recursal/Fanatic-Fandom huggingface dataset:
Quartzo Místico

* Atual
* Antigo

**Quartzo Místico** é uma personagem de Supernova.

## Aparência

Quartzo Místico tem um corpo grande e musculoso e altura média, ele tem uma pele azul ciano escuro. Ele não tem olhos, mas consegue enxergar com suas habilidades, ao invés de olhos, ela tem a sua pedra, circular com facetas losangulares. Ele pode brilhar e ficar com cores mais claras e um contraste mais forte.

### Vestimenta

#### Antigamente

Ele veste uma jaqueta azul marinho com diamantes por cima de uma roupa preta (uma regata com uma bermuda), luvas brancas e duas botas de cores diferentes (lilás e verde).

## Personalidade

Quartzo é sério e paciente. Ele é um gem que prefere fazer um plano ao invés de lutar, que é muito incomum, pois ele é um quartzo, soldados fortes e intimidadores. Seus planos sempre dão certo e isso surpreende as gems. Ele é tecnológico e se preocupa com seu trabalho.

## Habilidades

Quartzo é forte, mas não usa a sua força e sim, sua inteligência, ele tem uma sabedoria com a tecnologia. Ele tem poderes gems como invocar sua arma, se fundir com outras gems, modificar sua forma, colocar objetos em bolhas, recuar à sua pedra e se regenerar.

### Fusões

* Ele pode se fundir com Willemita e formar Anyolite.
* Ele pode se fundir com Chris e formar Andesine.

### Outras Habilidades

* **Visão:** Quartzo não tem olhos, mas consegue enxergar com um poder de visão vindo de sua pedra.

### Armas

* **Canhão**
* **Capacete**
* **Espada**

## Curiosidades

* Quartzo não tem olhos.
* Quartzos Místicos tem a mesma posição que Jaspers.
* Originalmente, Quartzo Místico era da Diamante Rosa.
* Foi confirmado pelo criador de Quartzo Místico que Místico e Painita terão um relacionamento amoroso na série.
Caça Gem/Transcrição

(*O episódio se inicia, sendo ele, uma continuação do anterior, Kyanita voava pela floresta, parecendo perdida*)
Kyanita: Onde estão elas?
(*Kyanita seguia um caminho cheio de árvores, ela ouve um barulho e olha para trás, mas acaba batendo a cabeça em uma árvore, um som é ouvido, Kyanita se levanta, ela fica preocupada, olha para os lados, como estivesse sendo seguidas, de repente uma árvore cai em cima dela, Painita aparece e salta em cima da árvore caída, Kyanita havia recuado para sua pedra*)
Painita: Menos uma!
(*Painita pega a pedra de Kyanita e a embolha, ela coloca a bolha dentro de sua pedra, e pula no meio das árvores. A cena muda (como de costume) para Chrisocola e Quartzo Místico andando sobre a floresta, ambos com suas armas ativadas, olhando para os lados, elas ouvem um barulho vindo das árvores e dois vultos vindos de diferentes regiões*)
Chrisocola: Não sejam tontas! Revelem-se!
(*Painita e Fluorita aparecem, também com suas armas acionadas, Fluorita e Painita correm em direção delas, Quartzo Místico faz uma esfera de energia e joga as duas contra as árvores, Painita se levanta e ajuda sua parceira á se levantar, Fluorita invoca sua espada e com um movimento faz grandes rajadas de energia, causando uma explosão onde Chrisocola e Quartzo Místico estavam, por alguns segundos a explosão se desfaz, revelando as pedras deles no chão, Fluorita e Painita correm até as pedras!
Fluorita Arco-Íris: Conseguimos!
(*Fluorita pega as pedras e encerra o episódio*)*
Go-juice

A synthetic performance-enhancing drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain, increases movement speed, and improves the user's melee and shooting abilities. The military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.
Sandbags

These are a cover device. Constructed in previous versions from steel, they are now constructed from cloth or fabrics. Sandbags are a relatively cheap device to construct costing 5 material to produce, and are located in the security tab of Architect

### Cover

Sandbags provide 57% cover, meaning a shot that would have otherwise hit the colonist will now have a 57% chance to hit the sandbag instead

#### Shooting

Pawns and turrets can both fire from behind sandbags unimpeded, but the same cover buff applies to enemies sheltering behind sandbags
Hugh Laurie

**James Hugh Calum Laurie** (born June 11, 1959) is a British actor who portrays Richard Onslow Roper in the BBC/AMC British-American television miniseries *The Night Manager*.

In addition to starring in the Night Manager, Laurie is also credited as an Executive Producer alongside Tom Hiddleston (Jonathan Pine).

## Career

Hugh Laurie was born in Oxford, England, and was educated at Eton College and Cambridge University. Along with Stephen Fry and Emma Thompson, Laurie produced "The Cellar Tapes" which won the Perrier Award at the Edinburgh Festival Fringe of 1981 and propelled the trio into a number of groundbreaking British television shows, including four seasons of "A Bit of Fry and Laurie" which Laurie co-wrote for the BBC with Stephen Fry; three seasons of "Blackadder" and three seasons of "Saturday Live" In addition, four seasons of "Jeeves and Wooster", based on the novels of P.G. Wodehouse, aired on PBS's "Masterpiece Theatre" from 1990 to 1995.

Most recently, Laurie guest starred on the HBO series "Veep" alongside Julia Louis Dreyfus, and starred in Disney’s Tomorrowland with George Clooney. His previous feature credits include Mr. Pip, The Oranges, the animated film Arthur Christmas, Hop, Monsters vs. Aliens, Street Kings, Flight of the Phoenix, Peter's Friends, Sense and Sensibility, Cousin Bette, The Man in the Iron Mask, 101 Dalmatians and the Stuart Little films.

