nyuuzyou/wikis huggingface dataset:
Turret

Turrets are automatic defenses that fire at enemies within range. They require power to operate, and after firing require reloading or barrel changes that consume resources; this cost is dependent on difficulty.
There are six constructable varieties:
* Mini-turret - weak and short ranged but small and cheap. Uses the mini-turret gun. Also found defending faction bases.
* Autocannon turret - powerful and fast firing with a medium range and cost. Uses the autocannon.
* Uranium slug turret - slow firing and costly but with very high damage, range and accuracy. Uses the uranium slug cannon.
* Foam turret - an unmanned but pawn-activated turret that automatically targets and fires firefoam at any fires in range.
* Rocketswarm launcher - an unmanned but pawn-activated turret that fires a barrage of 12 rockets at a player designated point in range.
* Mortar - a manned turret-like structure that requires no power and fires explosive mortar shell that must be crafted, bought, or scavenged. Powerful with a map wide range that ignores LoS, but inaccurate and slow.
* Turret pack - a utility slot item that be deployed into a small turret similar to a mini-turret, but with a limited, self-contained power supply.
Additionally, there are also:
* Auto inferno turret - defends Mechanoid clusters. Always hostile, never needs rearming. Uses a turret specific variant of the inferno cannon.
* Auto charge turret - defends Mechanoid clusters. Always hostile, never needs rearming. Uses the light charge blaster.
* Mini-slugger turret - defends Mechanoid clusters. Always hostile, never needs rearming. Uses the mini-slugger.
* Auto mortar - defends Mechanoid clusters. Always hostile, never needs rearming. Fires a projectile like the mortar but is otherwise more similar to the other mechanoid turrets.
#Turret
Turret pack

The turret pack is a single-use utility item added by Anomaly DLC. It allows the user to deploy a small, short lived tactical turret to shoot at their enemies.
== Acquisition ==
== Summary ==
<onlyinclude>When equipped, a is worn in the waist utility slot. Pawns that are incapable of violence can equip, but not use, the pack. Once the wearer is drafted, it can be manually activated by the player to target an empty space and within 22.9 tiles and line of sight. 
After a warm-up, a tactical turret will be thrown towards the target tile and deploy there. Note that the warmup time before launch is affected by the Aiming Time stat of the wearer and that the turret acts as a projectile and therefore has travel time. The tactical turret thrown is almost identical to a steel mini-turret except that the range is reduced from 29 tiles to 20 and the flammability is increased from 28% to . It's powered by a battery that lasts , whether it's shooting or not, after which it will shut down but remain in place.
Like other turrets, tactical turret have a 50% chance to explode when damaged below 20% health. The exploding turret will spark and emit a hissing sound for before exploding, dealing 50 Bomb damage in a 3.9 tile radius centered around the lower left tile of the turret. Bomb damage is multiplied against walls, against other impassable structures and plants, and against passable buildings. All nearby raiders will attempt to move out of the blast radius before detonation. The turret does benefit from cover but cannot fire around full cover like a pawn. For further detail about the turret, see the tactical turret page.
The pack has a single use and cannot be recharged or reloaded - once the turret it launched, the pack disappears completely and no resources be salvaged from it. The turret itself can be deconstructed for steel, even after it shuts down. If destroyed, it leaves steel.
== Analysis ==
The thrown turret deals damage at the same rate as a mini-turret, which is not very quickly. In most circumstances, its value comes mainly from how it attracts enemy attention:
* When fighting in the field, every 100 damage the enemy spends destroying a thrown turret is 100 damage that didn't hit your colonists—modulo considerations like armor and positioning. Place the turrets where enemies will likely attack them first while you do your shooting; ideally put them in cover so they last longer, ideally outside your own line of fire.
* You might get an enemy to spend their doomsday or triple rocket launchers blowing up a turret. Make sure you're outside the blast radius.
* Throwing the turret into the middle of enemy lines might cause some disruption, especially if it explodes.
* The turret may distract a powerful threat long enough to let an unlucky colonist flee to safety.
== Graphs ==
over Range
== Version history ==
* Anomaly DLC Release - Added.
Category:Utility
Twisted archotech support

