	Vitals monitor
 	 	 	 	 	 	
Meditation spot 	Small nature shrine	Large nature shrine	Ship landing beacon	 	 	
Category:Buildings
Modding

----
Game modifications (or mods) are a way of altering the way the game functions by adding, changing, or removing content such as items, textures, sounds, or more. RimWorld has built-in support for modding, including Steam Workshop support.
== Using Mods ==
If you own RimWorld on Steam, then the easiest way of finding and downloading mods is by using Steam Workshop. Steam Workshop automates the process of downloading and installing mods, as well as keeping them up to date with new releases.
Even if you do not own RimWorld on Steam, Workshop can still be used to discover new mods; while some mods are released on Nexus Mods, no other mod site has close to the same amount of mods available. You can use tools such as RimPy and RimSort to download and install mods from Steam Workshop and GitHub instead.
=== Manual Installation ===
You can install mods manually by unzipping them into subfolders within your local Mods folder. This location varies by operating system:
Operating System 	Default Folder Location
Windows 	C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
Mac 	Library/Application Support/Steam/steamapps/common/RimWorld
Linux (standalone)	~/.steam/steam/steamapps/common/RimWorld/Mods
Linux (GoG) 	/home/<user>/GOG/Games/RimWorld/game/Mods/
=== Activating Mods ===
Once you have installed mods, you can select the Mods option from the main menu of RimWorld to activate them. Activating or deactivating mods requires RimWorld to restart.
== Making Mods ==
Please check out the Modding Tutorials hub for tutorials and guides on how to create and publish your own mods.
Category:Modding
Modding Tutorials/Assembly Modding Example

== Description ==
This is a small demonstration about how you can make a mod that's using an assembly (.dll).
With this little project you learn about the assembly and it's program. Additionally you'll build your own dark matter generator and an animated wind turbine. :-)
 Note, that this is Windows only, as I have no experience with Linux or Mac. Sorry...
== Needed Tools ==
You need the following tools:
* Any Recommended IDE or your preferred IDE;
* A basic understanding of C#
* RimWorld
== Download ==
Download the project from GitHub
or from the attachment of the forum post.
== Preparations ==
Before you start the project, you need to make the following preparations:
- Extract the file to a folder of your choice
- Go into your RimWorld-Folder:
 - Copy ..\RimWorld000Win\RimWorld000Win_Data\Managed\Assembly-CSharp.dll
 to ..\YourProjectFolder\RimWorld_ExampleProjectDLL\Source-DLLs\
 - Copy ..\RimWorld000Win\RimWorld000Win_Data\Managed\UnityEngine.dll
 to ..\YourProjectFolder\RimWorld_ExampleProjectDLL\Source-DLLs\
== Enter The Project ==
Now that you've prepared everything, it is time to enter the project and take a look into what makes the pump do what it does and where the problem is..
So open the project by starting <YourExtractionFolder>\RimWorld_ExampleProjectDLL.sln
If everything is installed correctly, Visual Studio should startup, opening your project.
Everything else is described inside. 
And once you're finished, you have created your very own dark matter generator.
With this in mind.. Have fun exploring the secrets of the RimWorld code. 
See you on the other side.
 The forum entry can be found here.
PS: For those of you, who only want the power generator: The finished mod is inside the project.
Category:Modding tutorials
Modding Tutorials/Assets