On American television, Laurie portrayed Vincente Minnelli in the network telefilm "Life with Judy Garland: Me and My Shadows". He also appeared in "Tracey Takes On…" and "Friends". His voiceover credits include "Family Guy" and "The Simpsons".

In 2016, Laurie appeared in the British TV adaptation of "The Night Manager" as arms dealer Richard Roper, his first role on British TV in thirteen years. The role also won Laurie his third Golden Globe at the Golden Globes in 2017.

Laurie's performance as Dr. Gregory House in the American medical TV drama series, "House M.D." which aired from 2004 to 2012 has garnered him two Golden Globe® Awards for Best Performance by an Actor in a Television Series, six Emmy® nominations for Outstanding Lead Actor in a Drama Series, two Screen Actors Guild Awards for Outstanding Performance by a Male Actor in a Drama Series and he has twice been honoured by the Television Critics Association with TCA Awards for Individual Achievement in Drama.

## References

Hugh Laurie bio via BBC
Trade Caravan

(This page is FAR from completion)

Trade Caravans are an event in RimWorld, in which a caravan, consisting of humans of a friendly faction, and usually a few Muffalo and other animals, visit the player's colony to trade.

### Types

There are multiple types of caravan, such as Slaver and Arm Dealer, which changes the available goods, and the goods you can sell to the trader.

 Slaver
Archotech eye

An artificial eye built by an archotech. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight and has an internal subpersona AI which helps highlight useful visual information. Its internal workings are a mystery to human minds.

## Acquisition

Archotech eyes cannot be crafted and must be either, traded for from a caravan or trade ship, quest rewards, or from Ancient Shrines.

## Use

Archotech eyes are installed through the medical bills tab on a pawn. Archotech eyes increase vision from 100% to 150%, increasing melee accuracy and ranged accuracy, along with any other skills that require sight to preform.
Materials

Stone
Granite blocks • Limestone blocks • Marble blocks • Sandstone blocks • Slate blocks • Jade
Metals
Gold • Plasteel • Silver • Steel • Uranium
Lumber
Wood
Textiles - (Leathers)
Bearskin • Birdskin • Bluefur • Camelhide • Chinchilla fur • Dog leather • Elephant leather • Foxfur • Guinea pig fur • Heavy fur • Human leather • Lightleather • Lizardskin • Panthera fur • Patchleather • Pigskin • Plainleather • Rhinoceros leather • Thrumbofur • Wolfskin
Textiles - (Fabrics)
Alpaca wool • Bison wool • Cloth • Devilstrand • Hyperweave • Megasloth wool • Muffalo wool • Sheep wool • Synthread
Rose Plant

> *"A beautiful cultivated flower, symbolic of love and romance since ancient times" - In-game desc*
>
>

## Usage

The **Rose Plant** is mainly just to serve as a beauty booster

 Max Hit Points
 85

## Trivia

1. Place this in rooms with the pot item to make colonist happier (if the room isn't that ugly).
2. Can be grown in a "Growing Zone" or a Pot.
Mods

## Installation

1. Open the downloaded ZIP archive;
2. Go to your RimWorld download location;
3. **Windows**:
	1. Drag and drop the extracted ModName folder into your RimWorld\*\*\*Win/Mods/ folder (not in Core);
		1. Make sure not to "double extract" your mod, e.g. RimWorld\*\*\*Win/Mods/Modfolder/Modfolder, when extracting your mod
4. **Mac**:
	1. Right-click the RimWorld application and *show package contents*;
		1. For Steam users, the directory is : cd Library/Application\ Support/Steam/steamapps/common/RimWorld
	2. Drag and drop the ZIP archive's ModName folder into your Mods folder (not in Core) in the application package;
5. **Linux**:
	1. Unpack archive into the Mods folder ~/.steam/steam/steamapps/common/Rimworld/Mods;
6. Start up your game;
7. Click the Mods button and activate your mods.

Some mods require a fresh world generation to work.

## How To Download

The simplest way to download and install mods is to subscribe to them in the Steam Community Workshop. This will automatically download the mods into the game. The player can then enable/disable the installed mods by going into the "Mods" menu from the main menu, and ticking the mods' respective checkboxes.

Mods can also be downloaded as files from rimworld mods website.
Minerva (Teste)

Informações necessárias para iniciar a construção da página do Planeta Minerva abaixo:

* Minerva faz parte de um sistema como o Sistema Solar porém com 13 planetas e dois sóis, **Hélio**, o sol maior e **Apollo**, um sol do mesmo tamanho que fica ao lado de Hélio, enquanto os planetas girem em torno deles. Ambos dos dois são como o nosso Sol.
* Minerva demora 613 dias para dar uma volta completa pelos seus dois sóis principais, sendo assim, um ano em Minerva tem 613 dias.
	+ Um dia em Minerva tem a mesma duração que um dia na Terra.
	+ Acontece um fenómeno raro em Minerva, onde em semanas o dia fica com 108 horas, 36h á manhã, 36h á noite e 36h o dia.

* O planeta não anoitece, apenas em microestações, onde o sol se põe muito tarde e fica uma escuridão total. No resto, o clima fica moderado.
* As noites são uma escuridão total com um céu roxeado.
* Minerva tem duas luas; **Trivia** e **Leto**.
* O clima do planeta varia em estações; quatro invernos por ano e verões bem quentes.
* Os seres existentes em Minerva são répteis azuis e crustáceos exóticos.
* A vegetação do planeta é enorme, é como um Inferno Verde, é possível que exista seres feitos de planta, árvores falantes e etc.
* Eclipses lunares duram muito tempo por serem duas luas em dois sóis.
* Eclipses solares duram até 2 dias há uma semana.
* O sistema onde Minerva faz sua órbita é conhecido como Sistema BiSolar.
	+ Neste sistema há dois sóis e 13 planetas.
	+ Os planetas são; Hércules, Asteria, Minerva, Afrodite, Nix, Réia, Morfeu, Hemera, Selene, Balder, Hoenir, Nana, Prima e Hipnos.
		- Dentre estes; Hércules, Minerva, Nix, Hemera, Balder, Hoenir e Prima tem anéis.
			* Os anéis de Minerva podem ser vistos no planeta,
			* Tem vários planetóides, um mais próximo de Minerva chamado Hera sendo a ordem; Hércules, Asteria, Minerva, Hera, Afrodite, Nix, Réia, Morfeu, Atlas, Hemera, Selene, Balder, Hoenir, Nana, Zeus, Prima, Hipnos, entre outros.
Clothing

## Information

Items in Rimworld that keep colonists armored and control their body temperatures.

