nyuuzyou/wikis huggingface dataset:
Ruins

Ruins are structures spawned in every biome except for the Ice sheet. They may consist of damaged walls, columns, steles, urns, and stone flooring. They can be deconstructed for quick resources in the early game or be utilized as cover when on the offensive. Ruins can be molded to blend with a mountain. If an undamaged wall is present on a mountainous ruin, the structure may instead be an ancient shrine. 
Additional buildings may also spawn scattered accross the map, or along side roads if on a map with them. Some of these are present in the core game, but a greater number and variety will spawn with the Ideology DLC. These structures are largely decorative, and exist simply to enhance the world building, providing further evidence of human habitation. Most cannot be deconstructed and even more no resources when deconstructed or destroyed.
== Gallery ==
Cave ruin with corpse.png|A crude ancient shelter in a cave, with a long-dead corpse.
Ruined APC convoy.png|A ruined convoy, consisting mainly of old APCs.
Ruined artillery pile.png|A pile of various ancient heavy weapons.
Ruined hospital in monument.png|An abandoned hospital, built in an ancient monument.
Ruined landing pad.png|An abandoned landing pad, with broken down beacons.
Small ruined building.png|A small ruined building surrounded by fences.
Ancient band node array.png|An ancient array of destroyed band nodes in a polluted area. 
Ancient toxifier generators.png|A pair of destroyed toxifier generators in a polluted area. 
Ancient exostrider wreckage complete.png|The remains of an ancient exostrider.
== Version history ==
* 1.1 - Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins. Perviously they tend to be rectangles with some clutter furniture.
Category:Buildings
Rustic rug (broad)

A rustic rug (broad) is a floor covering added by the Ideology DLC. It is a larger counterpart to the rustic rug (medium). 
== Acquisition ==
== Summary ==
The rustic rug 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 available - 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 == 
== Gallery ==
Rustic rug (broad).png|Variant A
Rustic rug (broad) B.png|Variant B
Rustic rug (broad) C.png|Variant C
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3101 - Flammability increased from 0 to 32%.
Category:Floor
Rustic rug (medium)

A rustic rug (medium) a floor covering added by the Ideology DLC. It is a smaller counterpart to the rustic rug (broad). 
== Acquisition ==
== Summary ==
Rustic rugs 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 available - 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 ==
== Gallery ==
Rustic rug (medium).png|Variant A
Rustic rug (medium) B.png|Variant B
Rustic rug (medium) C.png|Variant C
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3101 - Flammability increased from 0 to 32%.
Category:Floor
Sacrificial flag

A Sacrificial flag is a ritual focus added by the Ideology DLC. It represents a colony's enemies and gives a focus for the symbol burning ritual.
== Acquisition ==
Constructing a sacrificial flag requires and of work. They require an ideoligion with a symbol burning ritual in order to be constructed. They must also be listed as a building on the ideoligion to be built.
== Summary ==
Adding a symbol burning festival without giving your Ideoligion access to either the pyre, sacrificial flag, or effigy will result in the ritual being impossible to complete. Despite being lit on fire as part of the symbol burning ritual, it has a flammability score of 0, and can't set it's surroundings on fire.
== Analysis ==
Compared to other objects for ritualistic burning, it can be hard to obtain due to it's need for cloth. Since it can't spread fire, it is safe to put in your temples for the room impressiveness bonus (although it does create a lot of filth). Symbol burning, compared to other rituals such as social festivals, can be sub-optimal as it consumes resources.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings)
Saguaro cactus

