nyuuzyou/wikis huggingface dataset:
Revenant vertebrae

The Revenant Vertebrae is an artificial body part that acts as a total spine replacement. It grants the ability Revenant Invisibility, which turns the user invisible for 15 seconds on a 1 day cooldown. It provides 100% efficiency, the same as an organic spine.
== Acquisition ==
== Summary ==
The revenant vertebrae replaces a shattered or otherwise damaged spine, and both prevents and cures the bad back condition. It otherwise provides no other statistical, curative, or preventative benefit, aside from the Revenant Invisibility ability. Its creation requires the defeat of a Revenant, and the associated Revenant Invisibility Void Research to be completed. You can execute a previously captured and contained revenant to revert it back to its spine form, for subsequent use in creating the item.
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Once installed, the part cannot be removed by conventional means. It can be overwritten by the installation of a bionic spine, however the vertebrae will be lost in the process.
If the operation fails, the part has a 100% chance to be destroyed.
It cannot be installed on ghouls.
== Analysis ==
Revenant Vertebrae can cure colonists with scarred or shattered spines, as well as the bad back condition from old age, similar to a bionic spine. Bad backs and scars are only otherwise curable with luciferium, a healer mech serum, biosculpter pod bioregeneration cycle, or the scarless gene, which is naturally found on Sanguophages. A shattered spine can only otherwise be cured by a healer mech serum or installation of a bionic spine. Unlike a bionic spine, however, the revenant vertebrae offers more than restoration of movement
The Revenant Vertebrae can also be useful to give to body modders for a mood buff without affecting any stats, with 6 installed parts giving the maximum mood buff. However bionic eyes, legs, and arms all use more easily obtained materials, and, unlike the spine, give a stat boost to the relevant capacity. Two of each of these alternatives reaches the maximum buff and results in a significantly more capable colonist. Thus, the vertebrae is mainly useful should only be used for this purpose if the other options are unavailable or otherwise contraindicated, such as on Blindsight pawns. 
However, if you can attain a revenant spine, the extra effort may prove worth it. The revenant vertebrae provides the ability to go invisible, a useful trait for a melee pawn to close distances without being shot, or a ranged pawn to escape melee and create distance, or for the purpose of allowing one to sneak said pawn into and out of a location without being detected, such as for hacking a guarded terminal. For this reason it works both as a spinal replacement and a body modification for any who'd require stealth
== Version history ==
* Anomaly DLC Release - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Rhinoceros

Rhinoceroses can be found in .
== Analysis ==
Rinoceroses are easy to anger, whether you hunt or tame them. Their is highly protective, the fourth most protective textile in the game. This can make rhinos worthwhile to hunt early on, assuming you can take down a pack. It generally isn't worth to breed rhinoceroses for meat or leather, however, due to their slow reproduction and difficulty to tame. Devilstrand is a stronger material, and often easier to produce than rhinoceros leather.
Rhinoceroses are decent attack animals, possessing a fast movement speed combined with a tanky ability to take damage and strong damage. Unlike the others in this table, however, they cannot be trained to haul.
Animal 	Health Scale	DPS	Move Speed	Hunger rate	Training Decay
Thrumbo 	 	 	 	 	
Megasloth 	 	 	 	 	
Elephant 	 	 	 	 	
Rhinoceros 	 	 	 	 	
Grizzly/Polar bear	 	 	 	 	
== Training ==
== Health ==
== Gallery ==
Rhino east.png|Rhinoceros facing east
Rhino north.png|Rhinoceros facing north
Rhino south.png|Rhinoceros facing south
Dessicated rhino east.png|Rhinoceros decaying
== Version history ==
* 0.7.581 - Added
Category:Animals
Category:Wild animal
Rhinoceros leather