## List

Authority cap

Bowler hat

Button-down shirt

Cowboy hat

Duster

Jacket

Pants

Parka

Tribalwear

T-shirt

Tuque

## Categories of Clothes

DLC: Corset • Eltex shirt • Eltex vest • Formal vest • Formal shirt • Slave collar)
 Legs
DLC: Cape • Eltex robe • Prestige robe • Burka • Robe • Slave body strap)
 Head
DLC: Beret • Coronet • Crown • Eltex helmet • Eltex skullcap • Hood • Ladies hat • Stellic crown • Top hat
DLC: Authority cap • Blindfold • Broadwrap • Flophat • Headwrap • Shadecone • Slicecap • Tailcap • Torture crown • Visage mask
Armor: Flak helmet • Marine helmet (Prestige/Samurai helmet ) • Recon helmet (Prestige ) • Simple helmet • Cataphract helmet (Prestige ) • Gunlink
Colonist

A colonist, sometimes referred to as a pawn, is one of the human-like creatures in the game. You, the player, manage these colonists to do anything and everything possible. They will listen to your orders, almost always. Certain traits can overrule your commands. For example, a colonist with chemical fascination will want to take drugs. Even if the drugs are forbidden, the colonist will ignore this and take them anyways.

## Drafted Colonists

Drafted colonists means they are in "battle mode" and will follow any commands you want. They will move where you want, attack what you want, and do anything else not previously under your control. Using this during raids or manhunter packs is necessary to your colony's survival.

## Mood

Mood is how a colonist feels. Their needs, like recreation, food, and sleep, all affect mood. Health also affects mood, for the more pain they are in, the more their mood will be lowered. (Masochists will be the opposite, and get a higher mood buff the more pain they are in.) Doing a job they have passion for will increase their mood. For example, a colonist that likes intelligent tasks and is researching will get a slight mood buff. Some recreational activities need objects, while others don't. A horseshoe pin is a very basic and is easy to build in the early game. Meditation or praying is another easy recreational activity, as the colonist just needs to have a bedroom. Different things give different mood buffs or debuffs. For example, a colonist that eats without a table will get a -3 to mood. Being high on smokeleaf gives a +15 to mood. When first starting a world, all colonists will have a +10 to mood because of "New Colony Optimism". 3 days later, it will degrade to +5. Some colonists have certain traits that affect their mood.

## Mood Breaks

If your colonist doesn't have any time for themselves (ex. free time, recreation time), then they will have a bad mood. A prolonged bad mood will eventual lead to a mood break, where the colonist can do a variety of things, from binge eating to going berserk and fighting other colonists. To prevent this, make sure they have time to do what they want and plenty of items to let that happen. After a mood break, a colonist experiences catharsis. Catharsis is to prevent another mood break happening right after one has ended. Catharsis grants a +40 in mood. This gives time to manage your colonist, as being on a mood break will have them neglect their needs, in favor of what they are doing for their mood break.
Zone/Area

In RimWorld, the **Zone/Area** system is a mechanic that allows players to mark a group of map tiles to serve different purposes.

## **Zone**

A zone is a group of map tiles that are marked by players. Zones are used for defining which area to organize. And areas that are marked with the Zone function will have a function to control according to how they are marked. Zones can't overlap with each-other.

## **Area**

An Area acts like an invisible layer that defines functions to be applied within boundaries.
Plants

**Plants** are the flora of Rimworld. They generally grow and spread over time.

### Lifespan

Plants will die (rot) if they are not harvested or eaten or deprived of light. The lifespan is calculated by multiplying the plant's Grow Days with the plant's Lifespan Fraction (Value between 5 and 8)

## Plant Categories

Domesticated Plants
Cocoa tree • Corn plant • Cotton plant • Devilstrand mushroom • Haygrass • Healroot • Hop plant • Potato plant • Psychoid plant • Rice plant • Smokeleaf plant • Strawberry plant • Fibercorn • Gauranlen pod • Nutrifungus • Tinctoria
Wild Plants
Agarilux • Agave • Alocasia • Ambrosia bush • Astragalus • Berry bush • Brambles • Bryolux • Bush • Chokevine • Clivia • Giant rafflesia • Glowstool • Grass • Low shrubs • Moss • Pincushion cactus • Tall grass • Wild healroot • Anima grass • Gauranlen moss
Trees
Bamboo tree • Birch tree • Burned tree • Cecropia tree • Cypress tree • Drago tree • Maple tree • Oak tree • Palm tree • Pine tree • Poplar tree • Saguaro cactus • Teak tree • Willow tree • Anima tree • Bonsai tree • Gauranlen tree • Timbershroom
Decorative Plants
Dandelions • Daylily • Rose
Weapons

Weapons can be used by all intelligent pawns (colonists, raiders, mechanoids) to fight each other, or put down animals. Different weapons have different characteristics and should be used strategically to fit each combat role accordingly.

Like most items, if left outside, weapons will deteriorate until completely disintegrating.

