nyuuzyou/wikis huggingface dataset:
Recreation Power

== Bases ==
Furniture 	Base
Horseshoes pin 	100%
Hoopstone ring 	100%
Game-of-Ur board 	80%
Chess table 	100%
Poker table 	130%
Billiards table 	130%
Tube television 	120%
Flatscreen television	140%
Megascreen television	160%
Telescope 	120%
Harp 	100%
Harpsichord 	100%
Piano 	100%
Toy box 	125%
== Factors ==
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
Grave visiting recreation factor is a hidden room stat that acts as a multipier to Recreation Power based on room impressiveness. While outdoors, the multiplier defaults to 100%.
Here are the points of the curve used for determining this multiplier, and the result represented by a graph:
Impressiveness	Grave visitingrecreation factor
-150 	×100%
0 	×100%
150 	
== Calculating Recreation Power ==
Here is a table showing Recreation Power depending on Quality:
Furniture 	Awful	Poor 	Normal	Good 	Excellent	Masterwork	Legendary
Game-of-Ur board	60.8%	70.4% 	80% 	89.6% 	99.2% 	112% 	144%
Chess table 	76% 	88% 	100% 	112% 	124% 	140% 	180%
Poker table 	98.8%	114.4%	130% 	145.6%	161.2% 	182% 	234%
Billiards table 	98.8%	114.4%	130% 	145.6%	161.2% 	182% 	234%
Harp 	76% 	88% 	100% 	112% 	124% 	140% 	180%
Harpsichord 	76% 	88% 	100% 	112% 	124% 	140% 	180%
Piano 	76% 	88% 	100% 	112% 	124% 	140% 	180%
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:JoyGainFactor
* Label:recreation power 	How effectively this item entertains people and fulfills the need for recreation.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary:	4010
Recurve bow

== Acquisition ==
Recurve bows can be purchased from neolithic war merchants and orbital combat suppliers, tribal and outlander settlements, or obtained from the following raider kinds:
Raider Kind	Chance	Average Quality	Health
Hunter 	92.89%	Normal 	50-180%
== Analysis ==
The recurve bow is a jack-of-all-trades neolithic weapon. While even the earliest guns will match and surpass it, crafting recurve bows can be useful for tribal starts.
Of neolithic weapons, the recurve bow's range and accuracy are good, and it has the highest armor penetration, even beating the greatbow. It is superior in every way to a shortbow of equivalent quality. Overall damage, , and range are inferior to greatbow, even against heavy armor. Generally, a recurve bow must be one or two quality levels above a greatbow to be worth it, however the recurve bow is cheaper to craft and research. Most importantly, tribal starts begin with recurve bows already researched, while greatbows require further investment into a dead-end line of weaponry research on a start with slow research already. 
In terms of , basic firearms such as autopistols and revolvers are significantly superior to recurve bows out to 12 tiles, and competitive for the remainder of their range. 
As such, if a sufficiently skilled crafter is available, any new bows made by tribal colonies should be recurve bows but generally looted firearms will begin to replace all neolithic weapons before upgrading all pawns to recurve bows is practical. As even Tribal starts can quickly loot said firearms, researching recurve bows with a New Arrivals start is largely a waste of time. Should you find or craft a particularly high quality bow, it might stay relevant into the early game but it must be at least Excellent quality to be competitive with commonly looted guns. 
=== Stats ===
Against an unarmored human, a recurve bow can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~20.05 seconds average) to incapacitate that human from pain shock.
Overall, the recurve bow is best paired with a careful shooter up to level 11, and with a trigger-happy shooter beyond that point.
== Version history ==
* 0.18.1722 - Added.
* 1.5.4062 - Received new texture
RecurveBow Old.png|Texture prior to 1.5
Category:Equipment Category:Weapons Category:Neolithic Weapons
Category:Ranged Weapons Category:Single-Shot Weapons Category:Bows
Red fox

Red foxes, called red fox puppies as babies, are small, carnivorous animals. They are one of several different types of fox. 
With a body size of 0.55 they are just large enough to avoid being staggered by weapons with a stopping power of 0.5, such as the charge rifle and assault rifle.
== Taming ==
Red foxes can be tamed wild from , randomly join your colony in an event, or bought pre-tamed from a trading ship.
== Attacks ==
Red foxes have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for .
== Training ==
== Health ==
== Gallery ==
Fox red east.png|Facing east
Fox red north.png|Facing north
Fox red south.png|Facing south
Dessicated fox red east.png|Decaying
Category:Animals
Category:Wild animal
Reliquary

