nyuuzyou/wikis huggingface dataset:
Birdskin

== Acquisition ==
The following animals provide birdskin. Although they are also birds, chickens and ducks do not yield any birdskin, nor any other kind of leather.
== Usage ==
Birdskin can be used to craft and build the following things:
== Analysis ==
Birdskin is one of the least protective and least insulative textiles in the game. It also has a fairly low beauty factor. 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.
== Gallery ==
Birdskin a.png|One birdskin
Birdskin b.png|Stack of birdskins
Category:Material Category:Textile Category:Leather
Birth Quality Offset

== Bases ==
Bed 	Birth Quality Offset Base
Bed 	2
Double bed 	2
Royal bed 	2
Hospital bed	5
Crib 	0
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:BirthRitualQualityOffset
* Label:birth quality offset	This alters the quality of a birth when this is used as a birth place. Birth quality affects the chance of the baby being born healthy.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Default Base Value: 0
* Hide At Value: 0
* Min Value: 0
* To String Style: FloatOne	- 	4110
== Version history ==
* Biotech (DLC) Release - Added.
Bison

Bison, called bison calves as babies, are large, grazing herbivores that provide wool and act as pack animals.
== Taming ==
Bison can be found in temperate forests and arid shrublands. They can either be tamed by a Handler or self-tame in a random event.
Bison can be bought and sold in other faction bases and from bulk goods traders. Bison purchased from traders will be already tamed.
== Summary ==
Bison can be sheared for bison wool () every days for of work. Note that yield and shearing time are modified by the shearer's Animal Gather Yield and Animal Gather Speed respectively. 
Bison are also pack animals, and will carry up to kg of weight in a caravan. They cannot be ridden.
== Analysis ==
They provide a large quantity of leather compared to other creatures that spawn in the same biomes. Killing two or three bison usually provides enough leather to make a parka as well as a generous amount of meat. When enraged, they can melee and can become a threat to colonists due to their high health. Unlike muffalo, bison are faster than a baseline human.
Bison are excellent pack animals. While worse than horses as they consume more food and cannot be ridden, a bison does its job well.
Bison stats are essentially equivalent to muffalo except they have a slightly higher market value and movement speed, and give plainleather instead of bluefur. When tamed they give bison wool instead of muffalo wool, which is largely the same but has an inferior cold insulation - offering an insulation factor of + instead of +. See Textile Comparison Table for further details.
== Health ==
== Gallery ==
=== Normal ===
Bison east.png|Facing east
Bison north.png|Facing north
Bison south.png|Facing south
=== Dessicated ===
Dessicated bison east.png|Facing east
Dessicated Bison north.png|Facing north
Dessicated Bison south.png|Facing south
=== Pack ===
Bison pack east.png|Packing bags facing east
Bison pack north.png|Packing bags facing north
== Version history ==
* 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.
* Version 1.3 - Animal Overhaul
Category:Animals
Category:Pack Animal
Category:Wild animal
Bison wool

== Acquisition ==
Bison wool is acquired by shearing tamed bison - each bison 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 ==
Bison wool can be used to craft and build the following things:
== Analysis ==
Along with the other wools, bison wool has the second worst protective stats of any textile in the game, tying cloth in sharp/blunt armor, and only beating cloth by virtue of heat armor. But like other wools, bison wool excels against the cold, offering the 8th best cold insulation (just 2 degrees lower than 4th place muffalo wool). In comparison, its heat insulation is poor, at 19th place. Therefore, wool clothes are largely used in cold biomes, namely for parkas.
Compared to other wools, bison wool has the worst cold insulation, tied with sheep wool. Bison also eat more than sheep or alpacas, but have the worst Per Day production of all wools. However, your colony might only have bison available, which are useful as pack animals.
As furniture, it has a marginally better beauty factor than other common textiles. Care should be taken, as all wools in RimWorld are 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
Blackboard

