nyuuzyou/wikis huggingface dataset:
Peg leg

== Acquisition ==
Unlike most other prostheses, peg legs don't have a separate item form. Instead, when ordering a surgical operation on a pawn, is consumed and the peg leg is added to the pawn. Converting a log to a peg leg does not take any work. Notably, when removed the peg leg turns back into a wooden log.
== Summary ==
Peg legs replace the user's entire organic leg. The peg leg has a part efficiency of 60%. This partially replaces the functionality of a normal leg - when coupled with each leg body part having a Moving importance of 50%, it results in restoring 30% moving per missing leg replaced, or a loss of 20% when replacing a healthy leg. 
Moving, in turn, affects the following stats: . This results in a directly proportional change to a pawn's move speed, and a change in melee dodge chance equivalent to losing levels of Melee skill per leg replaced. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for pawns with skill under 9, when replacing one leg, or under 12 for both legs.
Each peg leg results in -10% character quality and thus a 10% reduction in the affected individual's pawn value.
As an artificial part, peg 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, wood, 2x medicine of herbal quality or better, and a Medical skill of 3.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the wood will be destroyed.
== Analysis == 
The peg leg is certainly better than a missing or otherwise inoperative leg, but you should strongly consider replacing it with a modern prosthesis as soon as possible. Movement is important for combat, many types of work, and general efficiency (getting up from bed to work...), making it a very valuable stat. For pawns that don't move as much, like researchers, this upgrade is less important.
In cases where only the foot is missing, a wooden foot only has half the Moving penalty, which means it restores more movement, and it has the exact same material and research requirements.
=== Prisoners ===
Alternatively, peg legs can be installed on your prisoners, making them easier to stop when starting a prison escape or going berserk. As peg legs actively make the pawn worse, it isn't recommended to install peg legs on those who you would like to recruit, at least until you can make bionic leg replacements.
Unlike healthy organic legs, peg legs can be removed; removing them will result in no leg, and removing both will permanently incapacitate a pawn. This is great if you want to keep prisoners long term without them attempting to a break out, such as for selling them, harvesting hemogen packs, or extract genes from. However, if the Dead calm gene can be applied to them instead, it is superior as they won't require a colonist or slave to feed them and legs won't have to be reinstalled if they are to be sold.
== Version history ==
* 0.7.581 - Added
Category:Medical Item Category:Body Part Category:Artificial Body Part
Pen marker

Pen markers designate a zone for pen animals to be held, and one is required if you wish to "rope" a tamed animal and lead them to that pen. Pen markers determine which types of animals will be kept in each pen, and provide other utility as well. Each different pen that you wish to use needs a pen marker.
== Acquisition ==
== Summary ==
While all animals are tamable, some animals cannot be trained or set to an allowed area and instead must be led to a designated pen; if they are not led to a designated pen or have an accessible path to exit the map, pen animals will slowly wander away. Pens can only be defined by a pen marker.
== Analysis ==
Pen markers are cheap (30 material), and are required if you wish to actively use your pens, to lead recently tamed animals to that pen so they don't wander away. A pen is defined when a pen marker is placed within fences, walls, doors and natural terrain (hills) preventing any exit toward the sides of the map. However, unlike rooms, pens will expand if a gate, door or animal flaps is "held open", allowing you to easily expand, restrict or open pen areas when needed. (This also means that if you "hold open" a door leading to a pen, those halls and rooms will soon be visited by any pen animals, and their filth.)
In addition to defining a pen, Pen markers provide three tabs (see images at bottom) to help manage domestic/tamed animals. These are: 
* An "Animals" menu in order to select what animals are allowed in that pen (male / female option included).
* A "Food" information popup that shows the available "grazing" nutrition value of the pen, the number of different animals currently in the pen, and the total consumption calculation. By default, cows/goats/chickens are shown, plus any animals actually present, and you can "force" other animals onto the list if you wish to see their consumption rates. This can help you plan whether the field size holds enough nutrition for them to graze unassisted, or if you'll need to manually feed them to supplement their grazing.
* An "Auto-cut" menu to designate what plants are allowed to grow within the pen and what are not. (Some are good grazing food, some are not (and these are selected by default), but cutting them does require labor from your colony.)
When managing pens make sure to check the nutrition grown compared to the nutrition consumed, if there nutrition grown is less than the nutrition consumed then animal starvation is inevitable. 
Pen Marker Menus
Pen Animals Tab.PNG|Animal Menu
Pen Food Tab.PNG|Food Menu
Pen Auto-cut Tab.PNG|Auto-cut Menu
== Version history ==
* 1.3.3066 - Added
* 1.3.3101 - Fix: Animal pen marker animal consumption assumes animals are always hungry, halving reported consumption.
Category:Miscellaneous
Penoxycyline