In this tutorial you will learn how to extract the base assets of RimWorld.
=Requirements=
# Unity Assets Bundle Extractor to extract the contents of the unity .asset archives.
# or AssetStudio
=UnityEx=
To extract the original files from the Unity asset archives we will be using UnityEx which is compatible with Rimworld 1.0's Archives.
#Download UnityEx either by searching using your search engine of choice or via this link.
#Place the UnityEX.exe somewhere easily locatable (I prefer to place it into the Rimworld Directory).
#Run UnityEX.exe and open the .asset file you would like to extract, for example; RimWorld\RimWorldWin64_Data\resources.assets
#Extract the files you need. If you are extracting .tex files you can use "Extract with convert", this will convert the .tex files to .dds.
#The extracted files will be placed into a new folder in the same directory (Unity_Assets_Files) as the .asset file you have extracted.
=Unity Assets Bundle Extractor=
To extract the original files from the Unity asset archives we will be using Unity Assets Bundle Extractor which is compatible with Rimworld 1.0's Archives.
#Download Unity Assets Bundle Extractor by searching using your search engine of choice or via this link.
#Unzip it.
#Run AssetBundleExtractor.exe and open the .asset file you would like to extract, for example, RimWord\RimWorldWin64_Data\resources.assets
#Select the files you need/want. Then, click "Plugins" and select "Export to .png" or "Export sound". Note that this only works when you select files by type: so select only audio files or only textures.
#Click OK and select a folder for storage.
=AssetStudio=
To extract the original files from the Unity asset archives we will be using AssetStudio which is compatible with Rimworld 1.5's Archives (older versions not tested).
#Download AssetStudio by searching using your search engine of choice or via this link, if you are unsure which .NET runtime version you have installed net472 should be fine.
#Unzip it.
#Run AssetStudioGUI.exe and open the asset file you would like to extract, for example with File -> Load file, RimWord\RimWorldWin64_Data\resources.assets or for the DLC Asset Bundles with File -> Load folder RimWorld\Data\Anomaly\AssetBundles
#Switch to the Asset List tab.
#Select the files you need/want. Then, right click and select "Export selected assets", works for audio and textures.
#Select a folder for storage and click open.
=See also=
* Recommended graphics software for suggestions on software for further editing or viewing of source files.
Category:Modding tutorials
Modding Tutorials/BigAssListOfUsefulClasses

RimWorld has a few thousand classes and a few hundred thousand lines of code. If you want full documentation of every line of code, you're outta luck. Nobody comments their code that thoroughly, the wonderful people over at Ludeon studios are no exception. See your Source folder for evidence. If you're really that desperate for extensive soul-draining documentation, I'm available for hire starting at 200 bucks per hour. In lieu of that, have a dump of classes I know are useful.
=Requirements=
* A decompiler, because there's no way in hell I'm going to document all the classes here.
=Gen=
* All classes starting with Gen. GenDate, GenLocalDate, GenDraw, GenAdj, whatever. They contain useful (extension) methods for Time, coordinations, you name it. GenText probably could've sorted this list alphabetically amirite. (HAha, no. Use LINQ instead.)
=Utility=
* All classes ending with Utility. FoodUtility, RestUtility, PawnUtility, MassUtility, Area*, Roof*, Snow* -- you get the idea.
=Maker=
* All classes ending in Maker. Get yer hediffs, things, lords, zones, sites and filth here!
=Tuning=
* All classes ending in Tuning. Not actually useful in finding where stuff is used because these constants all get converted into raw values at compile time, but still useful as a reference.
=Find=
Find is like game manager. If you're looking for a singleton or reference to some manager, you'll likely find it here. Letterstack, Archive, StoryWatcher, ResearchManager, World, FactionManager, all the good stuff.
=PawnsFinder=
I'm sure you can figure this one out.
=Map=
Yeah. Map is useful. Who would've suspected. It contains useful references to things like ListerBuildings, ListerThings, LordManagers, ZoneManager -- it's your entry way to a bunch of other useful things.
=Pawn=
No joke. And you wouldn't believe all the instances that Pawn exposes! Pawns have health, needs, inventory, jobs, story, equipment and just way too much to mention.
=Thing=
Yes, good for you.
=DefDatabase=
Wanna look up a Def? The DefDatabase will hook you up. 
 EXAMPLEDEF myDef = DefDatabase<EXAMPLEDEF>.GetNamed("exampleDefName");
That's where all those examples went!
=CellFinder=
Found it.
=Command=
Like Gizmos.
=Listing_Standard=
For settings.
=Gizmo=
Handy doodads that can do things.
=BoolUnknown=
It's a bird! It's a plane! It's a bool? Hahaha. This is just a nullable bool. C# has 'em natively too, you know.
=LoadedModManager=
Find all loaded mods.
=Pair<T1, T2>=
Wishes it was a tuple for .NET 3.5.
=Rand=
The bane of Multiplayer. Use this to decide which pawn dies next.
Category:Modding tutorials