The blackboard is a furniture item added by the Biotech DLC that improves the rate a child learns at a school desk.
== Acquisition ==
== Summary ==
When connected to a school desk, each blackboard increases a student's Learning rate from Lesson Learning by 20%. This effect can stack up to three times per desk. A blackboard can connect to multiple desks. It does not matter which way the blackboard is facing.
It is unknown if blackboards increase skill XP gain from learning with an adult.
== Analysis ==
Blackboards are technically unnecessary. Children can still reach growth tier 8 without blackboards attached to their school desk. Blackboards will make up for extended periods of non-Learning, such as when resting from disease. And, because they are so cheap, you might as well build them.
== Version history ==
* Biotech DLC Release - Added.
Category:Furniture
Blight

Blight is a disease caused by its own Event that infects domesticated plants with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants within 4 tiles while losing health points and dying.
Blighted plants can neither be saved, nor healed, nor consumed by herbivore animals, and must be destroyed.
== Progression ==
Blight starts on one species of plant, at 10% severity, affecting 20% of your plants (1 in 5). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.
== Unaffected Plants ==
Trees, wild, decorative plants, and devilstrand mushrooms are immune to blight.
== Removal == 
To stop the spread of blight and allow replanting, the affected plants must be removed. Blighted plants can be automatically marked for removal en masse by selecting a blighted plant and clicking the "Cut all blight" button, designating all plants currently infected with blight across the map for cutting as if the Cut plants order was used. Note that this only designates the plants that are currently blighted at the time of the order - it will not automatically designate the plants blight spreads to in the meantime. The affected plants can also be manually designated for cutting using the right-click plant cut command, or the Cut plants orders tab of the Architect menu. No matter the designation method, colonists with the Plant cut work enabled will then cut the blighted plants. Consider temporarily setting Plant Cut priority to 1 in the Work tab if colonists do not respond immediately. 
If grower time is short, then the plants can also be destroyed by any other means such as by burning them with Molotov cocktails or Incendiary launchers. The fire will spread and rapidly destroy the field, though this risks igniting healthy plants, colony structures, or colonists.
== Mitigation strategy ==
To mitigate the effects of blight, it is recommended to leave 4-square wide strips between crops, left empty or planted with species not affected by blight.
== Version history ==
* Beta 19/1.0 Update - Doubled initial blight size, increase spread rate by 30%.
* 1.4.3523 - Added a "cut all blight" command to blighted plants.
Category:Game mechanics
Blind smoke

Blind smoke is a gas that inflicts Shooting Accuracy penalties on ranged attacks made through it.
Blind smoke does no damage, and does not affect pawns in any way except by inflicting accuracy penalties. The smoke multiplies hit chance by for any projectile that paths through smoke. Shooters will still be affected by smoke even when neither them nor the targets are standing in it, so long as there is smoke in between them. It does not affect melee attacks. It dissipates after around 60 seconds. Turrets, both player and enemy alike, cannot target through smoke - keeping at least one tile of smoke between a pawn and a turret will entirely prevent it from attacking. Enemies with smoke weapons equipped will automatically smoke themselves when a turret is detected.
Blind smoke can travel through vents.
Unlike real smoke, it isn't created by fire. Blind smoke can only be created in the following ways:
* Smoke launcher
* Smoke shell
* IED smoke trap
* Smokepop pack
* Smokepop psycast 
It can also be created with the "T: Explosion (smoke)" Development mode command. 
Despite the name, the Smoke spewer condition causer found in Mechanoid clusters does not actually create smoke. 
== Version history ==
* 1.3.3066 - Fix: Smoke doesn’t persist on the map on save load. 
* 1.4.3523 - New gas system added. Renamed from smoke to blind smoke
* 1.4.3555 - All gasses, including blind smoke, can now travel through vents.
|left|thumb|Comparison of smoke mechanics between 1.3 and 1.4
Category: Gas
Blindfold