A Reliquary is a building added by the Ideology DLC. It is used to house a relic.
== Acquisition ==
== Summary ==
If your colony has an available relic it can be installed by selecting a pawn that can reach both the relic and the reliquary, then right clicking on the reliquary or on the relic itself.
Reliquaries do not have quality levels.
== Analysis ==
Once a relic is installed the reliquary provides a mood bonus of 3 for any rituals performed in the same room as the reliquary, and gives +10% multiplicative bonus strength to the Moral Guide's Convert power for that ideoligion (when the power is used on the same map as the reliquary).
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3387 - Description updated from -> .
* 1.4.3523 - Now requires Complex furniture research. Moved from Misc to new Ideology architect tab.
* 1.4.3580 - Fix: Faulty report string "Extracting limestone reliquary to inventory."
* 1.5.4062 - Reliquary has a “select contained thing” gizmo.
Category:Ideology (Buildings)
Remote repairer

Remote repairers are artificial body parts added by the Biotech DLC that allow mechanitors to repair their mechanoids from a distance. 
== Acquisition ==
== Summary ==
Having at least 1 remote repairer installed gives access to the Remote Repair ability. 
Remote repair is analogous to regular repairing, just from a distance. A mechanitor must have line of sight in order to initiate the repair, but it can be sustained through walls. Both the mechanitor and the mech are unable to shoot or use abilities during remote repair. The mech can move freely, but must stay in range to remain repaired.
Up to 3 remote repairers can be installed in each mechanitor's brain. Each installed repairer increases repair range as follows:
Num.Repairers	Repair range(Tiles)	Increase from prev.(Tiles)
1 	7.9 	-
2 	13.9 	
3 	19.9 	
=== Installation ===
Unlike most medical implants, the remote repairer is not installed via an operation and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click "Implant remote repairer" or "Upgrade remote repairer to level X" if one has already been installed. A max of 3 can be installed on any one mechanitor and cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the Mechlink will be lost.
== Analysis ==
?
== Version history ==
* Biotech DLC Release - Added.
Category:Medical Item Category:Body Part Category:Implant
Remote shielder

Remote shielders are artificial body parts and upgrades to a mechanitors Mechlink added by the Biotech DLC that allow a mechanitor to remotely create a shield around their mechanoids.
== Acquisition ==
== Summary ==
 
Having at least 1 remote shielder installed gives access to the Remote Shield ability; it has no warmup time, no direct resource cost other than your mechanitor's full attention, and when the shield is broken, expires, or is cancelled has a cooldown which starts as soon as mechanitor stops projecting the shield.
Up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases shield range and energy as follows: 
Num.Shielders	Shield range(Tiles)	Shield energy	Damage capacity
1 	7.9 	75 	
2 	13.9 	150 	
3 	19.9 	225 	
The shield itself is nearly identical to the shield from a Shield belt equipped by a pawn in that it blocks incoming projectiles and prevents damage at a rate of 3.3 energy for every 1 point of damage, prevents the mech from shooting outward, is disabled by an EMP (which will stun the mech at the same time), and prevent the mech from being staggered. Unlike the shield belt it recharges extremely slowly but makes up for it with the ability to be quickly recast after a short cooldown and it's overall large capacity- at level one it's slightly lower than a poor quality shield belt but at level 2 it is comparable to an excellent belt, and at level 3 it compares to a legendary shield belt. The single-size bubble is much larger to visually accommodate larger mechs.
=== Installation ===
Unlike most medical implants, the remote shielder is not installed via an operation and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click "Implant remote shielder" or "Upgrade remote shielder to level X" if one has already been installed. A max of 3 can be installed on any one mechanitor and cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the Mechlink will be lost.
== Analysis ==
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3555 - Increased the health of the mechanitor's remote shielder ability to 75/150/225 
Category:Medical Item Category:Body Part Category:Implant
Remove roof area