== Growing ==
Saguaro cacti have a base growing time of 5 days, need a minimum soil fertility of 5%, and have a fertility sensitivity rating of 0%. The following table details how long it takes for saguaro cacti to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
Saguaro cacti surprisingly have the highest wood yield per day out of all wood-yielding plants (except the singular Gauranlen tree) in all soils. But on the other hand looking at wood per work it's one of the worst wood-yielding plants, especially in fertile soil.
Saguaro cacti are the only product-yielding plant that can grow in sand, but this only occurs naturally since it is not possible to create growing zones on sand. For farming purposes you must sow the cacti in the other supported ground types.
== Food production ==
Unlike in real life, saguaro cacti don't yield any human-edible products in RimWorld.
== Economy ==
The saguaro cactus' raw product is wood, which has a market value of 1.4 silver. The refined product with the largest profit margin is a grand sculpture, having a 51.25%110% sell price multiplier and assuming normal quality. Your mileage may vary; see quality for more information on skill level's impact on the average market value of produced goods. profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown; the market value of the products; and the yield per day:
Ground Type	Sand	Gravel	Soil	Rich Soil	Hydroponics
Raw 	0.81	0.81 	0.81	0.81 	-
Refined 	1.23	1.23 	1.23	1.23 	-
 
== Gallery ==
Saguaro cactus.png|Saguaro cactus
Saguaro cactus leafless.png|Dry saguaro cactus
Category:Plants
Category:Trees
Sandbox

This image, video or sound comes from the RimWorld game or from websites created and owned by its publisher, the copyright of which is held by the publisher or developer of the RimWorld game. All trademarks and registered trademarks present in the image or video are proprietary to the publisher of the game. For more, see the copyright notice and the EULA for RimWorld.The use of images, videos or sounds to illustrate articles concerning the subject of the images, videos or sounds in question is believed to qualify as fair use under United States copyright law, as such display does not significantly impede the right of the copyright holder to sell the copyrighted material. 
Category:Wiki maintenance
Sandstone

Sandstone is a natural structure that can be mined to obtain a sandstone stone chunk. Do note that this is not a guarantee.
== Summary ==
Sandstone tiles have 400 health each, making it the faster stone block to mine. Each mined block has ~25% chance base to yield a sandstone stone chunk, each of which can be transform into 20 sandstone blocks.
This tile can also be smoothed to create Smoothed sandstone.
== Analysis ==
== Gallery ==
Sandstone.png|Natural sandstone wall
Smoothed sandstone.png|Smoothed sandstone wall
Sandstone chunk A.png|Sandstone chunk variant A
Sandstone chunk B.png|Sandstone chunk variant B
Sandstone chunk C.png|Sandstone chunk variant C
Sandstone blocks A.png|Single stack of sandstone blocks
Sandstone blocks B.png|Stack of multiple sandstone blocks
Sandstone blocks C.png|Full stack of sandstone blocks 
== Version history ==
* ? - Added.
* Beta 19/1.0 Update - You can now smooth natural rough rock walls into high-quality walls.
Category:Natural wall
Sandstone blocks

== Acquisition ==
Sandstone blocks are cut from sandstone chunks at a . It takes of work to cut a single chunk into blocks.
== Usage ==
Sandstone blocks can be used to craft and build the following things:
== Analysis ==
First wall to require two explosions to destroy - as the stronger stone types still only require the same two explosions, there is little practical difference between them for breachers, explosion defenses, mortar pits etc. while also being faster to build. Sandstone is therefore considered by some to be the minimum requirement for mid- and- end game defensive structures. Note that stronger materials will still resist sappers more effectively.
== Gallery ==
Sandstone blocks A.png|Stack of 1 sandstone blocks
Sandstone blocks B.png|Stack of multiple sandstone blocks
Sandstone blocks C.png|Full stack of sandstone blocks
== Version history ==
* 0.7.581 - Added, previously there was only generic "stone".
* Beta 19/1.0 - Slowed constructing buildings with all stone types by 20%
Category:Material Category:Stone Category:Stone Blocks
Sanguophages (Faction)