Weapons of quality excellent or higher have an engraving marked on them that can be read by clicking the art tab from the inspect panel.

## List of Weapons

Neolithic Melee
Breach axe • Club • Ikwa • Knife (Jade) • Spear
Medieval Melee
Gladius • Longsword • Mace • Axe • Warhammer
Neolithic Ranged
Great bow • Pila • Recurve bow • Short bow
Industrial Ranged
Assault rifle • Autopistol • Bolt-action rifle • Chain shotgun • Heavy SMG • Launcher (EMP, Incendiary, Smoke) • LMG • Machine pistol • Minigun • Pump shotgun • Revolver • Sniper rifle
Industrial Consumable
Doomsday rocket launcher • Triple rocket launcher
Throwables
EMP grenades • Frag grenades • Molotov cocktails
Spacer
Charge lance • Charge rifle
Mechanoid
Heavy charge blaster • Inferno cannon • Needle gun • Thump cannon
Structures
Autocannon • Mini-turret gun • Mortar (Weapon) • Uranium slug cannon • Auto-mortar • Inferno cannon (Turret) • Light charge blaster • Mini-slugger
Other
Beer • Elephant tusk • Thrumbo horn • Wood
Ultra (DLC)
Eltex staff • Monosword (Persona) • Plasmasword (Persona) • Zeushammer (Persona)
Herbal Medicine

> *"A pack of herbal concoctions typically extracted from the xerigium plant. Less potent than industrial pharmaceuticals." - In-game desc*
>
>

## Usage

The **Herbal Medicine** is a only natural medicine that can only come from the plant "Healroot".

## Trivia

1. The only medicine that can **SPOIL** over time (~2 Years).
2. The only medicine that can be grown and harvested.
3. The plant is grown in "Growing zones" or Hydroponics.
Wood

> *"Wood from trees or other fibrous plants. Useful for building structures and weapons. It is a good fuel for campfire and generators, and can be refined into chemfuel. In a pinch, a piece of wood can be used as a weapon or a leg.*
>
>

*Wood* is an item. It is used in many construction tasks, and is produced by cutting trees.
Luciferium

> *"A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.*
>
>

> *After the first dose, there is no way to get the mechanites out, ever.*
>
>

> *On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found." - In-game desc*
>
>

## Usage

**Luciferium** is a high tech and extremely addictive drug that can heal permanent wounds. When the **Luciferium** mechanites are active in the body. They improve the body's functioning in all respects (*Consciousness*, *Sight*, *Hearing*, *Moving*, *Breathing*, *Blood Filtration*, *Blood Pumping*, and *Metabolism*). However, if the victim is not regularly replenished with more doses of **Luciferium**, the mechanite decoherence will reach a critical state, causing the victim to go insane and die.

 Blood Filtration
 +70%
 Metabolism
 +20%

## Trivia

1. The only drug that has a addictiveness rate of 100%.
2. Cannot be made
3. The only drug that has an everlasting addiction
Storytellers

**AI storytellers** are driving the gameplay and their choices will affect the story of your colony, but will never entirely disallow events because of population. They create events like pirate raids, resource drops, or animal attacks.

The one that you choose will make decisions about what events it wants you to encounter and when based on the situation you are currently in and on the biases of that particular AI.

The difficulty is selected separately from the storyteller, but both are changeable mid-game.

## AI Storytellers

### Cassandra Classic

Cassandra Classic is the default storyteller. Challenges start easy with a single manhunter animal/single raider, and become increasingly more difficult over time and as wealth increases. She gives time in between raids to recover, but can hit very hard, especially on the higher difficulty settings. Players generally find Cassandra more difficult than Randy, because she tends to give less peace in between the increasingly tougher raids.

### Phoebe Chillax

Phoebe Chillax, is a storyteller whose main characteristic is the long break between challenges, leaving the player with enough time to rest and recover after an event, and live without much to worry about. This gives new players a more relaxed experience to get familiar with the game. However, long breaks between raids means huge spikes of difficulty and troubles equipping your pawns with weapons and armors.

### Randy Random

Randy Random, is a wild storyteller whose main characteristic is triggering challenges at any time of any difficulty, to the extent of launching several dangerous threats all at the same time or consecutively.

## Options

### Threats

 Major threats
 Quests threats
 Intro threats
 Predators hunt humans
 Extreme weather

### Player tools

With "classic {{subst:lc:Mortars}"}, mortars are as they were before 1.3. Namely:
* The barrel need not be changed every 20 shots.
* Reinforced barrels are removed from the recipe and game.
* Forced miss radius increased from 10 to 13.
* Steel cost of all mortar shells increased by 10.

### Adaptation

 Adaptation impact
 Wealth-independent progress mode
 Years until maximum threat
Milk

> ***"Milk from an animal." - In-game desc***
>
>

## Information

**Milk** is obtained by various tamed female animals, such as the Cow.

## Usage

Milk is a food source. Can be consumed raw and it is an ingredient for fine meal and lavish meal.

## Obtaining

A pawn with handle job can milk animals when they are ready.

In the update 1.1 animals were nerfed to not produce more than one product (even though in real life mostly animals who produce wool also are used for milk). Now the following animals are the only ones to produce milk:

 Cow | 18
 Dromedary | 12
 Elk | 12
 Yak | 12
Dandelion Plant

> *Nothing is known about this plant (Wild)*
>
>

> *"A common small flower. Though it is often considered a weed, it is pleasant to look at." - In-game desc (Plantable)*
>
>

## Usage

There's nothing you can make use off of this plant.

 Max Hit Points
 ???