The Remove roof area allows the player to designate an area which will not be covered by thin roofing once a surrounding wall is constructed. Designating such an area will also remove existing thin roofs and thin rock roofs when applied, but thick rock roofs will remain intact.Source: Changelog 0.2.363 Additions/point 2
== Tips ==
When deconstructing a building, remove its roof first or risk pawns getting crushed when the last wall is deconstructed.
== Version history ==
? - Renamed from no roof area.
== Notes ==
Category:Zones
Repair Energy Cost

== Bases ==
Mechanoid 	Repair Energy Cost
Centipede blaster	0.2
Centipede gunner 	0.2
Centipede burner 	0.2
Lancer 	0.33
Scyther 	0.33
Pikeman 	0.33
Termite 	0.33This mech cannot be gestated by a mechanitor, so this is irrelevant
Militor 	0.66
Lifter 	0.66
Constructoid 	0.66
Fabricor 	0.66
Agrihand 	0.66
Cleansweeper 	0.66
War urchin 	0.66This mech cannot be repaired by an overseer, so this is irrelevant
Paramedic 	0.66
Legionary 	0.33
Tesseron 	0.33
Scorcher 	0.33
Tunneler 	0.2
Apocriton 	0.33
Centurion 	0.15
War queen 	0.15
Diabolus 	0.15
== String Format ==
Repair Energy Cost is written out ingame as:
Base Value × 100
Which is then styled as an integer.
=== Worked Examples ===
# 0.333 (Default Base Value):
## 0.333 × 100 = 33.3
## 33.3 to integer = 33
# 0.33 (BaseMechanoid):
## 0.33 × 100 = 33
## 33 to integer = 33
# 0.2 (MechCentipede and HeavyMechanoid):
## 0.2 × 100 = 20
## 20 to integer = 20
# 0.66 (LightMechanoid):
## 0.66 × 100 = 66
## 66 to integer = 66
# 0.15 (SuperHeavyMechanoid):
## 0.15 × 100 = 150
## 150 to integer = 150
== Health ==
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MechEnergyLossPerHP
* Label:repair energy cost 	The amount of energy that this mechanoid loses for every 100 damage repaired.	
* Display Order:13
* Def Name:Mechanoid
* Label:Mechanoid
* Display All By Default:	
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids: 
* Worker Class: StatWorker_MechEnergyLossPerHP
* Default Base Value: 0.333
* Min Value: 0
* To String Style: Integer
* Show If Undefined:	- 	2020
== Version history ==
* Biotech (DLC) Release - Added.
Repair Success Chance

In order for a pawn to Repair something, either by themselves or by given a specific priority, that item must be within the Home Area zone. (Adjusting Home Area is found under Architect/Zones.) 
Repair Success Chance is capped at 100%.
==Factors==
* Construction 
* Manipulation: 30% importance, No max
* Sight: 20% importance, 100% limit
Repair probe

Repair probes are artificial body parts added by the Biotech DLC that increase the rate at which mechanitors repair their mechanoids.
== Acquisition ==
== Summary ==
Each repair probe increases Mech Repair Speed of the implanted mechanitor by . Up to 6 repair probes can be installed in each mechanitor's brain. Each probe stacks additively as if it were , with the end result rounded down.
Num.Probes	Mech Repair Speed
1 	
2 	
3 	
4 	
5 	
6 	
=== Installation ===
Unlike most other artificial body parts, the repair probe is not installed via an operation. Instead, the selected mechanitor can be selected to use the device on themselves, consuming the item and installing it.
== Analysis ==
Repair probes use a valuable nano structuring chip. Making a repair probe should be weighed against making mechlord armor, a wastepack atomizer, or your own war queen. Making a mechlord suit, in order to have 2 centipedes, is most likely better than having 1 centipede repaired 33% faster. The advanced components could also be used for bionics. If you have a surplus of chips and components, then repair probes are ultimately a buff to your mechanitor.
Usually the time taken to repair after battle isn't a big issue. Sees use with the remote repairer, as this implant makes it easier to repair mechs during battle.
== Version history ==
* Biotech DLC Release - Added.
Category:Medical Item Category:Body Part Category:Implant
Rescue