== Summary ==
Raid Loot Value From Points Curve:
Raid Points	Loot Value
35 	
100 	
1000 	
2000 	
4000 	
== Ideoligion ==
Allowed cultures: Astropolitan
Required memes:
* Cannibal
* Bloodfeeding
Disallowed memes:
* Blindsight
* Nudism
Disallowed precepts:
* Apparel desire
** Strong
** Relaxed
* Male clothing
** Fully nude
** Pants at most
* Female clothing
** Fully nude
** Pants at most
== Pawns ==
=== Pawn Kinds ===
== Gallery ==
Category:Factions
Sanguophages (Faction)/Pawns

Pawn Kind 	Image	Combat Power	Gear	Apparel	Weapons	Tech	Inventory	Additional Info edit
Sanguophage	 	100 	- 	
* Budget: 500~700 
* Allow Headgear Chance: 10%
* 10% chance of: Cape
* 10% chance of: Hood
* Required: Pants
* Available: 
* Disallowed: 
* Colors: ,	
* Budget: 600~800 
* Available:	
* Budget: 0~1800
* 15% chance of one of the following:	
* 5 Hemogen pack
* 10% chance of: 1~2 Go-juice or Wake-up	
* Age Range: 300~2000 (Chronological)
* Xenotypes: 100% Sanguophage
* Race: Human
* Use Faction Xenotypes: false
* Backstories: Cryptosleep (10% Commonality)
* Is Fighter: false
* Required Work Types: Social, Violent
* Disallowed Traits: Immunity
* : 8%
* : 5~15
* : 10~80
Thrall 	 	100 	
* Quality: Normal	
* Budget: 1250~2500 
* Allow Headgear Chance: 50%
* Available:	
* Budget: 600~1000 
* Available:	
* Budget: 0~1800 
* 15% to have one of the following:	
* Nutrition: 1
* 10% chance of: 1~2 Go-juice or Wake-up	
* Age Range: 55 max
* Race: Human
* Default Faction: Sanguophages
* Backstories: Cryptosleep (10% Commonality)
* Required Work Types: Violent
* Pregnancy Chance: 0%
* : 5%
* : 2~4
* : 0~1
Category:Pawnkind tables
Sarcophagus

The sarcophagus is a building used to store a corpse and is an alternative burial method to the grave. 
== Acquisition ==
Sarcophagi made of steel, granite, limestone, marble, sandstone and slate, can also spawn at map generation alongside other ruins.
== Summary ==
The storage tab above the inspect pane can be configured to set what types of pawns can be buried in the selected sarcophagus. The default setting is colonists only.
The command icons (Copy settings, Paste settings) can be used to copy storage settings between sarcophagi and graves. Settings can also be copied to other containers like stockpile zones and dumping stockpile zones; however, settings that a sarcophagus doesn't have (i.e. food) will be copied as disallowed. The copy function can take settings from one container and apply them to many containers, when shift-click is used to select multiple.
A body can be removed from a grave with the 'Open' command, and will be done by a colonist assigned to hauling. A Unnatural corpse that was buried will automatically get out on its own when offscreen.
The sarcophagus will gain an art piece related to the dead pawn on it once a pawn has been interred into the sarcophagus. A room with sarcophagi will be classified as a tomb.
As sarcophagi can be placed in freezers to preserve their inhabitants, they are a good method for protecting the corpses of colonists waiting for resurrector mech serum from hungry animals and overly efficient butchers.
== Analysis ==
== Notes ==
Despite the mood bonus for burying a colonist in a sarcophagus being removed, it still exists in the game code. This is unlike other obsolete content which is usually removed. It is currently unclear if it is simply a bug that it doesn't occur, if its lack of removal is an oversight, or if there are simply unknown requirements to trigger it in-game.
File:Sarcophagus ss.png|Sarcophagus
File:Distant Sadness.png|Art
== Gallery ==
Sarcophagus north.png|Empty sarcophagus facing north/south
Sarcophagus east.png|Empty sarcophagus facing east/west
Sarcophagus full north.png|Full sarcophagus facing north/south
Sarcophagus full east.png|Full sarcophagus facing east/west
== Version history ==
* 0.12.906 - Added.
* Beta 19? - Mood buff for burying someone in a sarcophagus removed. 
* 1.1.2654 - Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.
* 1.3.3066 - Fix: If an animal hauls a corpse to a sarcophagus, it becomes the author of the inscribed artwork. 
Category:Miscellaneous
Sash