 Max Hit Points
 85

## Trivia

1. The only deco plant that can be founded in the wild and plantable
2. The only deco plant that can only be grown in a "Growing Zone".
Tribes

## Information

The **tribes** are Factions of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt. People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Spanish, such as 'miñoca', 'legua', etc. They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. It is not uncommon to see raids of over twenty tribesmen later in the game, even on lower difficulties. This faction is a formidable ally and foe alike, and may start off as either of them. They may not be as dangerous as pirates, but they are not insignificant.
Husky

The husky is an animal in Rimworld. It is also one of the types of dogs in Rimworld. It is a very good animal to have, as it can do all the orders that have to do with training. (Obedience, haul, rescue, release) It is also good for traveling in caravans, as it has a quite good carrying capacity of (number).
Painita

**Painita** é uma das protagonistas de Supernova.

## Aparência

Painita tem um corpo magro da altura média, a sua pele é vermelho claro, seus olhos são vermelhos e seu cabelo é curto e vermelho. Tem um nariz arrebitado pequeno. Sua pedra é localizada em seu peito. Ela pode ficar fluorescente aumentando o contraste de sua pedra e ficando mais forte.

### Vestimenta (Antiga)

Ela veste uma camisa sem mangas mostrando sua barriga, uma bermuda rosa avermelhada. Usa uma bota marrom.

### Vestimenta (Atual)

Painita veste um vestido vermelho com mangas curtas e uma bota vermelha.

## Personalidade

A personalidade de Painita não é muito extensa, por nunca sair de sua zona de conforto. Painita é confiante, inteligente e leal. Nos atuais episódios, ela permanece quieta, nos momentos que requerem mais atenção, ela mantém o foco e leva tudo á sério. Painita é cuidadosa com coisas desconhecidas, ela é exigente, e quando está certa, começa á ser metida e fútil, Painita sempre age com destreza e graciosidade.

## Habilidades Comuns:

* **Fusão:** Painita é capaz de se fundir com outras gems.
* **Metamorfose:** Painita é capaz de modificar seu corpo da maneira que quiser, podendo criar braços longos ou até mesmo se transformar em uma versão de Kyanita.
* **Iluminação:** Painita é capaz de projetar uma luz vermelha de sua pedra.

* **Encapsular:** Como uma gem, Painita é capaz de criar bolhas de cor vermelha para guardar objetos ou pedras nelas.

## Habilidades Pessoais

* **Levitação**
* **Supervelocidade**
* **Capacidade de usar dois armamentos ao mesmo tempo**

## Curiosidades

* Foi confirmado pelo criador de Quartzo Místico que Místico e Painita terão um relacionamento amoroso na série.
* Painita tem "Fluorescência", e fica mais forte quando a mesma está ativada.
Cloth

A basic plant-based fabric that can be grown by planting the cotton plant. It can be used for creating clothes at an electric tailor bench or hand tailor bench, though it does not provide good clothing quality overall. It is also used to make carpet flooring, medicine (after being researched), armchairs or billiards tables.

While players can only grow cotton to harvest light grey cloth, bulk goods traders or faction bases offer dyed cloth for sale.

It is 20% more flammable than most other textiles, and 300% as flammable as Devilstrand and Hyperweave.

## Usage

Cloth is used in the following crafting recipes:
A Outra TL

## A Segunda Linha do Tempo

Isaac Asimov criou uma história chamada "Fundação". Nela existem dois tipos distintos dessa tal fundação.

Uma voltada para os avanços tecnológicos, a "Primeira Fundação".

E a segunda foi criada em segredo, a famigerada "Segunda Fundação".

Esse é o prólogo.

YagamiShinji, no auge de seu shitposting, separou e (por mais que neguem) criou a Segunda Linha do Tempo.

A Primeira Linha do Tempo é voltada ao "shitposting" ou "tweets sem o selo inmetro de segurança".

A Segunda Linha do Tempo é voltada à "Justiça", plena e absoluta.

### Onde a Justiça Se Faz Presente

Pouco sabemos, por sermos membros da "Primeira Linha do Tempo" o que de fato acontece na Segunda LT, mas existem... rumores.

Sim, rumores.

A justiça brilha tanto que ofusca. A paz reina. Afirmam com muita contundência que a PLT (Primeira) e a SLT (Segunda) estão fadadas a entrar em choque. Não se sabe se ao fim dos séculos, anos ou dias alguma prevalecerá.

Segundo a Enciclopédia Temporal, em um futuro distante, a PLT ajudará a SLT a se livrar do seu pior inimigo, o Mulo.

Mas, algum dia, sem dúvida alguma, também teremos de encarar o grande dilema:

Seria a Segunda Linha do Tempo... superior à Primeira?
The Shattered Empire

## Lore

The Empire are the remnants of a technologically advanced interstellar empire, or of one section of it, that have fled from invaders. They are organized in a feudal hierarchy nominally headed by a far-off Emperor, however, due to the lack of Faster-than-light travel, much of true day to day power is held by the Stellarchs who have dominion over their entire star system.

Various facts about the Empire can be gleaned from Imperial Backstories, namely:

* The noble households are served by the common folk in a variety of roles from domestic to military, despite the technology available to the Empire before its fall.
* An Imperial Church exists, monotheistic organization with both Inquisitors in the church's anti-heresy school, and psychics in the church's psychic school. The church also provided Chaplains for the military, non-combatants that provided for the medical and spiritual needs of the soldiery.
* Grand, ancient starships acted as powerbases for noble families along side more traditional planetary holdings. Nobles and commoners alike would be born and raised on these ships.
* Wars of succession, as well as smaller scale conflicts over inheritance, were not unheard of. Some families implemented contingencies to guard against this.
* They fielded a developed military and, unlike most Glitterworlds, it saw combat, possibly routinely but definitely within the last generation. This combat included both planetary combat, involving infantry and aircraft, and space-borne ship-to-ship combat.
* Noble titles are primarily hereditary, and at least some families practiced primogeniture. Those that did apparently practiced absolute, rather than male-preference, primogeniture.