== Acquisition ==
The following animals provide rhinoceros leather. 
== Usage ==
Rhinoceros leather can be used to craft and build the following things:
== Analysis ==
Rhinoceros leather is 4th most protective textile in the game. It is right behind devilstrand, though by a wide margin. In contrast, both heat and cold insulation are mediocre.
This makes it a very good candidate for dusters and other protective clothing, especially where temperature isn't a concern. But even rhinoceros leather should be replaced by devilstrand (or better) when possible. Prioritize your best material for dusters, where they will have the greatest impact. If you are limited on better textile, use extra leather for pants and button-down shirts. Rhinoceros leather is strong enough where even pants provide some protection against bullets.
For use in furniture, it has a middle-of-the-road beauty factor. But more beautiful textiles like thrumbofur are in high demand as clothing. So, once rhino leather is made redundant as clothing, it is a decent choice for furniture beauty.
 Sharp protection by rhinoceros leather duster, shirt, and pants; with marine armor for reference
== Gallery ==
Rhinocerosleather a.png|One rhinoceros leather
Rhinocerosleather b.png|Stack of rhinoceros leathers
== Version history ==
Rhinohide.png|Rhinohide
Category:Material Category:Textile Category:Leather
Rice

Rice is a vegetable raw food obtained by harvesting rice plants. Rice plants grow very quickly but with a modest yield. 
== Acquisition == 
Rice is harvested from rice plants. Each plant requires full days at optimal light and temperature range to reach maturity in normal, 100% fertile soil and yields units per plant, before modifiers for Difficulty and Plant Harvest Yield. 
== Summary ==
As a raw food, rice 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, rice is classified as a vegetable.
As with most raw food, eating rice 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 ==
Rice is a great early game game food and is recommended to grow as your first crop and at least but not limited to 15 crop plots for every pawn in your colony
Category:Food Category:Raw Food Category:Vegetarian
Rice plant

Rice plants yield rice, a fast growing crop. While its speed nets a high overall yield per tile per day, each plant gives the least food per harvest, so rice takes a high amount of labor for a given amount of food. Therefore, it is a good option for newer colonies, but may be gradually phased out as a food reserve is established.
== Conditions ==
* Maximum growth temperature 
* Minimum growth temperature 
* Some Rice plants may die around 
* Most Rice plants may die around 
*At least 51% light is required to grow.
== Growing ==
== Analysis ==
Rice plants' daily nutrition (per tile) is fractionally higher than corn and potatoes (102.7% and 105.4% in regular soil, respectively), though rice's greatest strength is its quick and stable growth.
The short maturation time makes it ideal for establishing a colony, as an 'emergency' food crop when food runs low, for biomes with short growing seasons, and as a 'last planting' crop when winter is fast approaching. As rice is harvested so frequently, damage from destructive events like blight and cold snaps has a much smaller impact than with other crops. Each individual rice harvest is both faster and smaller than other crops, so less is lost in a single event. The fast growing speed also has a use in leveling up the Plants skill.
However, this also means rice requires far more labor to reap and sow for the same nutrition compared to potatoes and especially corn. Rice takes 183% the work than potatoes, and 366% the work of corn. While corn gives slightly less nutrition per tile, you could plant in more tiles for the same yield (assuming space isn't limited). Therefore, rice becomes less viable past the midgame, unless the colony is in an emergency.
While rice is no more affected by soil fertility than corn, rice will grow even faster with high fertility, magnifying the innate strengths (quick, stable food) and weaknesses (work) of that fact. And unlike corn, rice can grow in hydroponics. While rice provides significantly more nutrition over time than any other hydroponics crop, it requires a harvest and replanting every other day to do so.
== Version history ==
* 0.9.722 - Added.
* Beta 19/1.0 - Min fertility 50% -> 100%. 
== See also ==
* Growing zone
* Hydroponics basin
Category:Plants
Category:Domesticated plants
Rim-Cartels (mod)