Penoxycyline is a drug that prevents users from catching malaria, sleeping sickness, and plague
== Acquisition ==
 Note that Neutroamine can only be obtained from traders or found in cargo pods.
It can also be bought from orbital, Outlander, or Empire traders, as well as Outlander and Empire faction bases.
== Summary ==
Penoxycyline completely prevents users from catching any of the following diseases while its "high" is active:
* Malaria
* Plague
* Sleeping sickness 
Despite the wording of the description, it does nothing to prevent or treat infections, or any other diseases or ailments besides the three above. 
When the Disease event occurs, pawns that were protected from getting the disease by penoxycyline will be specifically noted as such. Penoxycyline does nothing to treat pre-existing diseases.
Penoxycyline is not addictive and has no direct side effects. Penoxycyline can contribute to overdoses, increasing severity by 0.08-0.14 per dose consumed. This severity is not enough to cause any health effect on its own. However, it can cause minor overdoses when taken along with hard drugs.
== Analysis ==
Diseases usually aren't a fatal problem by the time you can get a good supply of neutroamine and have the research. For an otherwise healthy colonist: a decent doctor, in a clean hospital, using herbal medicine or medicine is usually enough to treat the disease (so long as the colonist rests for the duration). However, this drug can still be helpful.
Penoxycyline can reduce the time spend resting in bed, especially in tropical biomes where disease is prevalent and sleeping sickness is possible. If you don't want to use penoxycyline on every colonist, you can reserve it for your doctors. This prevents your doctors from getting sick when a disease outbreak occurs. It can also be used on sickly pawns for obvious reasons. If you can afford the neutroamine cost (and won't be using it for medicine, wake-up, or go-juice), then this drug is a net positive.
While the in-game description says to "Take every five days", the effect actually lasts just over than a half-day longer. This gives pawns some leeway, in case colonists don't consume the pills promptly. Set a drug policy to tell the pawns to take one every 5 days and keep one in the inventory to take as soon as possible, or be cheap, set it to "6 days" and live dangerously.
== Gallery ==
Penoxycyline a.png|One penoxycyline
Penoxycyline b.png|Stack of penoxycyline
== Version history ==
* 0.15.1279 - Added as Malari-block, and only prevents Malaria
* 0.16.1393 - Reworked. Renamed from Malari-block to Penoxycyline and now prevents a wide variety of infections. Cost decreased from 5 neutroamine to 3.
* Alpha 17 - Cost is further reduced from 3 to 2 neutroamine. It also received an overhaul, such that instead of instantly boosting disease immunity to 61%, it now provides true immunity and cannot reactively increase immunity against a disease that is already in progress.
Category:Drug Category:Medical Drug
People

==Colonists==
==Prisoners==
==Raiders==
==Visitors==
:See: Events - Faction Visit
Visitors are friendly faction members that come and mill about the player's colony. Sometimes one of the them has items to trade, indicated by a question mark. Their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present. When leaving, visitors will often rescue their own downed pawns.
Category:Characters
Permadeath save conversion guide