## Pawns

Main article: Empire/Pawns

Empire pawns always have backstories from the "Imperial Common", "Imperial Fighter", or "Imperial Royal" categories. While "Imperial Common" is nominally the default, Imperial Citizens can spawn with backstories from either the "Imperial Common" or "Imperial Fighter" categories, and Troopers, Janissaries, Champions, Cataphracts, Stellic Wardens and Stellic Defenders spawn with the "Imperial Fighter" category exclusively, while Bestowers and Nobles, including the Noble "Wimp", always have backstories from the "Imperial Royal" category.

## Pawns

Main article: Empire/Pawns

Empire pawns always have backstories from the "Imperial Common", "Imperial Fighter", or "Imperial Royal" categories. While "Imperial Common" is nominally the default, Imperial Citizens can spawn with backstories from either the "Imperial Common" or "Imperial Fighter" categories, and Troopers, Janissaries, Champions, Cataphracts, Stellic Wardens and Stellic Defenders spawn with the "Imperial Fighter" category exclusively, while Bestowers and Nobles, including the Noble "Wimp", always have backstories from the "Imperial Royal" category.
Gems

**Gems** são uma espécie alienígena e uma das principais espécies de *Steven Universo* e Supernova. Originadas de Homeworld, gems são seres originados de suas pedras, que são criadas de um material que varia de cada tipo de gem. Existem vários tipos ou "classes" de Gems, que recebem uma função específica em Homeworld e suas colônias.

## Historia

Em uma de suas tentativas de colonização, na qual tinham a Terra como alvo, as Gems entraram em embate contra a insurgência organizada por Rose Quartz, que não suportou o fato de seus semelhantes ameaçarem a vida na Terra, juntando então um grupo de rebeldes, entituladas como as "Crystal Gems", para defenderem o planeta da Invasão Gem em um esse evento que ficou conhecido como "A Rebelião". Apesar dos esforços de Rose, ela perdeu inúmeros soldados e guerreiros, assim como as comandantes de Homeworld (“A Grande Autoridade Diamante” de Homeworld). As ''Delinquentes'' fugiram para Homeworld, no final da guerra, para Homeworld, e atualmente, estão no Planeta Minerva, um dos planetas que as gems ficavam durante a guerra.

## Descrição

Gems possuem tanto habilidades comuns como invocar armas ou poderes particulares como a visão do futuro de Safiras (tipos de gems). Elas recuam às suas pedras quando ocorre algum ferimento em seu corpo físico. O tempo de cura de um Gem pode variar em semanas ou horas. Gems também podem amalgamar seus corpos físicos em técnica que é comumente conhecida como fusão, mostrada primeiramente em Quartzo Místico vs Painita. Também se nota que a pedra preciosa de uma Gem pode ser usada como fonte de energia, mesmo quando ela é danificada. Quando forçosamente fundidos, gems ao regenerar, formam Gems Agrupadas.

## Tipos Conhecidos de Gems

* Diamantes;
* Pérolas;
* Rubis;
* Peridots;
* Quartzos.

## Gems

### Delinquentes

* Willemita
* Painita
* Fluorita
* Barita
* Kyanita

* Quartzo Místico

### Outras Gems

* Chrisocola
* Diamante Amarelo

### Fusões

* Anyolite
* Opala de Fogo
* Sangue
* Andesine

### Crystal Gems

* + Pérola
	+ Ametista
	+ Rubi
	+ Safira
	+ Steven
	+ Rose Quartz
	+ Peridot
	+ Bismuto

### Homeworld Gems

* + Jasper
	+ Diamante Amarelo
	+ Diamante Azul
	+ Pérola da Diamante Azul
	+ Pérola da Diamante Amarelo

### Fusões

* + Garnet: É a fusão de Rubi e Safira, baseada na pedra **Granada**;
	+ Opal: É a fusão de Pérola e Ametista, baseada na pedra **Opala**;
	+ Sugilite: É a fusão de Garnet e Ametista, baseada na pedra **Luvulite ou Sugilite**;
	+ Alexandrite: É a fusão de Garnet, Pérola e Ametista, baseada na pedra **Alexandrita**;
	+ Stevonnie: É a fusão de Steven e Connie, uma fusão de um semi-Gem e uma humana, baseada na pedra **Quartzo Rosa**;
	+ Malaquita: É a fusão de Lapis Lazuli e Jasper, baseada na pedra **Malaquita**;
	+ Arco-Íris Quartz: É a fusão de Rose Quartz e Pérola, baseada na pedra **Quartzo Arco Íris**;
	+ Sardonyx: É a fusão de Pérola e Garnet, baseada na pedra **Sardônica;**
	+ Grupo: É a fusão de cacos de pedra de antigas Crystal Gems;
	+ Rubi (Fusão):É a fusão de Rubi e Rubis de Homeworld, baseada na pedra **Rubi.**
	+ Rubi: Fusão das cinco Rubis de Hit the Diamond, baseada na pedra **Rubi.**
Factions

**Factions** are the main source of NPC interactions in-game. They play a huge role in your colony's preferred actions and location.

## Faction Types

### **Planet based factions**

There are three main types of factions on the planet:

### **Off-planet factions**

Rather than having a settlement, these factions come from off-planet and arrive at one of your colonies.

## Faction Naming

Each on-world faction has a randomly generated name for it.

* Outlanders have more peaceful and political names such as 'pan-global covenant', 'confederation', or simply a randomly put-together name.
* Tribals tend to use their natural environment, including words like 'mountain' in their names. They may also use Spanish words.
* Pirates generate more violent names. They also tend to use animal or weapon names.

Since Alpha 16 the faction name generator has been changed to generate more varied and interesting names, and is now separate from name generation of settlements.