==Rim-Cartels==
Rim-Cartels adds a whole new level of exploration and depth to RimWorld. It adds in the ability to build up a drugs based empire to your new colony. It gives you the ability to manufacture new drugs which can be used to boost your colony's mood and or sell on for large profits.
=== Features ===
* 3 Types of Plant
** Salvia
** Fabaceae
** Hamamelis
* 2 Types of Drug
** RimSpice
** RimDust
* 1 Type of Chemical
** Acidic Extract
* 3 Laced Meals
** Drugged Lavish, Fine and Simple Meals
* 2 Workbenches:
** Chemists Lab
** Acid Extractor
* 3 Traits
** Drug Fuelled, Druggy, Heavy Drug Abuser
* New thoughts
* New black market traders
=== Mod Items ===
Coming Soon!
=== Research ===
Coming Soon!
=== Other Information ===
==== Links ====
Coming Soon!
==== Screenshots ====
Coming Soon!
==== Videos ====
Coming Soon!
==== Mod Team ====
elStrages
==== Additional Credits ====
None
==== Licencing ====
This mod and it's source code is released under the Creative Commons License Attribution-ShareAlike 4.0
All i ask is fo you to add a link to my original mod if you use anything out of it. Thanks in advance.
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=== Mod Items ===
Coming Soon!
=== Research ===
Coming Soon!
=== Other Information ===
==== Links ====
Coming Soon!
==== Screenshots ====
Coming Soon!
==== Videos ====
Coming Soon!
==== Mod Team ====
elStrages
==== Additional Credits ====
None
==== Licencing ====
This mod and it's source code is released under the Creative Commons License Attribution-ShareAlike 4.0
All I ask is for you to add a link to my original mod if you use anything out of it. Thanks in advance.
Back To Top
Ripthorn

Ripthorn is a wild plant added by the Biotech DLC that can be found in the biomes.
==Gallery==
Ripthorn a.png|Ripthorn variant A
Ripthorn b.png|Ripthorn variant B
Ripthorn c.png|Ripthorn variant C
Ripthorn leafless a.png|Ripthorn leafless
== Version history ==
* Biotech DLC Release - Added. 
Category:Plants
Category:Wild plants
Ritual mask

The ritual mask is an item of clothing added by the Anomaly DLC.
== Acquisition ==
== Summary == 
In addition to minor head protection, a ritual mask increases the pain shock threshold of its wearer by , allowing its wearer to take more pain before being downed. It also increases psychic sensitivity due to being made of bioferrite
== Analysis ==
== Styles ==
Dreadmask colored.png|Dreadmask
Twisted mask colored.png|Twisted Mask
Spiked apex colored.png|Spiked Apek
Spikemask colored.png|Spikemask
== Gallery ==
Dreadmask.png|Dreadmask base
Twisted mask.png|Twisted Mask base
Spiked apex.png|Spiked Apek base
Spikemask.png|Spikemask base
== Version history == 
* Anomaly DLC Release - Added.
Category:Clothing
Ritual spot

A ritual spot is a ritual focus added by the Ideology DLC. 
== Acquisition ==
Ritual spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.
== Summary ==
The purpose of a ritual spot is to give access to rituals early game before access to ideograms, or when rituals must be outside.
== Analysis ==
The ritual spot is useful in the early game when you haven't built any religious structures, as it can be placed instantly and for free. It is also very useful for rituals that must be outdoors, such as the Skylantern festival.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings)
Robe

The robe is a form of clothing who offers almost full body coverage, modest cold insulation, and a solemn look.
== Acquisition ==
They can also be purchased from traders.
== Analysis ==
Like the duster, the robe is an outer layer garment covers all but the head and extremities, and is compatible with the flak vest. This places it in direct competition with the duster, jacket, parka, burka, and cape. 
=== Colonists ===
The primary determining factor for colonists in this choices is insulation.
In hot environments, the robe is almost entirely inferior to the duster. Offering worse insulation and armor, with the same material cost and coverage. Its only advantage is a faster crafting recipe, but that is almost negligible. The duster, or the largely equivalent cape, should always be preferred in such environments.
In cold climates, there is more interplay. The parka, with over double the insulation, still remains vital in ultra-low temperatures but once it is warm enough to no longer necessary, the better coverage of the robe does provide an advantage. This "cold but not enough to require a parka" niche is a similar to the jacket, which instead offers the same coverage as the parka and the same insulation as the robe but offers superior armor to both. That said, the relatively low armor rating of robe and the jackets preferential coverage of the important body parts means that the robe covering the legs is not sufficient to make up for the armor loss in most circumstances. This niche is further restricted by the fact that the duster, which has the advantages of both the jacket and robe, offers 75% of their insulation of the robe, meaning that the niche they occupy is only the temperature range where the duster is insufficient but they are not - a difference of, at most, .
=== Slaves ===
The addition of slave suppression effects of clothing changes the value proposition of these items somewhat. Environmental and protective concerns are still primary, as otherwise the slave body strap is preferred for maximum suppression. 
For cold biomes, the value proposition is identical to that of colonists as neither the parka and jacket have no suppression effect.
For hot biomes, the small suppression loss of the duster can simply be withstood, or, if the Royalty DLC is present, the cape can be used instead. If neither option is feasible, the jacket is likely superior for similar reasons to its role in cold biomes above. It offers superior protection to what matters, and in this case, offers slightly better heat insulation.
== Version history ==
* Ideology DLC Release - Added.
* 1.5.4062 - Moved to Core from the Ideology DLC.
Category:Clothing
Rock