This article contains information on how to convert a Permadeath save file into a non-Permadeath save file.
#Find the save file: 
## First, launch RimWorld, via Steam, GOG, or wherever you have it installed.
## Click "Options" on the main menu.
## In the middle column, under Gameplay, click "Open Save Data Folder" - this should open a file explorer in your RimWorld directory.
## Open the "Saves" folder.
## Find your Permadeath save that you wish to convert. It will end in "(Permadeath)".
#Edit the save file:
## Create a backup! Always create a backup before editing a save file, preferably saved in another location.
## Once you have identified which file you need to edit, open it with your favourite text editor, for example Notepad, Visual Studio, Sublime Text, or Atom. Anything will do if it can edit large files.
## Once the file is open, confirm it is opened correctly - the top of the file should start with "<?xml version="1.0" encoding="utf-8"?>"
## On about line 22, there is a line which reads: "<permadeathMode>True</permadeathMode>"
## Change this line to "<permadeathMode>False</permadeathMode>" and remove the line below it which reads "<permadeathModeUniqueName>".
## Save your changes to the file, and rename it to remove the (Permadeath) - this is personal preference, it has no effect on the actual save file.
## Relaunch RimWorld.
Now your file is not permadeath!
Category: Guides
Persona core

The persona core is a highly valuable component required to build a ship capable of leaving the planet.
== Acquisition ==
Persona cores can be found in an item stash world quest. Once the Starflight Basics research project has been completed, you may also purchase the location of one from allied factions for the price of silver at a comms console. You do not need to actually receive the Persona Core Offer event to do this. It can also be earned as a reward for completing randomly generated quests.
Alternatively, it's possible to go to the ship found in the Journey offer, deconstruct its ship computer core, and bring it to a colony. There is a chance for the persona core to be lost when deconstructing.
== Usage ==
== Summary ==
A single persona core is used to build the ship computer core. It has no other purpose, but sells for a high price.
== Analysis ==
As you need only one core to win the game, additional cores can be traded away without fear of setting yourself back. Alternatively, if another victory condition will be performed, or none will be, then they can also be sold without consequence. 
=== Profit ===
Due to the natural trade disadvantage, the profit from continually farming persona cores isn't very high. At 20 Social skill in Strive to Survive, you would get from selling a persona core, a profit of . At 10 Social, this drops to a profit of . However, this does not consider the time cost of a caravan or the material cost of a transport pod.
Usually, it is much easier to grow psychoid and cloth, drill for ore, or take the mood penalty for organ harvesting. Because caravans often take multiple days for a round trip, these options are more profitable per unit work. Even if they'd be slower for profit, these methods do not require nearly as much player interaction. They do not require colonists to venture to an item stash, or fight enemies there, or force your fighters away from home during a raid.
== Version history ==
* Beta 18 - AI persona cores can no longer be salvaged by destroying a psychic ship nor found for purchase from an exotic goods trader.
* Beta 19 - you may now pay other allied factions a cost of 1500 silver for the location of one.
* 1.3.3066 - Texture updated.
* ? - Renamed from AI persona core to Persona core, sometime before 1.3.3117, possibly in 1.3.3066. At some point the description was changed from A hyper-advanced computer core that houses a superhumanlike artificial intelligence. In its isolated state the core is dormant. Installed in a proper support structure, however, it can become a mind of frightening power. to A hyper-advanced computer core that houses a peak-human-equivalent machine persona. In its isolated state, the core is dormant. Installed in a proper support structure, however, it can become a mind of great power, likely at the same time.
AI persona core Old.png|Sprite prior to 1.3.3066.
AI persona core older.png|Sprite prior to 1.0.2096.
Category:Exotic Item
Pew

A Pew is a building added by the Ideology DLC. It is used as a seat by pawns.
== Acquisition ==
Constructing a pew requires , and of work.
In order to create a pew, the colony must have an ideoligion with pews selected.
== Summary ==
Pews act as three-tiles-wide chairs. They can be used to eat at tables, and provide comfort when used while working.
They can be selected as ritual seating for an ideoligion, providing a quality bonus to some rituals, depending on how many pawns can sit at them.
=== Comfort ===
Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.
Comfort varies by quality but not material. Pews of the same quality level will all have the same quality, regardless of what they're constructed from.
== Analysis ==
Compared to the stool, pews provide higher comfort and beauty, but are more expensive per available seat. Compared to dining chairs and armchairs, pews provide less comfort and beauty per tile, but can be made out of stone for cheap and non-flammable seating, and do not require research.
As a ritual seat, their alternatives are kneel pillows and kneel sheets. In comparison, pews are made out of wall materials, rather than textiles. As textiles can be difficult to acquire when starting out, pews are somewhat better for the early game.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings) Category:Chair
Phoebe Chillax