The sash is a piece of apparel added by the Biotech DLC. 
== Acquisition ==
== Summary ==
Beyond this, the sash is otherwise a typical item of clothing, just with a below average coverage and statistical effect.
== Analysis ==
The sash gives a slight boost to insulation; the armor bonus is small and is usually negated completely by weapons' armor piercing values. The formal vest/corset is strictly superior in both respects, and flak vests are far more protective, so for most colonists it only has the niche use of "well, it's better than nothing" before they can make better clothes.
The main use case is for nudists, who otherwise would in fact wear nothing. It's one of the few nudist-friendly ways to improve their comfortable temperature range, if only slightly. Additionally, it will not interfere with the movement speed increase from being "unclothed" caused by the Naked speed gene, hence the tendency of Yttakin to appear wearing only a sash, and perhaps a hat or heavy bandolier.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3525 - Fix: Sash has incorrect unfinished thing.
* 1.5.4062 - Slightly reduce the mass of sashes from 1kg to 0.5kg.
Category:Clothing
Scaria

Scaria is a disease that causes afflicted animals to be permanently manhunter. If not treated, it kills affected animals in five days.
Upon death, animals with scaria have a chance of instantly rotting, preventing any butchering products from being obtained. This chance is dependent on difficulty.
In addition, as long as an animal is afflicted with scaria, they will remain manhunter, even after recovery from being downed.
== Occurrence ==
It appears only on manhunter animals in quests or manhunter packs, and will not infect your tamed animals normally.
== Treatment ==
On a downed animal, it can be treated with an operation requiring both:
* 3 medicine of industrial quality or better; and
* A doctor with a medical skill of 8 or higher.
== Analysis ==
Scaria was added to balance out manhunter packs, from being a huge wealth boost from the corpse butchering. Now most of the manhunter animals end up as useless rotten corpses.
Moreover, for front line melee troops, the instant corpse gas will cause lung rot very rapidly, so detoxifier lungs are a major help if melee chokepoints is the strategy against manhunters.
Financially, It is almost never worth it to cure the scaria, with the exception of Thrumbos or any other high value animals. In that case, if the manhunter Thrumbo is downed, curing the scaria then slaughtering it guarantees a useful corpse for butchering.
== Version history ==
* 1.1.2647 - Added.
* 1.2.2719 - Fixed a bug where curing scaria would not remove manhunting.
Category:Disease
School desk

The school desk is a furniture item added by the Biotech DLC
== Acquisition ==
== Summary ==
School desks allow children to do the Lesson Learning task. Children sit behind the desk and constantly gain Learning. Adults can sit beside the children to increase skill XP in a random, valid skill. An awake adult capable of teaching is required for children start learning, even when that adult doesn't directly teach the child.
Desks can connect to up to 3 nearby blackboards. Each blackboard increases Learning rate by 20% per blackboard, for a total of +60% Learning. Blackboards do not impact skill XP growth. Multiple desks can connect to the same blackboard. Which directions the desk or blackboards are facing has no impact.
== Analysis ==
A no-brainer to build when raising any child, as it is inexpensive and gives the child access to more learning types. Lessons can provide a significant amount of skill XP, so long as an adult is available for childcare. Even without an adult, a desk will increase the rate of learning. Adults will also gain social XP by teaching children. 
== Version history ==
* Biotech DLC Release - Added.
Category:Furniture
Scyther blade