Twisted archotech support and its variants are structures found within the Metal hell.
== Summary ==
They serve mainly as a decorative object, as time spent in the Metal hell is usually brief and mainly involves interacting with the Void node at the center.
== Gallery ==
Twisted archotech support north.png|Twisted archotech support north variant
Twisted archotech support east.png|Twisted archotech support east variant
Twisted archotech support south.png|Twisted archotech support south variant
Twisted archotech support small north.png|Twisted archotech support small north variant
Twisted archotech support small east.png|Twisted archotech support small east variant
Twisted archotech support small south.png|Twisted archotech support small south variant
Twisted archotech support vertical.png|Twisted archotech support vertical variant
== Version history ==
* Anomaly DLC Release - Added.
Unobtainable items

There are some items in RimWorld that are impossible to obtain by standard means, but can be spawned in using development mode. 
==Mechanoid Weapons==
Mechanoids come equipped with their own class of weapons. While the Charge lance found on Lancers is otherwise available and thus not listed here, no mechanoid will drop their weapon when killed and no other mechanoid weapon is obtainable.
==Turret Weapons==
The following weapons are included with the player-made turrets but will not drop if the turret is deconstructed or destroyed. 
==Other Ranged Weapons - Royalty==
Category:Items
Uranium

While one of the strongest building materials available, it has a significantly lower beauty modifier, which can negatively affect some room designs.
== Acquisition ==
Tiles of uranium ore can be found rarely throughout the map, but must be mined before they can be used. Small amounts of it can be salvaged from deconstructing ancient cryptosleep caskets, or may randomly arrive in cargo pods. The most reliable method for acquiring it is to purchase it from bulk goods traders or faction bases. Once you've completed the research necessary to construct a deep drill, it can also be found in small deposits underground.
Playing in Large or Ludeonicrous maps (of 300x300 or 400x400 tiles respectively) offer greater chance of finding it on the surface.
== Ore ==
Uranium ore tiles have 4,000 health, making them one of the slower ores to mine. They can be found in midsize veins, ranging from 6 to 12 tiles in size. Each mined block has a base yield of 40 uranium, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.
== Usage ==
Uranium is used in the following crafting recipes:
Uranium is also considered metallic stuff, meaning it can be used in recipes that allow for any metal to be used, such as walls or maces.
There is no radiation mechanic in RimWorld. You can safely have pawns sleep in uranium beds without any health effect.
== Analysis ==
Uranium is only required for a few late game recipes. Early on, it can be safely sold or used for weapons - you can always get more uranium later. If you are lacking uranium when you need it, then either the deep drill and ground-penetrating scanner combination, or the long-range mineral scanner, are your best bets. Smaller amounts of uranium can also be obtained via trade. Varying quantities of uranium are commonly added to quest rewards to boost their value up to the minimum, which can result in huge amounts of uranium offered in the late-game.
Uranium is the best material for crafting stuffable blunt weapons such as clubs and maces, as it applies the highest multiplier on melee blunt damage of any material, tied only with Jade (which can only be used with clubs), and only causes a moderate increase in attack cooldown times. A uranium mace can be crafted as soon as has been researched, and is one of the best craftable melee weapons in the game.
Uranium's high hit point multiplier also make it a useful material for walls, barricades, and mini-turrets. A wall created from uranium has 750 hit points which makes it the second strongest constructed wall, stronger than any of the stone blocks, and only beaten out by plasteel. This role was more important while plasteel was still flammable, but even now it still has merit as there is usually significantly more demand for plasteel.
== Gallery ==
Uranium a.png|One uranium
Uranium b.png|Partial stack
Uranium c.png|Full stack
== Version history ==
* 0.9.722 - Ore version added.
* 1.0.0 - Uranium is no longer a small volume material.
Category:Material Category:Metal
Uranium ore