Phoebe Chillax, is a storyteller whose main characteristic is the long break between challenges, leaving the player with enough time to rest and recover after an event, and live without much to worry about. This gives new players a more relaxed experience to get familiar with the game. However, long breaks between raids can lead to surprising spikes of difficulty.
===Analysis===
While Phoebe will "hit as hard as anyone," Cassandra is objectively a more difficult storyteller - she sends more threats more often. For comparison, Phoebe can never send 2 raids in quick succession, always taking anywhere from 8 to 24 days between major threats. What this description means is that a large raid at Losing is Fun won't be any easier just because you picked a different storyteller. It's also possible to overestimate yourself, and be hit by a large raid you weren't prepared for.
When playing with Phoebe, in the beginning its always likely to gain one or two more colonists, typically a wanderer. A trade caravan or two shall also arrive before completing a full season (15 days).
== Code specifics == 
 
Major Threats
Phoebe's cycle begins on day 13 in her 8 day "On" phase. During the "On" phase there is always 1 major threat sent. Phoebe alternates between 8 day "On" phases and 8 day "Off" phases. The dates of these phases are always the same. Phoebe always begins the first "On" phase on day 13 and the first "Off" phase begins on day 21. Rimworld days begin at hour 6.
These On and Off cycles are the same after saving and reloading the game, on multiple map tiles, and when changing storytellers.
On Cycle Start	On Cycle End
13 	21
29 	37
45 	53
61 	69
77 	85
Previous +16 	Previous +16
 <minDaysPassed>13.0</minDaysPassed>
 <onDays>8</onDays>
 <offDays>8</offDays>
 <numIncidentsRange>1~1</numIncidentsRange>
Misc. Events
 <mtbDays>4.8</mtbDays>
Category:AI
Piano

A piano is a musical instrument that is a source of High Culture recreation and is a requirement for specific titles.
== Acquisition ==
== Summary ==
Nobles can put on concerts with the piano, similar to a party, giving a mood bonus to the noble and attendees.
Anyone listening to or playing the piano receives a thought for as long as it is being played. It can be heard within a radius of 20 tile. Pawns with Hearing do not get the mood bonus.
The piano cannot be played if the pawn has a manipulation capacity of 0%.
== Analysis ==
Piano_Play.png|Pawn playing the piano
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2559 - No longer crafted at the art bench.
* 1.2.2719 - Humans with 0% hearing no longer get thoughts from listening to instruments. Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.
* 1.3.3067 - Fix: Musical instruments don't give recreation.
Category:Recreation
Pig

Pigs, called sows if female and piglets as babies, are domesticated animals, obtainable from both land and space traders. Pigs are omnivorous, making them easy to feed. They will eat live plants and so should be kept away from the growing zones.}}
== Summary ==
== Analysis ==
Pigs are worse for food : grass than a variety of other grazers, from cows and chickens, to horses, ibex, and alpacas. Even chinchillas are better. The pig's niche is as the most nutritionally efficient omnivore, that does not require taming upkeep. By locking them into a corpse freezer full of dead raiders, this permits the conversion of long pork into pork pork as long as temperature can be maintained between and their minimum comfortable temperature of . 
Wild boars are the next most efficient omnivore (without training upkeep). Boars are worse for nutrition, but are better at surviving cold temperatures (and can be found in the wild), allowing a freezer to operate at lower temperatures to delay spoilage during outages.
=== Nutrition ===
When slaughtered, a pig yields meat and leather as a piglet; meat and leather as a juvenile; or meat and leather as an adult. 1 meat is equal to 0.05 nutrition.
An adult pig consumes nutrition per day, and a female creates up to offspring per day.
* When offspring are slaughtered as babies, a female pig will produce nutrition of meat per day, giving a potential nutrition efficiency of (not counting males).
* If the offspring are allowed to grow to adulthood, they will consume an additional nutrition per day, but will instead yield nutrition per day as they are slaughtered, resulting in a potential nutrition efficiency of .
When considering a population of equal numbers of males and females, these nutrition efficiencies fall to for baby slaughter and for adult slaughter.
The next best pen-omnivore, the wild boar, has an potential nutrition efficiency of (or nutrient efficient with 1:1 female:male). For comparison, a horse has a base nutrient efficiency of , much higher than a pig or wild boar. Chickens, ibex, and deer reach similar numbers.
==Training==
== Health ==
== Gallery ==
Pig east.png|Pig facing east
Pig north.png|Pig facing north
Pig south.png|Pig facing south
Dessicated pig east.png|Pig decaying
== Version history ==
* 0.12.906 - Added
* 1.3.3066 - Trainability changed from advanced to none, pigs now are predominantly a pen animal.
Category:Animals
Category:Farm animal
Pigskin

== Acquisition ==
The following animals provide pigskin.
== Usage ==
Pigskin can be used to craft and build the following things:
== Analysis ==
Pigskin is one of the least protective textiles in the game, at tied 21st most protective, or tied 8th least protective. Only lightleather, patchleather, cloth and wools are worse. It has terrible insulation, being the 4th and 3rd worst for heat and cold respectively. It also has a fairly low beauty factor and market value. Thus it should only be used when there is no alternative or where its stats have little effect on the utility of the resulting item, such as in clothing production quests or Armchairs whose beauty rarely significantly affects a room's quality.
The pigskin textile has no connection with the pigskin xenotype. The pigskin xenotype can wear pigskin apparel without any penalty.
== Gallery ==
Pigskin a.png|One pigskin
Pigskin b.png|Stack of pigskins
== Version history ==
* Possibly b18 - Merged with Boarskin.
Boarskin.png|Boarskin
Category:Material Category:Textile Category:Leather
Pila

Note that pila, once equipped, can be thrown infinitely; they are not consumed by use.
== Acquisition ==
Alternatively, pila can be purchased from neolithic war merchants, orbital combat suppliers, tribal and outlander faction bases, or found on the following raiders kinds:
Raider Kind 	Chance	Average Quality	Health
Heavy Archer	50.71%	Normal 	100%
== Analysis ==
Pila deal a great amount of damage per shot, matching the much more advanced sniper rifle. They also have a massive stopping power - able to stagger humans and anything smaller than 2.5 body size. However, pila have the slowest fire rate in the game, at least for conventional ranged weapons. They also have a terrible range, only outranging both shotguns and all grenades. And in terms of DPS, pila are very poor - even short bows are superior. Therefore, pila are best used as support and hunting weapons.
Because of the immense damage per shot, pila are known to completely destroy body parts, which can maim or outright kill a pawn. And, as thrown weapons, pila have a tendency to strike internal body parts more often. A pila user in the back can fish for lucky hits and stagger enemies. The per-hit damage also makes them good for hunting, though problems can arise if the quarry turns manhunter. As a downside, pila are likely to dismember any enemies you might want to capture for yourself.
But, overall, pila aren't very useful. They have a high research cost and terrible DPS. Pila shouldn't be used outside of the Lost Tribe scenario, which begins with one. Even then, bows deal more damage, which is generally more effective. For colonies with guns, the pump shotgun is another close range / high stopping power option.
=== Stats ===
Against an unarmored human, a pilum can kill with 2 hits to the torso, 1-2 hits to the head, or 1 hit to the neck or brain; cripple or destroy limbs in 1-2 hits; and destroy eyes and digits with a single hit. It'll generally take around 3 hits (~36 seconds average) to incapacitate that human from pain shock. 
Pila are best paired with careful shooters up to level 6, then with trigger-happy shooters beyond that point. 
== Trivia ==
The pilum is the classic Roman legionary's throwing spear. Along with the melee gladius, it is one of two Roman weapons in the game.
== Version history ==
* 0.4.460 - Damage nerfed from 45 to 30
* 1.5.4062 - Texture recreated with higher quality.
OldPila.png|Original pila sprite
Category:Equipment Category:Weapons Category:Neolithic Weapons
Category:Ranged Weapons Category:Single-Shot Weapons Category:Spears