The Scyther blade is a mechanoid body part attached to scythers only and used in replacement of melee weapons or fists. Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat. Then it can be surgically installed to colonists with natural arms. If an installed scyther blade is replaced with an artificial arm or another hand attachment, the blade will be removed and boxed for reuse. Scyther blades are extremely valuable items with a base market price of 2000 silver. When social fighting, colonists will not use the scyther blade to hit the opponent.
A scyther blade deals 20 damage, compared to 7 damage from a fist but comes with a significant tradeoff by reducing part efficiency to 20%. A colonist with only one normal hand and a blade on the other has 60% manipulation. 
A colonist with two blades will have 20% manipulation, making one terrible at anything needing manipulation, but great at melee by out-DPS'ing a normal plasteel longsword (12.12 vs 10) if all blows connect. However, since scyther blades have a heavy manipulation penalty, they are very inaccurate and can only be expected to hit around 50 - 70% of the time, for an effective DPS of around 6 to 8.4, making them no match for many other melee weapons.
Melee Attack	Damage Amount	Cooldown	DPS
Cut 	20 	100 	12
== Version history ==
* 0.7.581 - Added
* Prior to Alpha 17 it used to be extremely powerful, delivering high amounts of damage (20 DPS) that surpasses everything else in-game if installed on both hands. In A17 its attack speed has been greatly nerfed, and since manipulation now affects melee accuracy, its accuracy suffered a great penalty as well.
* Beta 0.19/1.0 - Removed from the game.
Security door

== Acquisition ==
== Summary ==
*2x1 door
*Requires walls on both sides of the door
*Draws 50 W of power (same as an autodoor)
*Heavily boosts containment
*100% door open speed (for comparison, plasteel doors have 100% and plasteel autodoors have 400% door open speed)
== Analysis ==
The security door is primarily used for the containment of entities where it offers a containment value of 160. For comparison, autodoors only provide 90 containment strength, and a cell of all plasteel walls only provides 84 containment strength. This means a wooden cell with a security door would have a higher containment strength than a plasteel autodoor and plasteel wall cell. (179.5 vs 174) With a security door and uranium for the walls (since it is more abundant and has less uses than plasteel) you can reach a containment strength of 235 before even considering any other factors. Note that the security door (and autodoors) provides the full containment value regardless of if there is power or not, so solar flares won't free all your entities.
For general use like base defenses, while the security door has nearly double HP compared to a single plasteel autodoor (448 vs 800) and doesn't require steel, a plasteel autodoor has half the cost in plasteel, and opens 4x quicker.
If you have the space (and 80 steel + 2 extra components) for two plasteel autodoors, then they would have more HP, (896 vs 800) and open twice as fast overall. The first door would also open four times as quickly which can be the difference between life and death for a pawn running through a door to escape a threat.
The security door opens slightly faster than two stone autodoors, (90% vs 100%) and has 260 more HP (assuming granite autodoors) than two of them as well. (540 vs 800)
== Version history ==
* Anomaly DLC Release - Added.
Category:Structure Category:Door
Sell Price Multiplier

An item's multiplier is solely determined on the type of item:
Type 	Factor
Furniture 	×0.7
Sculptures	×1.1
Weapons 	×0.2
Techprints	x0.1
The default value for all other items - including materials, food, apparel, etc. - is 1 (100% market value). These multipliers only apply for selling, not buying.
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is about 57% more profitable than regular constructed items.
Trading comes with additional modifiers, a base of 60% when selling and 140% when buying, documented in Trade Price Improvement. These modifiers are unrelated to the Sell Price Multiplier, and applied independently.
== See also ==
* Market Value
* Trade Price Improvement
* Trade
Sensor cluster

The sensor cluster is a ship part that is necessary for the ship to launch. It serves no other purpose.
== Acquisition ==
It also appears as part of the ship featured in the ship to the stars quest.
== Analysis ==
You can delay building the sensor cluster until the ship reactor is fully activated, which can reduce wealth, and therefore raid points.
== Version history ==
* Beta 19/1.0 Update - Reduced all costs to build the ship components by 30%
Category:Ship