Uranium ore is a natural structure that can be mined to obtain uranium . 
== Summary ==
Uranium ore tiles have 4,000 health, making them one of the slower ores to mine. They can be found in midsize veins, ranging from 6 to 12 tiles in size. Each mined block has a base yield of 40 uranium, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.
== Analysis ==
== Gallery ==
Uranium ore.png|Uranium ore
Uranium a.png|Stack of one uranium
Uranium b.png|Stack of multiple uranium
Uranium c.png|Full stack of uranium
== Version history ==
* Release - Added.
Category:Natural wall
Uranium slug cannon

The uranium slug cannon is a turret-only ranged weapon. It is the main armament of the uranium slug turret. It fires 1 round that deals massive damage but with a large minimum range.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Uranium slug cannons spawn on all uranium slug 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 ==
The Uranium slug cannon can take off arms and even decapitate unarmored targets. It also has large amounts of armor penetration, able completely mitigate the armor effects of armor with a sharp armor of 75 or lower, and able to have a 50% full damage chance and a 50% half damage chance on 175 sharp protection, only provided by legendary marine or cataphract armor, and closely met by masterwork cataphract armor.
== Version history ==
* Beta 19/1.0 - Added
* 1.1 - received a massive nerf to damage (75 -> 30) and nerf to armor penetration (112.5% -> 75%), range (49.9 -> 39.9)
* 1.1.2618 - received a buff to damage (30 -> 45), slight nerf to armor penetration (75% -> 70%), increased range (39.9 -> 45.9)
* 1.1.2624 - received a buff to damage (45 -> 50)
* 1.3.3200 - Damage increased from 50 to 55. Accuracy increased: touch 0.2 -> 0.22, short 0.3 -> 0.33, medium 0.4 -> 0.44.
Category:Weapons Category:Turret Weapons
Category:Unobtainable items
Urn

An urn is a purely decorative structure of low value, and can only be found, not crafted.
== Acquisition ==
Despite having a recipe, urns are not craftable. They are found in ruins on both colony and event maps, and in ancient shrines, in a variety of stone and steel. They can also be traded for with a wider variety of materials available.
== Analysis ==
They can be used as decoration in the early game, but as they do not have that much beauty, they would better be replaced with sculptures as soon as possible.
They can be sold for a few dozen silver in other faction bases or to most traders. They are usually damaged, which lowers the selling price, but can be repaired if they are installed in the home area, by choosing so in the right-click menu (this will also eventually be done when a pawn will have nothing else to do). Damage doesn't reduce their beauty, only their reselling price.
Deconstructing an urn yields 10 ingredients. It doesn't matter if they're minified or installed, nor does their percent damage matter. It's always 10 blocks for stone urns or 10 steel for steel urns, regardless.
Because urns weigh 5 kg and yield 10 units, players can catch a small break relative to weight by taking urns home from caravan maps:
* 10 slate blocks (the lightest stone) weigh 8 kg, but the urn is only 5. You save 3 kg.
* 10 sandstone blocks weigh 10 kg. You save 5 kg.
* 10 limestone blocks weigh 11 kg. You save 6 kg.
* 10 granite or marble blocks weigh 12.5 kg. You save 7.5 kg.
Steel urns break even. They also weigh 5 kg, but steel is 0.5 kg per unit, so 10 units weigh 5 kg. Still, it's a simple way to pick up a little more steel.
Due to the fact that the state of the urn (minified or damaged) doesn't affect yield, you can deconstruct minified ones right after unloading if you only want their materials.
== Trivia ==
Despite having materials and a "Work To Make" defined, they are not actually craftable. Instead, this value is used in its market value calculation only.
Category:Furniture
Category:Miscellaneous
Category:Ruins
Utility