Blindfolds are a form of clothing added by the Ideology DLC that reduces Sight and pleases ideoligions that venerate blindness.
== Acquisition ==
Blindfolds can only be crafted by a pawn with the Blindsight meme. 
== Summary ==
Wearing a blindfold inflicts the "Blindfolded" hediff, setting Sight to a maximum of . As with any other effect that would reduce to sight to , this results in a bonus to psychic sensitivity. Note that this only sets a maximum bound, it does not set the actual value - if other conditions would force wearer's Sight below , they will still do so while wearing the blindfold.
Wearing a blindfold will satisfy a pawn with a Blindsight ideology. Pawns who believe in the blindsight meme will get a mood offset from wearing a blindfold.
The blindfold is also unique in that it occupies the eye layer, which no other apparel does. This allows it to stack protection with Headgear layer items that also cover the eyes, such as power armor helmets. As the Eye layer is considered to be over the Headgear layer, the blindfold will attempt to mitigate or negate damage, and thus take damage to its , before headgear items do.
== Analysis ==
The blindfold will not get much use outside of colonies using the blindsight meme. While it does increase a pawn's psychic sensitivity, the sight offset is crippling in battle and significantly impairs a pawn's ability to work. A pacifistic psycaster, or a psycaster equipped with an eltex staff (itself a poor weapon) and supported by other pawns can make some use of the higher neural heat limit offered by this item. Outside of combat, barring a blindsight ideology, the blindfold should be removed in order to limit work speed and efficiency penalties.
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3080 - Can now be worn by pawns without eyes.
* 1.5.4062 - Fix: Apparel covering just eyes does not count as "headgear" for pawn generation purposes.
Category:Clothing
Bliss lobotomy

300px|right
Bliss lobotomy is a surgical operation that makes the patient happier while rendering them incapable of intellectual and skilled labor. The operation requires a minimum medical skill of 4, and costs Bioferrite. The surgery has a base 100% Success Rate Multiplier and a 10% chance the patient pawn dies on failure.
300px|right
A Gorehulk must be encountered before the Bliss Lobotomy research option is unlocked as a basic void research project, which requires 25 points of void research to complete. 
Bliss lobotomy confers a mood bonus, reduces Global Learning Factor by , and disables the Cook, Construct, Grow, Mine, Plant Cut, Smith, Tailor, Craft, Research and Dark Study work types. Additionally, Bliss Lobotomy increases Prison Break Inverval by 1000%.
Pawns that are Bliss Lobotomized will remain as such even if turned into Ghouls.
Healer mech serum and Unnatural healing can reverse a bliss lobotomy. The biosculpter bioregeneration cycle will not heal a bliss lobotomy.
=== Analysis ===
Bliss lobotomized pawns can still serve as Wardens, Artists, Doctors, and Animal Handlers. The procedure itself does not reduce consciousness, meaning that pawns will still move with the same speed as before, unlike installing a Joywire. Having a dramatically reduced learning speed will restrict pawn growth, making Bliss Lobotomies more useful on pawns who already have high skill in unaffected work types, particularly Yttakin who have the Great animals gene for to animals skill and the Aggressive gene which the mood bonus makes less severe.
A Bliss Lobotomy gives a net mood bonus when used on a pawn with the Very unhappy gene, which gives a hefty metabolism. 
Bliss Lobotomies might be attractive to players looking to cut down on the number of prison breaks their prisoners attempt but who don't want to go through the 4 surgeries required to install peg legs and then remove said peg legs.
Category:AnomalyCategory:Health
Blood Filtration

Blood Filtration is a function of a human's and animal's bodies provided by the kidneys and liver. It is a major factor of Immunity Gain Speed and is therefore critical to keeping sick people and animals alive.
It is lethal for humans, animals and mechanoids for Blood Filtration to be reduced to zero.
Mechanoids do not have a liver equivalent, but do have kidney equivalents; fluid reprocessors.
, the maximum possible Blood Filtration capacity is 180% with a healthy pawn high on luciferium and with two Detoxifier kidneys installed.
== Affected stats ==
== Factors ==
The following factors affect blood filtration.
* Kidney part efficiency. 50% importance per Kidney, no allowed defect. No Max.
** Detoxifier kidney: 110% part efficiency resulting in blood filtration per kidney replaced.
* Liver part efficiency. 100% importance, no allowed defect. No Max.
* Food poisoning
** Recovering and Initial: x95%
** Major: x85%
== Offsets ==
The following offsets affect .
* Luciferium high: 
* Malaria
** Minor: 
** Major: 
** Extreme: 
Category:Capacity
Blood Pumping