Rock is a very general term that can refer to many things consisting of a stony material:
*Natural walls and ores namely:
** Granite
** Limestone
** Marble
** Slate
** Sandstone
** Compacted plasteel
** Silver ore
** Compacted steel
** Uranium ore
** Jade
** Gold ore
** Compacted machinery
* Smooth stone floors
* Stone chunks, sometimes referred to as rock chunks.
* Stone blocks
Rocketswarm launcher

Rocketswarm launchers are security turrets that fire a barrage of rockets at a designated point when activated by a pawn.
== Acquisition ==
== Summary ==
Rocketswarm launchers fire a volley of rockets in . Unlike most other turrets, it must activated by a pawn, and then manually targeted by the player. Pawns that are incapable of violence cannot activate the launcher.
There is a delay of between targeting and firing. It can target any tile within its tile range and within line of sight. Note that the rocketswarm launcher fires in a straight path like a traditional projectile, it does not travel over walls or other obstructions like a mortar.
The launcher can be activated once before needing to be reloaded at the cost of chemfuel. A partial load of rockets cannot be launched; the turret must be full. After launching, there is a cooldown before it can be fired again, and it cannot be reloaded during this time. 
Each rocket deals damage with an of % in a tile radius. Note that per explosion, this is significantly below the default of 50 damage of other Bomb type weapons, although it is made up for by the volume of fire. 
When damaged beyond ?% of its health, a rocketswarm launcher will spark and emit a hissing sound shortly before exploding later, dealing 50 Bomb damage in a 6.9 tile radius around itself.
== Analysis ==
Rocketswarm launchers are highly effective against tribals and other lightly armored targets. Each enemy is likely to be hit by multiple rockets, which is enough to cripple or kill them.
The main downsides of the launcher are the high research cost, high material cost, and difficulty of aiming. As enemies, even tribals, are generally spaced apart, it is hard to hit more than a few at a time. Because enemies tend to spread out, the rocketswarm launcher is often much less impressive than it is on paper. Placement of the launcher in front of constrictions that will group enemies will make them far more effective, though note that the imprecise nature of its firing might lead to the destruction of said constriction. 
If placed outside of a base, consider having pawns ready with jump packs, locust armor, longjump legs, or moving and move speed enhancements ready to ensure they can get in position to trigger the launcher in time. 
Explosions are very good at destroying walls, so plan your defensive structures around the rocket's radius.
== Version history ==
* 1.4.3523 - Added.
* 1.4.3682 - Pawns that are incapable of violence can no longer activate rocketswarm launchers.
Category:Security Category:Turret
Rose