----
Utility items are items that are not Armor, Clothing or Weapons, but are still equipped by pawns. They offer a variety of different capabilities. One person can only wear one utility item, however no utility item conflicts with any other apparel, regardless of layer or coverage. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use. Some of these are only available if specific DLC is activated.
Unlike apparel, no utility item in the game currently gets tainted or deteriorates with use, and neither does a damaged item cause the "tattered clothing" mood debuff, however the provision for all three exists in the game code.
104px|link=Firefoam pop pack 	104px|link=Orbital bombardment targeter	104px|link=Orbital power beam targeter	104px|link=Psychic shock lance 	104px|link=Psychic insanity lance
Firefoam pop pack 	Orbital bombardment targeter 	Orbital power beam targeter 	Psychic shock lance 	Psychic insanity lance
104px|link=Shield belt 	104px|link=Smokepop pack 	104px|link=Tornado generator 	104px|link=Low-shield pack 	104px|link=Jump pack
Shield belt 	Smokepop pack 	Tornado generator 	Low-shield pack 	Jump pack
104px|link=Orbital mech cluster targeter	104px|link=Bandwidth pack 	104px|link=Control pack 	104px|link=Tox pack 	104px|link=Heavy shield unit
Orbital mech cluster targeter 	Bandwidth pack 	Control pack 	Tox pack 	Heavy shield unit
104px|link=Biomutation lance 	104px|link=Deadlife pack 	104px|link=Disruptor flare pack 	104px|link=Shard insanity lance	104px|link=Shard shock lance
Biomutation lance 	Deadlife pack 	Disruptor flare pack 	Shard insanity lance 	Shard shock lance
104px|link=Turret pack 	 	 	 	
Turret pack 	 	 	 	
Category:Gear
Vanometric power cell

== Acquisition == 
Vanometric power cells cannot be constructed nor bought from traders. Instead they can only be acquired as a reward for performing quests. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to any vanometric power cells in a given play-through. 
Anecdotally, it is often reported that the increased number of reward options added by the DLC dilute the reward pool with more options.
== Summary ==
Vanometric power cells provide a constant W of power without requiring refueling of any kind, or requiring any particular terrain or weather. They can also be freely uninstalled and reinstalled. Solar flares and EMI dynamos disable all electric devices, which prevents the vanometric power cell from functioning.
For comparison, a battery discharging at 1000 W would deplete in roughly in-game hours or .
== Analysis ==
The vanometric power cell is free power, which is almost always useful. It's also portable and 100% reliable. You can use this item to power:
* High-priority equipment (such as base defenses or climate control) in case other power sources fail. 
* "Off-grid" equipment, such as deep drills, without needing conduits.
* Turrets and other supplies when loaded into a caravan or transport pod.
They can also be used for general power usage, as a hassle-free chemfuel generator / battery. Conversely, note that chemfuel generators and batteries can largely replace the function of the vanometric cell. The cell has the advantage of not taking colonist work to fuel, and its components will never breakdown.
In the endgame, you can build ship reactors for the same 1000 W of power as the vanometric cell, with the same amount of consistency. The ship reactor costs . Note that the reactor also takes up much more space, cannot be moved, and cannot be placed over mountain.
== Version history ==
* 0.18.1722 - added.
* Beta 19 - The power output was buffed from 500W to 1000W 
Category:Special
Category:Power
Vegetarian lavish meal

==Acquisition==
Vegetarian lavish meals meals can be cooked at a or . A vegetarian lavish meal requires 1.25 units of nutrition from vegetable ingredients or animal products (milk or eggs), of work to make, and a Cooking skill of 8.
== Summary ==
A vegetarian lavish meal can be eaten by humans or animals for 1 nutrition. As it takes 1.25 nutrition of raw food to create, vegetarian lavish meals provide 80% nutrition efficiency, so preparing one loses net food (even compared to regular lavish meals).
Eating a lavish meal or its variants gives the . This replaces the from fine meal if present. If Ideology DLC is active and the meal was made out of raw fungus, its normal moodlet will also be applied.
Lavish meals will also satisfy the food requirements of any conceited noble.
== Analysis ==
Vegetarian lavish meals are useful for giving the lavish meal mood buff when meat is unavailable, or if a pawn's ideoligion dislikes meat.
Lavish meals can be prepared and reserved for emergencies, such as a psychic drone, in order to avoid mental breaks. Wealthier colonies can use them to encourage mental inspiration, or help mood during the ship launch.
== Gallery ==
Vegetarian lavish meal a.png|One lavish fine meal
Vegetarian lavish meal b.png|Partial stack
Vegetarian lavish meal c.png|Full stack
== Version history ==
* 1.3.3066 - Added
* 1.3.3074 - New graphics.
* 1.3.3087 - Vegetarian meals now allow animal products as ingredients.
* 1.3.3387 - Changed the nutrients needed for lavish vegetarian meals to 1.25 (previously 2.5)
Vegetarian lavish meal old 2.png|Old texture from version 1.3.3074
Vegetarian lavish meal old.png|Texture between version 1.3.3066 and 1.3.3074
Category:Food Category:Processed Food Category:Meal
Vent