It is lethal for humans, animals and mechanoids for blood pumping to be reduced to zero. 
, the maximum possible blood pumping capacity is 190% with a pawn with a bionic heart installed, sick with fibrous mechanites and high on luciferium.
== Affected stats ==
== Base factors ==
The following factors affect blood pumping:
* Heart part efficiency. 100% importance, no allowed defect. No Max (effectively 125%).
** Bionic heart: 125% part efficiency for effectively blood pumping.
** Prosthetic heart: 80% part efficiency for effectively blood pumping.
== Offsets ==
The following offsets affect blood pumping. They are applied after the base factors.
* Go-juice withdrawal: 
* Luciferium high: 
* Fibrous mechanites: 
Category:Capacity
Blood rain

Blood rain is a weather-like Major Threat added by the Anomaly DLC that induces the blood rage hediff on pawns and animals. 
Blood rage increases melee damage but decreases mood and can cause animals to go manhunter or pawns to go berserk. Blood Rage is affected by Psychic Sensitivity.
The Blood Rain event lasts between 8 and 36 hours.
Severity 	5%<Very mild	5%>Mild	40%>Moderate	60%>Severe	80%>Extreme
Melee Damage Factor	- 	 	 	 	
Mood Impact 	- 	 	 	 	
At 100% severity the pawn goes into a Berserk state and won't fall asleep until they are no longer exposed to blood rain.
This event can be fired as a major threat or triggered by rituals. It is a great way to deal with enemies animals can become hostile to, such as mechanoids, as animals follow their usual rules of not attacking through doors unless they see them used. This means your pawns can simply hide from them inside, whereas they will attack many raids.
Category: Entities
Blood rot

__NOTOC__
Blood rot is a long-lasting disease that can be fatal if untreated.
Unlike other diseases, it doesn't appear on its own, but rather only appears as part of quests if you have the Royalty DLC installed.
== Stages ==
These are the following stages in which blood rot will progress through, and the effects it has on the victim:
Stage 	Begins at 	Symptoms
Blood rot (minor) 	0 - 59% severity 	
*-5% Blood pumping
*-5% Blood filtration
Blood rot (major) 	60% - 84% severity	
*-10% Blood pumping
*-10% Blood filtration
*Vomiting on average every 1.5 days
Blood rot (Extreme)	85% - 99% severity	
*+5% Pain
*-15% Blood pumping
*-15% Blood filtration
*Vomiting on average every 0.75 days
Blood rot (Extreme)	100% severity 	
*Death
=== Progression ===
*Severity increases by 40% per day.
*Treatment slows progression by a maximum of 1 per day.
**This means the disease will regress by 60% per day at 100% tend quality.
**Progression will stop at 40% tend quality or higher.
**Note that good treatment will not cause the disease to go away on its own.
The disease resolves after 30-40 days, independent of the patient's immune functioning.
== Treatment ==
Treatment can be done using medicine which suppresses the disease, preventing it from reaching fatal stages. Pawns do not need to rest, as no immunity is gained.
A tend quality of 40% or higher is required to prevent the disease from progressing at all. With a good enough doctor, high quality hospital bed, and a well-lit sterile room, it is possible to reach average 40% tend quality even without medicine. Herbal medicine can be used if you don't have a good hospital setup yet, or if you need to reverse existing progression.
An immediate cure is expensive, requiring 10 glitterworld medicine and a doctor with medical skill 5 or above, or a healer mech serum.
Avoiding the need to treat with Cryptosleep casket is not possible for quest pawns.
== Version history ==
* 1.1 - Added at some point in 1.1.
* 1.1.2654 - Disease removed from the basegame and added to the Royalty DLC. Previously it was fully functional in Core, but did not appear in regular, unmodded gameplay unless Royalty was enabled. Reduce blood rot severity per day gain from 60% to 40%.
Category:Disease
Blood torch

The blood torch is a piece of furniture that burns wood to light an area, while also generating a small amount of heat. It also provides a small mood buff to sanguophages and other bloodfeeders.
== Acquisition ==
Blood torches cannot be crafted. Instead they are created during the Bloodthirsty Parley quest type - note that the name of each quest in game varies. During this quest a location on your map will be chosen, a blood torch will appear at that spot, and three sanguophages will meet. Once placed, the torch will be left behind, regardless of the outcome of the quest. After this point, it can be refueled, uninstalled and reinstalled as any other building.
== Summary ==
A blood torch outputs light in a 10 tile radius, with the nearest tiles at or above 30% light level and considered lit. It heats the room to a maximum temperature of at a rate of 3.5 heat per second.
The blood torch consumes 1.5 wood per day as long as it is lit. If lit while unroofed under the rain, it consumes an additional 0.0006 wood per , or a total of wood per day. It can hold up to 20 wood at a time, for a maximum run time of days, or hours if in constant rain. It is constructed with a full fuel capacity. Fuel is delivered to the torch by a haulers as long as refueling is enabled. 
It cannot be "turned off" or paused, only deconstructed, in which case no wood is recovered, regardless of any "fuel" remaining.
It functions as a meditation focus for psycasters with the Flame focus. 
The blood torch provides a Blood torch mood bonus to all pawns with the bloodfeeder gene inside its 10-tile maximum radius. This effect does not stack with multiple blood torches.
== Analysis == 
=== Light and heat ===
It is generally not resource and work-time efficient to use once Electricity has been researched, however its grid independence and immunity to power outages and solar flares make it very useful in niche applications even beyond this point.
It consumes wood at a 3/4 the rate of a regular torch lamp - if the area requiring lighting is not large enough to require the additional radius of the torch lamp, this makes it more efficient to use a blood torch.
=== Mood buff ===
The mood buff it offers is small, and doesn't persist. As such, it is rarely worth seeking out a blood torch for the mood buff that you would not otherwise acquire anyway. If one is acquired, however, it can be worth keeping fueled and placed to benefit any bloodfeeders so long as wood is not in short supply.
Due to the lack of persistence, ideally the torch should be placed where the target bloodfeeder will stay on the radius long term. For example, crafters and researchers are ideal targets, while a grower or animal handler likely won't stay in one area long enough for the small buff to matter.
== Gallery ==
Blood torch.png| Lit
Blood torch unlit.png| Unlit
== Version history ==
* Biotech DLC Release - Added.
Category:Furniture Category:Lamp
Bluefur

== Acquisition ==
The following animals provide Bluefur. 
== Usage ==
Bluefur can be used to craft and build the following things:
== Analysis ==
Bluefur is one of many textiles with stats almost identical to plainleather, only diverging in having better cold insulation and slightly higher market value and beauty factor.
As it is 6-way tied for the 11th most protective textile in the game, it is largely irrelevant as protective clothing after the very early game, and even then there are many other options that are just as good or better. While its cold insulation is moderately good, there are several textiles that provide both better protection and equivalent or better insulation, including wolf and bearskin, heavy fur, devilstrand and, of course, thrumbofur. Thus, like its use in protection, bluefur will be superseded in this role after the early game. 
For use in furniture, it only has a slightly improved beauty factor than other common textiles, but its rapid redundancy as clothing makes it a decent choice for improving furniture beauty. Its inferiority to wools in this regard and their commonness compared to bluefur limits its long term utility however. 
== Gallery ==
Bluefur a.png|One bluefur
Bluefur b.png|Stack of bluefur
== Version history ==
* 0.19/1.0 - Renamed from muffalo leather to bluefur.
Muffalo leather.png|Muffalo leather
Category:Material Category:Textile Category:Leather
Blunt Damage

== Bases ==
Material	Category	BluntDamageFactor
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:BluntDamageMultiplier
* Label:blunt damage 	A multiplier on damage from blunt-type attacks for weapons made of this material.	
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	- 	4506
== Version history ==
* Between 0.7.581 and 0.9.722 inclusive - Added.