== Acquisition ==
Roses can be sown by Growers in plant pots or in Growing zone. Sowing requires of work. 
== Analysis ==
Roses are a quick and cheap way to increase a room's beauty, and therefore, impressiveness. A plant pot is unnecessary; simply keeping a section, or even all, of the floor as dirt saves on having to build a pot in the first place. 
In essence, they are a way to turn work time into positive moodlets, before you can build sculptures for a more permanent mood increase. Roses take need to be resown less often, meaning they take less work to maintain than daylilies. However, daylilies have a higher beauty, and give more beauty per time spent sowing. Roses are better than daylilies if you have to plant flowers in multiple separate areas, as the time spent traveling to each area quickly outstrips the extra work spent sowing new flowers.
Planting flowers can have a large impact and significantly improve room impressiveness. Planting in a dual-use dining and rec room can provide larger mood bonuses from both room roles, in addition to mood from a full beauty need. 
Later on, you will want to switch to sculptures, as they don't require constant maintenance, can be placed on regular floor, and are significantly better at filling the beauty need. Sculptures increase wealth but this amount is trivial outside of 500% difficulties - see Wealth for a more detailed analysis. Sculptures also unlock the "Viewing Art" solitary recreation activity, however the effect of this is usually minor.
Plant 	Lifespan(Days)	SowingWork	Min Light	Beauty/Tile	Beauty-Days/Work
Dandelions 	 	 	 	 	
Rose 	 	 	 	 	
Daylily 	 	 	 	 	
Bonsai tree	 	 	 	 	
== Version history ==
* 0.2.363 - Added.
* Beta 19/ 1.0 - Sow work 440 -> 600. Lifespan reduced.
Category:PlantsCategory:Decorative plants
Rough-hewn stone

Rough-hewn stone is terrain type that is automatically created where natural stone walls have been mined away.
== Summary ==
It comes in the same five variations as all stone products: sandstone, limestone, marble, granite, and slate, and will be of the type mined to expose it. The type of stone of a tile does not necessarily correspond to the type of rock chunk that will be produced by a deep drill at that spot. It is statistically identical to, but technically distinct from, rough stone generated around natural stone walls.
Rough-hewn stone floor can be smoothed by a colonist with the Smoothing order to form smooth stone, which is faster to walk across and more beautiful.
== Gallery ==
Rough-hewn stone.png|Rough-hewn stone
Rough-hewn granite.png|Rough-hewn granite
Rough-hewn limestone.png|Rough-hewn limestone
Rough-hewn marble.png|Rough-hewn marble
Rough-hewn sandstone.png|Rough-hewn sandstone
Rough-hewn slate.png|Rough-hewn slate
Polluted rough-hewn stone.png|Polluted rough-hewn stone 
== Version history ==
Category:Terrain
Rough stone

Rough stone is terrain type that is naturally generated on the map, usually of the same variation as nearby natural stone walls.
== Summary ==
It comes in the same five variations as all stone products: sandstone, limestone, marble, granite, and slate. The type of stone of a tile does not necessarily correspond to the type of rock chunk that will be produced by a deep drill at that spot.
Rough stone floor can be smoothed by a colonist with the Smoothing order to form smooth stone, which is faster to walk across and more beautiful.
== Gallery ==
Rough stone.png|Rough stone
Rough granite.png|Rough granite
Rough limestone.png|Rough limestone
Rough marble.png|Rough marble
Rough sandstone.png|Rough sandstone
Rough slate.png|Rough slate
Polluted rough stone.png|Polluted rough stone 
== Trivia ==
Before an update, rough stone, like Dirt, could not get dirty from walking generated filth, only from things such as blood and vomit. This coupled with its lower cleanliness penalty than dirt made it ideal for keeping kitchens and surgeries clean without needing to dedicate pawn time. 
However this was patched out in version ?.
Category:Terrain
Royal bed (mod)

{{infobox custom|old|pull-left
|name = Royal bed
|state = suspended
|author = Ludeon Studios
|version = 1.0
|comp = 
|size = 
|ai = 
}}
<onlyinclude>{{{{TNTN|infobox main}}|furniture|
|name = 
Royal bed
|image = RoyalBed.png|
Royal bed
|info = 
A luxurious bed fit for the highborn.
|type = Furniture{{!}}
Furniture
|type2 = Environment{{!}}
Environment
|placeable = y
|size = 2|2
|hp = 200
|buy = {{Icon Small|steel||60}}
|sell = {{Icon Small|steel||30}}
}}</onlyinclude>
A bed allows colonists or prisoners to rest.
{{{{TNTN|nav}}|furniture|wide}}