== Acquisition ==
 Placement of a vent requires pathable space on either side - furniture such as stools will not impede function, but a wall would.
The blueprint can be laid atop an existing wall; the wall is replaced upon construction. 
== Summary ==
Vents act structurally like a wall, preventing movement, enclosing a room, and supporting a roof. They have two states - open and closed. In the open state, they allow the transfer of temperature and gas from one room to another at their full rate. Even when open, vents are not 100% efficient at equalizing temperatures between rooms. When closed, the transfer of temperature is reduced and the transfer of gas is ceased entirely. The vent can be designated for opening or closing by the player, which will then be actioned by a pawn assigned to Basic work.
As with walls, the transfer rate is directly proportional to the number of tiles however temperature equalization itself is non-linear. Thus, more vents will decrease the time to reach stability.
A vent cannot be uninstalled, only deconstructed, at the usual loss of half the material.
== Analysis ==
General tip: As efficiency is lost for every vent, minimising the number of vents between source and destination is ideal. Heat or cool one central room and vent to the surrounding rooms, rather than attempting to daisy chain many vents.
== Version history ==
* 0.17.1546 - Vents can now be opened and closed with a simple flick action.
* 1.4.3555 - Gases can now travel through vents.
Category:Temperature
Version/0.0.245

== Changes ==
=== Changes ===
* Plants and such no longer cover bullets as well as sandbags.
* Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.
* R-4 charge rifle now has a unique sound.
* Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).
* Hid the trait system to avoid confusion (since traits do nothing).
* All weapons now have unique graphics.
* Rewrote storage square management system to use the generalized work reservation manager.
* Fast-forwarding is disabled during combat where you are under attack.
* Balanced down hydroponics growth rate.
* Charged batteries now explode while burning.
* Rebalanced shooting and melee to make skill more important.
* Drafted colonists no longer interrupt when melee attacked.
* Traders are now rarer but carry more goods.
* Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.
* Smoothed out and softened how AI Storytellers handle colony population.
* Colonists now gain bad thoughts from sleeping outside.
* Replaced all noncommercial free sounds and attributed those under attribution licenses.
* Power connectors report power net status.
* You can now dump meals in dumping areas.
* You can now click on names in the overview to center on the colonist.
* Overview now displays health of wounded colonists.
=== New Content ===
* Added map size adjustment in an advanced menu at game start.
* You can now prioritize colonists’ tasks individually.
* Levels now cap at 20 (as designed).
* Added max selection size and max drag designate size.
* Added raiders: sniper squad and mercenary squad.
* Some electrical devices now short-circuit and cause fires if left out in the rain while running.
* Split Shooting Accuracy breakdown into misses due to equipment and misses due to skill.
* Added skills (which do nothing yet): cooking, medicine, artistic, crafting
* Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking
* Added credits screen.
=== Bug Fixes ===
* Various bugfixes and balance adjustments.
Version/0.0.250

== Changes ==
=== Changes ===
* Reorganized enemy attack AI to acquire turret targets even without line of sight.
* Totally refactored how equipment and verbs are managed under the hood.
* Split repair from construction
* Beating the fire on a burning pawn stuns them.
* Firefighters will extinguish nearby friendly pawns even outside home zones.
* Melee attacks incap more than guns and explosives.
* Cannot speed up time while a colonist is on fire
* Short throws will no longer have large inaccuracies
* Redid how the game uncovers fog at map start.
* T and G are now zoom keys
* Traders now stay around for two days, not a half day.
* Reorganized options menu.
=== New Content ===
* Added video quality levels. Mostly it just turns off AA.
=== Bug Fixes ===
* Many bugfixes in prep for public alpha