## Faction Bases

Factions have many bases generated when the world is created, which can be traveled to by forming a caravan or launching transport pods. Going to neutral or friendly factions will initiate a trade. Sending them to a hostile faction will start an assault on that base, which can be destroyed once the enemy flees. Then you have 24 hours to collect all the items you want before a caravan is automatically created to leave.
Bolt-action rifle

Bolt-action rifle in a storage room

## Basics

### Description

An ancient pattern bolt-action rifle. With its long range, and low fire rate, it is unlikely to drive animals to revenge, which makes it a favorite weapon for hunting.

## Weapon

### Stopping power

1.5

The **Bolt-action rifle** is a weapon in Rimworld. It resembles a Short Magazine Lee-Enfield, and initially was called Lee-Enfield before version Alpha 9.

## Obtaining

Upon spawning in the game, you receive a bolt-action rifle. It can also be crafted from the Machining table after researching Gunsmithing, using 60 steel, 3 component, and 200 work. A crafting skill of at least 5 is required.
Ambrosia bush

Its rarity, beauty, and desirability are why ambrosia was named after the food of the ancient Greek gods.— In-game description | ”

The **Ambrosia bush** is a wild plant. Some attributes of the Ambrosia bush are Harvestable and Limited lifespan. It can be harvested for 4 Ambrosia fruit. Like many bushes and flowers, it has a flammability of 100%. It appears in a grove after an event.
Thrumbo

Thrumbos are rare Animals that can spawn in Events. They are very hard to hunt and are very large, making it all the more worthwhile to tame or kill. Killing them drops Thrumbofur and Thrumbo Horn. Thrumbo horns are Weapons and Thrumbofur are Materials

They are the hardest creature to tame with only a 3% chance to tame (unless a person has inspired taming)

(please add more)
Mods: Pawnmorpher -

# Mod: Pawnmorpher

## Summary

The Mod Pawnmorpher is a Mod made by Iron Wolf, Yap and Phoenix for RimWorld. It allows for the genetical modification of Pawns throu various means like, Syringes, Serums, Weapons or the Mutanite Centrifuge.

Quoted from the official Mod Page on Steam:

Ever wanted to be a mad scientist with a stocked shelf of various mutagens to unleash upon the world? Or perhaps a cheery farmer with a large herd of barnyard livestock...**wait, did that sheep just talk?**

With Pawnmorpher, you can bring an array of mutagenic items to bear against raiders, visitors or even your own colonists. Discover rare mutations, deal with body purists, deploy the mutagenic mortar shells, quaff stabilisers before going out to mine that glowing green meteor that just crashed near your base...and more!

It's high-risk, yes -- but the mad scientist in you will revel in launching mortar shells into a crowded raid and watching as cows, wargs, alpacas, hares and assorted humanoid mutants stumble out of the green fog. Augment your pawns with beneficial mutations that improve their crafting or social stats, create a prison to exploit cowmorphs for mutagenic milk, grow fields of chaobulbs and scream in horror at the monstrosities you'll inevitably make.

This is Pawnmorpher, and you're not going to get out entirely human.

## Content

* Items:
	+ Serums
	+ Syringes
	+ Weapons
	+ Pills
	+ Misc
* Species
* Aspects

1. ↑ https://steamcommunity.com/sharedfiles/filedetails/?id=1786466855
Traders

## Types

Bulk goods trader
Bulk goods traders deal in food and basic materials, such as steel, wood, components, gold, textiles, as well as clothing, furniture and domesticated animals.
Combat supplier
Combat suppliers deal in weapons, armor, mortar shells, and medicine.
The tribal variant of this is the "war merchant".
Exotic goods trader
Exotic goods traders deal in rare and valuable items such as artifacts, televisions, telescopes, apparel, bionic body parts, neurotrainers, some furniture, plasteel, gold, uranium, and glitterworld medicine. The may also carry animals of the wilder variety.
The tribal variant of this is the "shaman merchant".
Slaver
Slavers deal in slaves/prisoners, weapons, body parts, medicine, and drugs. The chance of traders carrying prisoners should go down as colony population goes up.
The outlander variant of this trader was previously called a "pirate merchant" and they are still referred to as such in both discussion and the game code. Note that despite the name, outlander factions sent pirate merchants, not pirate factions.
## Notes

* You cannot buy back prisoners you just sold as a way to insta-recruit anyone (exploit prevention).
* You can trade your expensive items (weapons, sculptures) for other desirable items if the trade ship doesn't have enough silver to complete the transaction. Of course, the amount of silver you can gain is lower, but it is usually better to have a lot of cheap items than an expensive one in your store. Sometimes you have items so expensive that no trader can buy them.
* When selling pack animals, they will bring any items that they are carrying along with them.
Cover

Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides.

Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:

* a < 15° = 100% effectiveness
* 15° < a < 27° = 80% effectiveness
* 27° < a < 40° = 60% effectiveness
* 40° < a < 52° = 40% effectiveness
* 52° < a < 65° = 20% effectiveness
* a > 65° = 0% effectiveness

## Not Cover

The following things *do not* provide cover.

* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)
* minified items
* power conduit; power switch
* graves
* dead bodies
* spots (i.e. sleeping spot, crafting spot)
Детский сад (серия)

## Детский сад

**Детский сад** — 6 серия 1 сезона мультсериала «Свинка Пеппа».

## Сюжет

Папа Свин принимает Пеппу и Джорджа в свою группу. Это первый день Джорджа, и он очень рад, но Пеппа обеспокоена тем, что он может быть слишком маленьким для садика. Папа Свин уверяет её, что все в порядке, так как у него будут Пеппа и мистер Динозавр, чтобы держать его в компании. Но Пеппа на самом деле не хочет держать его в компании, потому что она хочет играть со всеми своими друзьями.