Rescue is an Order that can be performed on any Downed Animals, Humans, and Mechanoids. Note that Mechanoids cannot normally be downed, and instead will always die upon being downed.
Animals require a reachable, un-reserved animal sleeping spot in safe temperature.
Humans require a reachable, un-reserved sleeping spot, bed, or hospital bed in safe temperature. Note that Animals and Humans may die of any Ailments even in the hands of a rescuer.
Rescuing pawns entails no Movement Penalty.
== Manual Rescue ==
Animals and Humans can be manually carried, and ordered to be placed into any sleeping spot or bed by Drafted pawns. Pawns carrying other pawns can use jump pack to traverse terrain easier.
== See also ==
* Drafting
* Order
Category:Game mechanics
ResearchProjectDef

ResearchProjectDefs are used for defining researchable technologies.
==Global attributes==
Tag 	Description 	Values
defName 	Internal ID of the research. Does not appear in-game. 	String (Can't end with number.)
label 	In-game title of the research. 	String
renderPrecedence 	Render importance of terrain 	Integer; higher values take higher priority (Sand = 350, Soil = 340, Gravel = 330, Carpet = 300-298)
description 	In-game description of the research you can see in research tab. 	String
descriptionDiscovered	In-game description of the research which can be seen when you finish the research.	String
totalCost 	Research point cost of this research. 	Integer over 0
prerequisites 	What research(es) should be done in order to start this research. 	ResearchDefs (is a list)
Category:Defs
Research Speed

It also affects the speed with which they assemble genes.
== Factors ==
Note that these values stack with the multipliers from the research bench and room cleanliness; see Research for a full breakdown of the resulting rates. 
* Intellectual : 8% plus 11.5% per skill level.
* Manipulation: 50% importance, 110% limit
* Sight: 50% importance, 110% limit
* Global Work Speed
* Pawn Ideoligion with Research Precept:
** Extremely slow: 
** Very slow: 
** Slow: 
** Normal: ×1.00
** Fast: 
** Very fast: 
* Neurocalculator : .
* Research specialists: .
* Lab coat : .
Research Speed Factor

== Bases ==
Building 	Research Speed Factor Base
Simple research bench 	
Hi-tech research bench	100%
== Offsets ==
Facility 	Research Speed Factor Offset
Multi-analyzerLinkable to Hi-tech research bench (Maximum of 1)	
== Factors ==
Outdoors:
Location	Factor
Indoors 	×100%
Outdoors	
Work Table Temperature:
Temperature	Factor
< 	
> 	
Room Stats:
Room Stat 	Custom Label
Research speed factor	Room cleanliness
Reading bonus 	Reading bonus
Room cleanliness is a multiplier ranging from - ( without a room), depending on the cleanliness of a room.
Cleanliness	Factor
-5.0 	0.75
-2.5 	0.85
0.0 	1.00
1.0 	1.15
Reading bonus is a multiplier ranging from 100% - (100% without a room), depending on the number of books in bookcases in a room. It is not affected by books on the floor.
There are diminishing returns on reading bonus for the number of books:
Books	Reading Bonus Offset Per Book
1-5 	
6-10 	
11-15	
16+ 	
Books 1-5 give a total of , books 6-10 a total , 11-15 a total , and 16+ a mere per book. To reach the maximum bonus of 120%, it would require a total of 155 books.
See Reading Bonus for further details.
== Calculating Research Speed Factor ==
The factors for Research Speed Factor are: Research Speed Factor Base, Research Speed Factor Offset, Outdoors, Work Table Temperature, Room cleanliness, and Reading bonus. This would be written out as:
Research Speed Factor = (Research Speed Factor Base + Research Speed Factor Offset) × Outdoors × Work Table Temperature × Room cleanliness × Reading bonus
The maximum would be:
(1 + 0.1) × 1 × 1 × 1.15 × 1.2 = 1.518
For an effective limit of 151.8%.
The minimum would be:
(0.75 + 0) × 0.75 × 0.7 × 0.75 × 1 = 0.2953125
For an effective limit of 29.53125%.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ResearchSpeedFactor
* Label:research speed factor	The speed at which people do research is multiplied by this value.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	
* Parts:
** StatPart_Outdoors:
*** Factor Indoors: ×
*** Factor Outdoors: 
** StatPart_WorkTableTemperature
** StatPart_RoomStat:
*** Room Stat: Research speed factor'''
*** Custom Label: Room cleanliness'''
** StatPart_RoomStat:
*** Room Stat: Reading bonus'''
*** Custom Label: Reading bonus'''	1000
== Version history ==
Resources

----
__NOTOC__
Colonists in RimWorld use a variety of different resources. They fall into the following categories:
* Food is used to survive. Herbivorous animals need plants, while humans and omnivorous animals eat plants and meat in various stages of processing.
* Materials are used to build structures and other buildings, craft art, weapons and apparel. Materials are split into five categories: Stony, Metallic, Woody, Leathery and Fabric. Most materials can be obtained by mining, harvesting plants and shearing or butchering animals. Some fabrics can only be obtained through trading.
* Medical Items include medicine, used to treat wounds and perform operations, and artificial body parts used improve or replace missing parts.
* Crafted resources are made in the colony from simpler raw resources, but traders can still offer them too.
* Exotic Items can be traded for a large surplus in silver.
Certain resources in nearly every category are susceptible to deterioration.
The following is an overview over the individual items in each category.
== Food ==
 	
Meals	Raw food
 	
== Plant matter ==
Plant matter
== Materials ==
 	
Woody 	Leathery
 	
Stony 	
 	
Metallic	Fabric
 	
== Medical Items ==
 	
Medicine	Body Parts
 	
== Crafted resources ==
Crafted resources
== Exotic Items ==
Exotic Items
Category:Items
Rest Rate Multiplier

==Factors==
* Blood Pumping: 30% importance. No allowed defect. No Max.
* Digestion: 30% importance. No allowed defect. No Max.
* Breathing: 30% importance. No allowed defect. No Max.
* Quick sleeper trait: 
== Example ==
Rest Rate Multiplier of a particular pawn can be calculated using the following formula:
 Rest Rate Multiplier = (Base value + Offsets) × Factors × External factors
Let us calculate how fast a human could possibly sleep. It would have the following values:
* Base value: 100%
* Offset: (Quick sleeper trait) 
* Factors:
** Digestion capacity: ×((132%-100%)*0.3)+1) (High on luciferium and Bionic/Reprocessor/Nuclear/Sterilizing stomach).
** Breathing capacity: ×((110%-100%)*0.3)+1) (High on luciferium).
** Blood Pumping capacity: ×((190%-100%)*0.3)+1) (High on luciferium, Bionic heart, and Fibrous mechanites).
* External factor: ×100%
 Rest Rate Multiplier = (100% + 50%) × (1 + 0.32 × 0.3) × (1 + 0.10 × 0.3) × (1 + 0.90 × 0.3) = %
Revenant flesh chunk

Revenant flesh chunk is an item dropped by the Revenant.
== Summary ==
The Revenant will randomly drop this item upon taking enough damage. A colonist can be selected to analyze the item, which increases the duration that the Revenant leaves trailing filth behind, and reveals all sources that the Revenant is vulnerable to / can be used to stun them.
== Analysis ==
== Version history ==
* Anomaly DLC Release - Added.
Revenant invisibility

Revenant Invisibility is an ability that renders the user invisible for its duration.
== Acquisition ==
Installation of the revenant vertebrae grants the user this ability. This requires both encountering a Revenant, and unlocking of the revealed technology.
== Summary ==
== Analysis ==
* Very useful for getting into melee range with ranged enemies, as the invisibility renders them incapable of targeting your pawn. AoE attacks or stray fire may still hit them, however.
* The opposite strategy is also useful, as the invisibility allows a ranged pawn to create distance against enemies that would otherwise catch up to them.
* Useful for hunters in case of revenge, especially for larger, dangerous animals like thrumbo.
* Useful for quests where one may wish to sneak in and out of a facility without alerting enemies, such as hacking a console.
Revenant spine

A Revenant Spine is a miscellaneous item added by the Anomaly DLC.
== Acquisition ==
Revenant spines are acquired by killing revenants. Upon a revenant's death it will not leave a corpse, but instead the revenant will dissolve into the spine which can then be retrieved as any item. 
Alternatively, one can acquire a revenant spine from a Mysterious Cargo quest as a piece of cargo.
== Summary == 
When a Revenant dies it will leave a Revenant spine in its place, the spine can be captured for study or destroyed to prevent the Revenant from reforming.
To destroy the spine, the player must choose a pawn to interact with the spine for , ensuring that the revenant cannot reform and leaving 1 shard for your efforts. Alternatively, the spine can be used to craft a revenant vertebrae to be installed in a colonist.
== Analysis ==
== Version history ==
* Anomaly DLC Release - Added
categories here