nyuuzyou/wikis huggingface dataset:
Adrenal heart

Adrenal hearts are ghoul exclusive artificial body parts added by the Anomaly DLC. They replace the organic heart and provide the ability to go into a frenzy with increased combat ability, at the expense of making its user require more food. 
== Acquisition ==
It can sometimes spawn on hostile ghouls, however they cannot be harvested from them.
== Summary == 
Hunger rate offset: +15%. This is applied as a permanent multiplier to food consumption.
Grants "Ghoul frenzy" ability, with cooldown of 30 seconds, which gives for 15 seconds the "Ghoul frenzy" hediff with the following effects: 
* Melee Cooldown (Pawn) Factor: 
* Move Speed Offset: 
=== Installation ===
The adrenal heart can only be installed in ghouls. Note that despite the description noting pain as the reason it cannot be installed in other pawns, methods of pain nullification such as painstoppers do not allow the hearts installation into other pawns.
Installing the part requires of work. It doesn't anesthetize the ghoul, requires no medicine, cannot fail, but requires medical skill of 4.
== Analysis ==
The +15% hunger rate is a small price to pay in exchange for ghoul frenzy, especially for ghouls with nuclear stomach who already consume very little food. After unlocking the metalblood serum, this should be the main heart upgrade for your combat ghouls.
The frenzy duration of 15 second is a bit less than 0.4 hours, half of the cooldown. For the aforementioned cost of hunger, you can keep your ghoul in frenzy half of the time, all day. On average, this will completely cancel the move speed penalty of all other ghoul-specific body parts.
== Version history == 
* Anomaly DLC Release - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Advanced component

Advanced components are a late game crafting material used for high-tech crafting and construction, such as building the ship to escape the planet, or making charge rifles and marine armor. 
== Acquisition ==
Advanced components can also be collected by destroying crashed ship parts or by purchasing them from traders. Advanced components can only be bought from orbital traders, outlanders, and the Empire. They can also be found in ancient shrines.
== Summary ==
Damage to an advanced component's HP does not affect their market value.
=== Usage ===
Advanced components are used in the following crafting recipes:
== Analysis ==
Like with regular components, advanced components are often a bottleneck to a colony. It is highly recommended to keep 2 advanced components for when you can build a fabrication bench, which allows you to make both types of component yourself. You may also want to grab one to make a ground-penetrating scanner or long-range mineral scanner. Both can scan for ores indefinitely; the metal that they find can be another bottleneck towards development.
Before Advanced Fabrication, the most reliable way to get these is via trade. Outlander faction bases often have a few advanced components on sale. If you are unable to trade this way, both exotics goods traders and orbital trade ships are able to sell some. 
In any case, traders rarely pack more than a few at a time, and they become insufficient to meet the high demand for advanced components in the late game. This is exacerbated if you are constructing the ship. A large amount of time - of work per component - will be spent creating advanced components. You may want to build multiple fabrication benches, with multiple high-skill crafters, to make enough. In addition, 1 or 2 tool cabinets can be used to speed up work speed. 
Note that you will need both plasteel and gold to create advanced components, so plan ahead accordingly.
== Trivia ==
* In the code, Advanced Components are called "ComponentSpacer"
== Version history ==
* Beta 19 - now requires 10 plasteel instead of 3 uranium to make and is used for a greater variety of crafting recipes instead of only building the ship.
Category:Crafted Resource
Agarilux

An Agarilux, is a wild plant that only spawns inside caves and cannot be grown by the player. It has a slow grow time, and harvesting a fully grown specimen produces up to 35 raw fungus. It reproduces by spores to nearby dark areas. After a certain growth period it emits 41% light from the spot where it grows. It is immune to blight.
== Gallery ==
Agarilux a.png|Agarilux variant A
Agarilux b.png|Agarilux variant B
== Version history ==
* 1.3.3066 - Nutrition increased from 0.5 to 0.75
Category:Plants
Category:Wild plants
Agave

== Growing ==
Agave plants have a base growing time of 3 days, need a minimum soil fertility of 30%, and have a fertility sensitivity rating of 50%. The following table details how long it takes for Agave to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
Agave plants are functionally almost identical to berry bushes, with the minor differences being that agave fruit produces a negative thought when eaten raw, and agave plants can grow in 30% fertile ground and above. The latter currently makes no real gameplay difference though, as the only soil below 50% fertility is sand, which has a fertility of 6%.
== Food production ==
Just like berry bushes, agave plants in rich soil are theoretically the best means of food production in the game, usurping even the almighty rice plant in hydroponics when it comes to yield per day. However, you can't control where agave plants go; you can with rice. The following table shows how many plants it takes to sustain one colonist, but only factors in the nutritional value of the yield and the yield per day:
Ground Type 	Gravel	Soil	Rich Soil	Hydroponics
Raw 	15 	13 	11 	-
LavishAlso applies to 100% vegetarian simple meals and packaged survival meals	9 	8 	7 	-
Paste 	6 	5 	4 	-
FineAlso applies to pemmican 	5 	4 	4 	-
== Economy ==
The agave plant's raw product is agave fruit, which has a market value of 1.5 silver. The refined product with the largest profit margin is a fine meal, having a 37.14% 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 	Gravel	Soil	Rich Soil	Hydroponics
Raw 	1.67 	1.96	2.36 	-
RefinedAssuming a vegetarian ingredient bottleneck. Your mileage may vary.	5.34 	6.29	7.54 	-
== Gallery ==
Agave a.png|Agave variant A
Agave b.png|Agave variant B
Category:Plants
Category:Wild plants
Category:Resource plants
Agave fruit

Agave fruit is a vegetable raw food obtained by harvesting wild agave.
== Acquisition == 
Agave fruit is obtained by harvesting sufficiently grown wild agave, which can be found in dry biomes, namely . Each plant yields units per plant, before modifiers for Difficulty and Plant Harvest Yield. 
Agave fruit can also be foraged by a caravan when traveling through its habitat in its growing season. It can also be found in cargo pods in the same quantities that rice and corn can be found in.
== Summary ==
As a raw food, agave fruit can be be eaten raw, with a flat 2% chance of giving food poisoning, or cooked into a meal with a food poisoning chance dependent on the skill of the cook and the cleanliness of the kitchen. Animals are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of nutrition, such as fine meals, agave fruit is classified as a vegetable.
As with most raw food, eating agave fruit directly results in a Ate raw food mood penalty. This mood penalty is negated if the pawn has the ascetic trait or the robust digestion gene.
== Analysis ==
As a non-plantable food source, a player is mostly likely to acquire agave fruit from harvesting wild plants and foraging on caravans. Ultimately, the unreliability and the inefficiency of these methods compared to traditional farming means that agave won't see a lot of use, but it should still be exploited when stocks are low or pawns are away from home.
== Version history ==
* 0.2.363 - added
Agave fruit old.png|Old sprite
Category:Food Category:Raw Food Category:Vegetarian
Aiming Time

Aiming time works as a multiplier on the warmup time of a ranged weapon, i.e. a ranged weapon with a warmup time of 1 second normally will have a warmup time of 0.5 seconds in the hands of a pawn with an Aiming Time stat of 50%. Note that the cooldown time of the weapon is unaffected. 
This stat also applies to psycasts , the integrated weapons of grenadier and phoenix armors, and a number of utility items including the orbital bombardment targeter, orbital power beam targeter, psychic shock lance, psychic insanity lance, tornado generator, jump pack orbital mech cluster targeter, and disruptor flare pack.
== Factors ==
A pawn's aiming time has a base value of 100%, a minimum value of 1% and is affected by the following factors:
* Trigger-happy: 
* Careful shooter: 
* Shooting specialist role: 
* Shooting specialist's Marksman Command: 
== DPS table == 
The effect of the reduction in aiming time on the DPS of ranged weapons depends on each weapon's unique ratio of "Warmup time" and "Cooldown time". For example, a weapon with a long warmup and short cooldown will benefit more from a reduced aiming time than a weapon with a shorter warmup and/or a longer cooldown, all else being equal. 
The table below details the effect of the reduction in aiming time on the DPS for each pawn-usable, ranged weapon. Note that while single use weapons such as the doomsday rocket launcher do benefit from the decreased aiming time, their single-use nature makes comparing DPS in this way nonsensical and they are thus excluded.
Also note that this DPS only takes into account the Aiming Time of a pawn, and assumes all other factors are equal. For example, the 125% column will represent the decrease in DPS from the increased Aiming Time of Careful shooter trait, but will not reflect the effect of the increase in Shooting Accuracy that the trait also provides.
== Analysis ==
The minimum aiming time is achieved by a happy-trigger shooting specialist. This causes a drastic change in the damage output of weapon, heavily favoring shotguns, LMGs, and miniguns. A mere pump shotgun in the hands of such shooter will have a damage output on par with a charge rifle
Airwire headset

The airwire headset is a piece of apparel added by the Biotech DLC that increases the bandwidth of mechanitors.
== Acquisition ==
Pawns in The Mechanitor scenario start with an airwire headset equipped.
== Summary ==
The airwire headset increases a mechanitor's bandwidth by . This increase is not affected by quality, though the usual apparel stats are affected as normal.
== Analysis ==
An airwire headset equates to 3 more militors or general labor mechs, in exchange for the protection from a simple helmet or other headgear. While they deteriorate over time, airwire headsets are much cheaper, in both resources and power, than 3 band nodes. Somewhat useful, especially if your mechanitor does not participate in direct combat.
Once Standard Mechtech is obtained, you can create the array headset, which gives 3 additional bandwidth and only costs components more to create. Note that, until you actually need their bandwidth, either headset does not actually help you. For mechanitor starts, you can take off the airwire headset until reaching the initial 6 bandwidth cap to save on headset health.
The only stats that are meaningfully affected by quality are the deterioration rate and market value, thus in most cases there is essentially no benefit and some detriment to higher quality headsets. Note that deterioration rate only applies to deterioration from being outdoors and the like, it does not affect the damage taken from attacks or being worn day-to-day. Properly storing any unworn headsets, as you likely are anyway, completely negates the benefit.
== Version history ==
* Biotech DLC Release - Added.
Category:Clothing
Alpaca wool

== Acquisition ==
Alpaca wool is acquired by shearing tamed alpacas - each alpaca can be sheared every days for wool, for an average of per day. Note that the amount of wool sheared scales with the Animal Gather Yield of the shearer. 
Shearing takes , regardless of the amount of wool produced, and only modified by the Animal Gather Speed of the handler.
It can also be purchased from traders.
== Usage ==
Alpaca wool can be used to craft and build the following things:
== Analysis ==
Along with the other wools, alpaca wool has the second worst protective stats of any textile in the game, only beating cloth by virtue of heat armor. But like other wools, alpaca wool excels against the cold, offering the 4th best cold insulation. In comparison, its heat insulation is around many leathers, at 10th of all textiles. This makes alpaca clothes mostly used for cold insulation. Outside of the extreme cold, it may be wiser to use a less insulative, but more protective clothing. 
Where alpaca wool clothing shines is its ease of acquisition; the alpaca has the second fastest Per Day production rate for wool, while only eating as much as a sheep. This means it can be useful for parkas or other pieces of clothing which are situational.
As furniture, it only has a somewhat improved beauty factor over other common textiles, but its rapid redundancy as clothing, the ease of acquisition, and modest value makes it a solid choice for improving furniture beauty and providing bulk textiles for construction. But like other wools in RimWorld, it is exceptionally flammable.
== Trivia ==
Contrary to wool in real life, wool in RimWorld is more flammable than cotton, rather than less.
Category:Material Category:Textile Category:Fabric Category:Wool
Altar

An altar is a general term for 5 distinct buildings, all of which perform the same duties.
*Small altar
*Medium altar
*Large altar
*Grand altar
*Ideogram
== Summary ==
Altars are used as a ritual focus for the Social party, Animal sacrifice, Scarification, Blinding ceremony, and Prisoner execution rituals. Starting these rituals in an altar increases their ritual quality by , increasing the chance for a positive outcome.
Altars are not required by an ideoligion. But if an altar is selected, then a proper temple room will be demanded at either moderate or high expectations. These expectations are reached at 80,000 or 180,000 colony wealth, respectively. Once expectations are reached, altar rooms can have the following requirements:
*No work facilities or beds (always required)
*Room Impressiveness - 60
*Room area - 25 tiles
*4x column
*All floored
These requirements, and the level of expectations where they apply, can change each time you regenerate the altar. The type of altar doesn't seem to matter - you can get a grand altar with moderate expectations, for instance.
Ambrosia bush

The event can only occur, and thus the bush can only be found, in the following biomes:
* Tropical rainforest
* Tropical swamp
* Temperate forest
* Temperate swamp
* Boreal forest
* Arid shrubland
== Growing ==
Ambrosia bushes have a base growing time of 6 days, need a minimum soil fertility of 30%, and have a fertility sensitivity rating of 15%. The following table details how long it takes for Ambrosia to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
Unlike most plants, the harvest yield is determined by the drug crop harvest yield stat of the harvester. This stat is still primarily determined by plant harvest yield.
== Analysis ==
Ambrosia is a valuable fruit that can be consumed once every 2 days for a mood boost, or sold to traders. In order to have colonists automatically harvest ambrosia, you can create a growing zone on top of all the bushes. Disable sowing, but keep plant cut enabled. Once the bushes have finished growing, they will be cut by growers.
Each ambrosia fruit is more valuable than flake, and each bush has a base yield of 4 fruits. As there's no need (or ability) to process ambrosia any further, a nearby ambrosia sprout is an efficient way to make a bit of extra cash. However, it isn't worth it to travel halfway across the map in order to satisfy an ambrosia fix.
== Lore ==
According to the Cryptosleep Revival Briefing, ambrosia bushes are apparently engineered to have a pleasurable, drug-like effect on those who eat it. On some planets, its wild variants have adapted to a strategy whereby they provide pleasure-inducing fruit in exchange for care from animals and people.
== Gallery ==
Ambrosia immature.png| Immature ambrosia bush
Ambrosia bush.png| Mature ambrosia bush
Ambrosia leafless.png| Leafless ambrosia bush
Category:Plants
Category:Wild plants
Category:Resource plants
Ancient barrel

Ancient barrel are ruins added by the Ideology DLC.
== Gallery ==
AncientBarrelA.png|Variant A
AncientBarrelB.png|Variant B
AncientBarrelC.png|Variant C
AncientBarrelD.png|Variant D
AncientBarrelE.png|Variant E
== Version history ==
* Ideology DLC Release - Added.
* ? - Prior to 1.3.3387 - Textures changed
BarrelA.png|Previous Variant A
BarrelB.png|Previous Variant B
BarrelC.png|Previous Variant C
Category:Ruins
Ancient bed

Ancient bed are ruins added by the Ideology DLC. Can be used as a bed. Has no quality.
== Summary ==
s are a form of sleep furniture. One pawn can sleep on one at a time. 
=== Rest Effectiveness ===
Rest Effectiveness is a measure how fast a pawn will regain rest. A pawn sleeping in a bed with 80% rest effectiveness would regain rest 80% as fast, and thus require 125% time to sleep.
=== Comfort ===
Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed 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. Ancient beds do not benefit from end tables or dressers.
=== Surgery Success Chance Factor ===
The Surgery Success Chance Factor is exactly what it sounds like - a multiplier on the chance for a successful surgery, assuming it is performed in an ancient bed. Most beds and bedrolls have a base value of 100%, which is multiplied by quality. Construction material does not matter. Ancient beds have no quality, and are always considered to have a ×100% multiplier to their base value.
=== Healing ===
A pawn resting in a of any quality will have their Immunity Gain Speed multiplied by and heal an additional HP from injuries per day.
== Analysis ==
In terms of Rest Effectiveness, the ancient bed is near identical to an awful quality bed made out of anything but stone blocks, with 85%. comfort-wise, it is identical to a normal quality bed of any type. Because of this, the ancient bed is only superior to a sleeping spot, due to negating the from using one. However, the Surgery Success Chance Factor of an ancient bed is with 65% even worse than the 70% of a sleeping spot. Its Immunity Gain Speed Factor is also worse, at 0.95 instead of 1 from a sleeping spot. Therefore, they are only viable for non-medical use in the case that your entire colony is incapable of Construction or cannot find wood to make beds, which is nigh-impossible. Every default scenario, except for Naked Brutality, starts the player with a select amount of wood, which can and should be used to supply your first few colonists with proper beds. The only biomes without wood to cut are the ice sheet and sea ice biomes, which do not have the ruins that ancient beds spawn in anyways. Thus, ancient beds are almost completely inviable in every aspect.
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3101 - Fix: Ancient beds not showing sleeping pawn body.
Category:RuinsCategory:Sleep furniture
Ancient car

Ancient car are ruins added by the Ideology DLC. It cannot be fixed or used.
== Gallery ==
Ancient car.png|Variant A facing East
Ancient car north.png|Variant A facing North
Ancient car south.png|Variant A facing South
Ancient car B east.png|Variant B facing East
Ancient car B north.png|Variant B facing North
Ancient car B south.png|Variant B facing South
Ancient car C east.png|Variant C facing East
Ancient car C north.png|Variant C facing North
Ancient car C south.png|Variant C facing South
Ancient car D east.png|Variant D facing East
Ancient car D north.png|Variant D facing North
Ancient car D south.png|Variant D facing South
Ancient car E east.png|Variant E facing East
Ancient car E north.png|Variant E facing North
Ancient car E south.png|Variant E facing South
== Version history ==
* Ideology DLC Release - Added.
Category:Ruins
Ancient car frame

Ancient car frame are ruins added by the Ideology DLC.
== Gallery ==
RustedCarFrame_north.png|North variant
RustedCarFrame_south.png|South variant
RustedCarFrame_east.png|East variant
== Trivia ==
* Internally, this object is called "AncientRustedCarFrame"
== Version history ==
* Ideology DLC Release - Added.
Category:Ruins
Ancient exostrider cannon

Ancient exostrider cannon are ruins added by the Biotech DLC.
== Summary ==
The ancient exostrider cannon spawns with 1 ancient exostrider midsection, 1 ancient exostrider head, and 3 ancient exostrider legs.
Destruction will yield 4 steel slag chunks.
== Version history ==
* Biotech DLC - Added.
* 1.4.3528 - Fix: Ancient exostrider remains are failing to generate in swamp maps.
Category:Ruins
Ancient exostrider head

Ancient exostrider head are ruins added by the Biotech DLC.
== Summary ==
The ancient exostrider head spawns with 1 ancient exostrider midsection, 1 ancient exostrider cannon, and 3 ancient exostrider legs.
Destruction will yield 4 steel slag chunks.
== Version history ==
* Biotech DLC - Added.
* 1.4.3528 - Fix: Ancient exostrider remains are failing to generate in swamp maps.
Category:Ruins
Ancient exostrider leg

Ancient exostrider leg are ruins added by the Biotech DLC.
== Summary ==
The ancient exostrider leg spawns in a set of three, along with 1 ancient exostrider midsection, 1 ancient exostrider head, and 1 ancient exostrider cannon.
Destruction will yield 2 steel slag chunks.
== Gallery ==
Ancientexostriderleg a.png|Ancient Exostrider Leg Variant A
Ancientexostriderleg b.png|Ancient Exostrider Leg Variant B
Ancientexostriderleg c.png|Ancient Exostrider Leg Variant C
== Version history ==
* Biotech DLC - Added.
* 1.4.3528 - Fix: Ancient exostrider remains are failing to generate in swamp maps.
Category:Ruins