Когда они прибудут, Пеппа снова спросит, будет ли Джордж действительно в порядке. Но когда Папа показывает, что он не планирует это пересматривать, у нее нет выбора, кроме как принять это. Внутри Пеппа знакомит всех с Джорджем, и другие дети, похоже, быстро дружатся с Джорджем. Сьюзи говорит, что хочет иметь маленького брата, а Дэнни интересуется его игрушечным динозавром; и даже миссис Газель, похоже, любит компанию Джорджа.

Увидев, как всем нравится Джордж, Пеппа не может не гордиться им. Затем по команде миссис Газель все садятся за живопись. Пеппа не думает, что Джордж может с этим справиться, но когда миссис Газель предлагает Пеппе показать ей, то она критически ругает его за то, что он рисовал динозавра вместо цветка. Миссис Газель приходит с другими учениками, чтобы посмотреть, что написала Пеппа и Джордж, и потому, что все пользуются картинами, она решает повесить их обе на стену.

Скоро пришло время уходить, родители приходят, чтобы забрать детей. Пеппа спрашивает, сможет ли Джордж вернуться в следующий раз, и когда его спросят, что он может нарисовать в следующий раз, Джордж уверяет, что это будет динозавр. Когда все комментируют это, все начинают смеяться.

## Персонажи

* Свинка Пеппа
* Поросёнок Джордж
* Папа Свин
* Мадам Газель
* Овечка Сьюзи
* Щенок Дэнни
* Пони Педро
* Кошечка Кэнди
* Крольчонок Ребекка
* Мама Крольчиха
* Дедушка Пёс
* Мама Овца
* Мама Кошка
* Мама Пони

## Локации

* Дорога — здесь начинается сюжет.
* Детский сад — основная локация этой серии.

## Галерея

Брат и сестра тоже присоединились к друзьям«Динозавр, р-р-р!»«Знакомьтесь, это мой младший братик Джордж. Он здесь только впервые»
## Факты

* Это первая серия, где нет Мамы Свинки.
* Также, это первая серия, в которой появляются Кошечка Кэнди, Щенок Дэнни, Пони Педро, Крольчонок Ребекка, Дедушка Пёс, Мама Овца, Мама Крольчиха, Мама Кошка и Мама Пони.

 **Шестой сезон** | … · Забавная музыка · …
Cooler

## Uses

The cooler cools down a certain room to a certain temperature. However the output heat produces a lot of heat so it is advised to build it next to outside or use a vent.

## Trivia

* You can use this to make a fridge, however this is completely unnecessary if you spawn in the Northern part of the RimWorld or the Highlands in mountains.
* Coolers and Heaters have the same options for temperature control.
Penoxycyline

Penoxycyline is a drug. It stops the colonist that takes it from getting malaria, plague, or sleeping sickness. Colonists with the teetotaler trait will not be bothered by taking penoxycyline, as it is not a mood enhancing drug. To make it, you need neutroamine, which can come from defeating raids or trading.

## Usage

* It is recommended to use penoxycyline every 5 to 6 days to best save it, as that is how long it lasts.
Pirates

## Information

**Pirates** are a type of faction that sports modern weapons and gear, though occasionally using advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the comm system). Pirates are the primary source of raids, usually attacking from the sides and occasionally dropping directly on your base. They kidnap incapacitated colonists if you leave them incapacitated and within reach, but do not kidnap your prisoners (exploit prevention vs players easing their leave).
Новая машина

**Новая машина** - 23 серия 1 сезона мультсериала «Свинка Пеппа».

## Сюжет

Пеппа с семьей отправляется в поездку. Вдруг машина ломается, и для ремонта её приходится отогнать в гараж Дедушки Пса. Пока машина ремонтируется, дедушка Пес даёт им напрокат блестящий новый автомобиль. В нём так много интересных кнопочек! Нажимаешь одну кнопку – убирается крыша, нажимаешь другую – поднимаются окна. А ещё одна кнопка пускает в лицо папы Свина струю воды!

## Персонажи

* Мама Свинка
* Папа Свин
* Поросёнок Джордж
* Свинка Пеппа
* Дедушка Пёс

## Факты

* Это единственная серия, где свиньи меняют свою машину (если не считать серию «Трейлер», в которой новый транспорт они лишь арендуют).

 **Шестой сезон** | … · Забавная музыка · …
Research

**Research** is the primary method through which players can enhance and expand the abilities of their colony. Certain buildings require research in order to be built.

Once a player constructs a research bench, and selects a project from the list of available research topics, a researcher will work at the bench to generate research points. The rate at which points are generated depends on the researcher's skill level. Multiple research benches worked by researchers will further increase the speed at which points are generated.

Only one research project can be actively researched at a given time, regardless of the number of research facilities available. However, you can freely switch between research projects, even if another is already underway. The progress towards finishing the research project is retained.

Research difficulty is related to your faction's tech level. Researching techs above your level is harder. So if you're a tribe, researching electricity will be difficult, while industrial colonies will find mastering spaceflight harder.

Research is presented in a tech tree form, with earlier research placed to the left and later research more dependent on the earlier ones placed on the right. Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap.

Besides the main research tab, modders can add separate research tabs for their research projects, so any new research projects appear there instead.

The suggested research path for industrials is:

* 1. Battery, 2. Solar panels, 3. Microelectronics, 4. Multi-analyzer, 5. Fabrication, and 6. Advanced Fabrication. After this, weapons crafting should be researched, and the rest is up to you.
* For tribals, the research path should be the same, but with electricity prior to researching the battery.
* For hardcore 500% Randy runs, after finishing the battery and solar panel research, rush down machining and weapons to improve your weaponry before microelectronics.
* For tribal hardcore, researching recurve bows prior to electricity will help improve your odds of surviving.

## Neolithic Research Projects

Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.

## Medieval Research Projects

Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.

## Industrial Research Projects

Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost.