recursal/Fanatic-Fandom huggingface dataset:
Ежедневные задания

## Главная информация

В мире eDominations ежедневная активная игра чрезвычайно важна для развития вашего аккаунта.

Есть несколько важных мероприятий, которые очень хорошо делать каждый день, чтобы вы могли воспользоваться максимальным возможным прогрессом.

Для каждого из них есть полезные ежедневные заказы, которые также предоставляют некоторые дополнительные вознаграждения.

## Задачи по развитию аккаунта

Каждый день у игроков есть ежедневный заказ по игре, который состоит из выполнения ежедневных задач по улучшению. Этот квест можно увидеть на главной странице.

Эти повседневные задачи обычно представляют собой два вида деятельности:

1.**Работа** - работа очень важная деятельность для каждого игрока и для каждого общества. Работая, вы зарабатываете деньги (в валюте) и создаете дополнительную производительность для своего работодателя (за что он платит вам зарплату). Разумеется, каждый рабочий игрок обязан соблюдать соответствующие налоговые правила страны, даже если он использует дополнительное время при использовании домов.

2.**Тренировка** - это одно из самых важных занятий в игре. Вы можете тренироваться один раз на тренировочном полигоне. Поднимая тренировочные поля и используя их для получения Силы на ежедневной основе, вы увеличиваете и увеличиваете свои способности урона, и тем самым вы можете увеличить скорость получения медалей.

Награда от этой ежедневной задачи - 1 очко силы и 1 очко опыта.

## Ежедневный военный приказ

Как и задачи развития, существует также ежедневный военный приказ. Он виден только для игроков, которые являются частью Воинской части, и их Воинская часть соответственно дала им точный боевой приказ.

Чтобы достичь этого, игроку нужно сделать не менее 50 ударов (500 ед. Энергии) по приказу. Эта задача может быть достигнута только один раз в день, но, конечно, эти 50 хитов не являются боевым пределом, и игроки могут сражаться столько, сколько захотят, если у них будет достаточно энергии для этого. Игроки могут также сражаться в боях, которые не являются их ежедневным ордером - они все равно выигрывают обычные медали и т.д. , но эти хиты не засчитываются в счетчик ежедневного заказа.

Этот ежедневный приказ может быть установлен только вашими командирами воинских частей (включая капитанов).

Награда от этого - 1 энергетический напиток (100 энергии) и 1 минометное оружие.

## Производство

Один из самых важных видов деятельности, даже если вы не участвуете в ежедневных заданиях, -это производство на ваших компаниях. Это ваш основной источник для различных вещей - в зависимости от того, какие компании у вас есть, они могут предоставить вам пищу, оружие, дома, сырье, и вы можете использовать их как для своих личных нужд, так и для продажи и получения прибыли. Настоятельно рекомендуется не пропускать ежедневное производство.
Johan

Johan is a fairly nice guy, chatty and loves to express his fondness for traveling.

## How To Get Him

He appears after the General Store is completed.

## Where To Find Him

He mostly can be found frequenting the Park's Booth or in the General Store.

*NOTE: If you are looking for the awesome transportation items that he is known to sell, you are most likely playing the Farming Valley Mod that contains this mod along with many, many other mods. This mod's Johan only sells a few items.*

He will trade Vanilla Minecraft Eggs, Wool, and Milk for Mod's version of the same variety, as well as allow you to sell them, and a few other Vanilla items, for gold.

**Business Hours:** Every day 6am - 10am

Buy
 Wool
 Milk (Vanilla)
 Gold Coin
 Silver Coin
 Copper Coin

Sells
 Egg (Vanilla)
 Leather
 Feather
 Rabbit Hide
 String
 Wool

## Quotes

Note: All quotes are directly copied from the game, incorrect spelling and grammar included.

*❝ Good morning. How may I help you? ❞*

*❝ Good day sir, I've been planning my next trip for a while, and I'm thinking I'll head to Denmark. ❞*

*❝ I have explored many biomes, in fact plenty of them indeed!❞*

*❝ Hallo, hoe goes it? ❞*

*❝ I am willing to trade for eggs, milk or wool, do not forget! ❞*

*❝ Why hello fellow human, I am a humble trader, if you have any eggs, milk or wool I'll happily trade my own from the vanilla world! ❞*

*❝ I could talk all day about my adventures out in the world, did I tell you about this one time that I strangled a squid and... ❞*

*❝ I'ts most wonderful to see you again! ❞*

*❝ I could not be happier right now. ❞*

*❝ Everyone has good days and bad days, you've just made my day great. ❞*
*❝ Oh my, it's such a pleasure to see you once more. ❞*

## Friendship

### Gifts

Likes

Hates

## Marriage

You can marry Johan. Once you get the hearts to fully red with gifts, use a Blue Feather.

## Recipes

 **NPCs**
 Abii • Ashlee • Brandon • Candice • Cloe • Danieru •Fenn • Granny Katlin • Harvest Goddess • Jade • Jakob • Jenni • Jim • **Johan** • Liara • Mayor Jeimmi • Tiberius • Tomas • Yulif
Occult research

Occult research requires the use of a forbidden knowledge center and has its own tab in the research menu. Selecting any occult research will forbid all other research benches and selecting any other research will forbid the forbidden research center.

All occult research is on neolithic level, researching anything occult will make the researcher lose sanity as long as they are researching. Research goes as follows:

* Decipher strange symbols (50): Basic research required to unlock all other occult research
* Sculptures (300): Allows you to create sculptures dedicated to each deity, which help with sacrifice
* Obelisk construction (600): Requires Culptures. Allows you to create obelisks
* Study succesful cults (3000): Researching this increases the colonist intelectual and social skills, as well cult mindedness. Good research for your preachers.
* Ritual Attire (300): Allows you to make cultist clothes, which helps with succesful sacrifice.
* Probe occult deities (100): Allows you to find deities to workship. Repeatable 7 times, until all deities are found.
* Altar (150): Allows the creation of a basic altar
* Altar of Sacrifice (250): Allows you to upgrade your altar to tier 2 and allows the sacrifice of meat, plants and meals to gain favor
* Human Sacrifice (400): Allows you to upgrade your altar to tier 3 and allows the sacrifice of prisoners and the use of spells
* Chronicling (500): Allows you to read the report of the last human sacrifice at the altar.
Straitjackets

## Straightjacket

"This is a jacket with overlong sleeves used to prevent individuals from harming themselves or others."

## Values

### Coverage

Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm

### Work To Make

167

**Description**: Straitjackets disable mental breaks on colonists to prevent them from hurting themselves or others.

**When equipped**:

* Global Work Speed -98%
* Manipulation 0%
* Move Speed -70%
* Mental Break Threshold Boosted
* 95% chance of disabling mental break

Straightjackets can be tailored at tailoring benches.
Rim of Madness Wiki

#####

Welcome, , to the Rim of Madness Wiki, the official public wiki for everything related to The Rim of Madness Mod Collection. These mods add many Lovecraftian elements to your Rimworld experience, including eldritch horrors, new weapons, armor and other thematic items.

You can find the Steam Collection here: http://steamcommunity.com/workshop/filedetails/?id=829619412

These mods were made by Jecrell. If you like what you see, and wish to see further developments, please support him on his Patreon.

https://www.patreon.com/jecrell

If you would like to keep in touch with the Rim of Madness community, we have a Discord.

https://discord.gg/AaVFA7V

## Main mod

* Jec'sTools - check and install this mod before doing anything else, otherwise your mods WILL NOT WORK.

## Mods Included

* H.P. Lovecraft Storyteller
* Factions
* Cosmic Horrors
* Industrial Age
* Cults
* Straitjackets
* The Elder Things
* Arachnophobia
* Werewolves
* Vampires
Typewriting table

"A writer's bench equipped with a typewriter."

**Description:** Colonists will use the typewriter to gain joy and can be manually assigned to do so. Typewriting table also heals insanity and can be made to produce journal pages.

**Notes:** All the values are for a wooden version of typewriting table. Other materials apply their respective multipliers.
Cthulhu

> *Neither alive nor dead, Cthulhu slumbers in His home of R'lyeh. When the stars are right, he will rise again to conquer the world. Should we aid Him, we not only benefit from psionic powers, the tome promises our destruction will be quick and merciful. -* ingame description of Cthulhu.
>
>

His spells revolve around physically altering your colonists and sending psychic waves to affect raiders and passing ships.

## Spells:

Tier one (Glanced):

* Favor: Gives large amount of favor to the deity
* Orbital Insanity wave: Causes a trade ship crash on your map. This will yield a large amount of resources the traders would be otherwise selling.
* Aspect of Cthulhu: Lets you choose any organism on the map. One of their limbs will be replaced by a tentacle, giving the part 125% efficiency.

Tier two (Watched):

* Psionic growth: Gives random colonist a growth on their brain. It gives them +20% consciousness and the ability to use three new psionic abilities. Affected colonist also lowers consciousness of an enemy when attacking with melee and has a chance to crush any of their body parts, inflicting serious pain.

Tier three (Favored):

* Terrestrial Insanity Wave: Makes all enemies on the map insane and sends them fleeing in panic, leaving the map.

Tier Four (Chosen):

* Awaken Cthulhu: Ultimate spell. The effects of awakening Cthulhu are unknown.

## Tips:

* *Aspect of Cthulhu* can replace colonists hands, arms, feet, legs and eyes of a colonist, each giving their respective part 125% efficiency
* Replacing eyes give with *Aspect of Cthulhu* gives +15% sight per eye, replacing any other part gives +25% to manipulation, replaced legs give +6% to movement per leg
* *Aspect of Cthulhu* can be used multiple times on one colonists, but has a chance to replace any tentacles already present. Can't replace any other prosthetics.
* Giving a colonist Psionic Growth makes them incredibly powerful in unarmed combat, as attacking with the growth builds up Intracranial pressure, lowering the enemy's consciousness. In the final stage it makes lowers their consciousness to a maximum of 10%, incapacitating and potentially killing them.
Dagon

> *The greatest of the Deep Ones, Father Dagon. Deep Ones are immortal and continue to grow in size and monstrosity as they age.* - ingame description of Dagon
>
>

His spells revolve around bringing sunken ships from the depths and command of his brethren, the Deep Ones

## Spells:

Tier one (Glanced):

* Favor: Gives large amount of favor to the deity
* Sunken Ship: Dagon grants you a chunk of a sunken ship, which can be deconstructed for wood, steel, plasteel and components
* Treasures of the Deep: Dagon grants you a sunken chest, which contains jade, gold and silver and/or small sculptures

Tier two (Watched):

* Defend the Brood: Summons a gang of Deep Ones. If you have a Sign of Dagon drawn, they will defend it from anyone until they die.

Tier three (Favored):

* Bounty of the sea: Spawns a marine ship which may contain many rare materials but also its crew, insane sailors who guard the ship with their lives.

Tier Four (Chosen):

* Orthogenesis: Ultimate spell. The path to the undersea city opens, your colonists become one with Dagon's flock.

## Tips:

* Be careful when using *Treasures of the deep* as the chest can contain a lot of value, including gold, jade or silver sculptures of varying quality and can potentially skyrocket colony wealth
* Always have a Sign of Dagon drawn when using *Defend the brood*, otherwise the Deep ones will attack your colony
* Deep ones spawned from *Defend the brood* will attack any human or mechanoid in sight, including your colonists and visitors
Generations

## Vampires - Generations

Vampires are given health bonus effects upon contracting vampirism, they grow fangs which provides a 120% efficiency bonus to jaws, and additional bonuses based on which generation of vampire they contracted vampirism from.

Older generations of vampire are more powerful than younger ones, however a younger vampire can absorb the powers of an older vampire through "Diablerie", a process in which a downed vampire is completely drained of vitae, thus killing it and consuming its undead soul.
Hastur

> *The Unspeakable One is enigmatic. He does not reveal His methods, however, He dominates individuals by the spread of His book, The King in Yellow, and His symbol, The Yellow Sign.* - ingame description of Hastur
>
>

His spells revolve around getting more people to the cult and keeping them in, also making their life easier.

## Spells:

Tier one (Glanced):

* Favor: Gives large amount of favor to the deity
* The King in Yellow Act I: Aquire a reproduction of the infamous play, "The King in Yellow". It is an artifact that when used allows you to target a pawn on the map who will then instantly become downed and fully cult minded.
* Summon Byakhee: Summon a byakhee for defense and transport. Byakhee is a powerful monster capable of flight. It can be loaded and used as a drop pod.

Tier two (Watched):

* The King In yellow Act II: A proportion of the inhabitants will fall into a deep sleep for 5-6 hours. Upon awakening, they will get +15 mood bonus for 15 days.

Tier three (Favored):

* Unspeakable Oath: The executioner gains a trait Oathmaker. When they die, they ressurect in a couple hours and gain a trait Reanimated

Tier four (Chosen):

* Absorption by Carcosa: Ultimate spell. The small settlement is deemed worthy by Hastur to enter his realm and be absorbed by the city of Carcosa.
Tsathoggua

> *The Sleeper of N'Kai carries out His will through His cultist servants and formless spawn while he rests in divine slothfulness. Tsathoggua can make deals with mortals on occasion. During those rare opportunities, mortals can acquire his ichor and gain effortless power*. - ingame description of Tsathoggua
>
>

His spells revolve around giving temporary buffs and protectors for your colony.

* Favor - gives large amount of favor to the deity
* Sleeper of N-Kai - Summons an unspeakably deformed idol that lulls raiders to sleep.
* Black Ichor - Spawns some Black Ichor, which counts as a Fine Meal when eaten and causes very a small loss of sanity.

Tier two (Watched):

* Summon Formless Spawn: Spawns a powerful fully tamed monster to protect your colony.

Tier three (Favored):

* Elixir of Power: Spawns a single artifact that when used, gives a colonist strong combat power.

Tier Four (Chosen):

* Call to Darkness: Ultimate spell. Repay your debts by heeding the call to darkness.

## Tips:

* Sleeper of N-Kai takes 8 hours to fully charge. Once fully charged, it will trigger twice before needing to rest.
* Sleeper of N-Kai affects one raider each activation. Those affected are knocked unconscious for a period of time.
Ichirou Oowada

Ichirou Oowada (Pony Form)

Ichirou Oowada is the lovechild of Mondo Oowada and Kiyotaka Ishimaru. He has shoulder length dark brown hair with a yellow streak and light purple eyes.

In his pony form, his cutie mark is shown as a pair of wide wings.

## Personality

Ichirou is a lone wolf. Much like his former biker-gang leader father, he's very rebellious. Not one to listen to the rules at all, he listens to his own compass. Although his compass might have been slighty created by Ishimaru. Although he's a unruly one, homework and school are a priority.

It is confirmed that Ichirou is autistic. He has a difficult time doing things in a different order, and is severely OCD. He's prone to fits of rage, from a little bit of crying to trying to bash his head in the wall and having a full-blown panic attack.

## Relationships

Ichirou is currently in a relationship with Kurou Hagakure- Much to his parents (especially Ishimaru's) dissaproval.
Forbidden knowledge center

Forbidden knowledge center is a research bench of occult research. It can be created with an occult grimoire and 100 of any building material. Any colonist researching the occult will be constantly losing sanity while researching.

Building the forbidden knowledge center founds a cult and gives all your colonists a Cult mindedness need. Deconstructing the forbidden knowledge center will always yield the occult grimoire.
Sanity

> *“If I am mad, it is mercy! May the gods pity the man who in his callousness can remain sane to the hideous end!”*
>
> ― H.P. Lovecraft, The Temple
>
>

Faced by the vast unknown, researching eldrich truths or eating the flesh of immortals, your colonist's overall sanity might not hold. Insane colonists are much more prone to mental breaks and susceptible to pain, but also tend to work faster and are more perceptive.

### Causes of insanity:

Your colonists might become insane if:

* they do any occult research
* eat flesh of any eldrich creature, even if cooked into a meal
* randomly during an event - these scale with your difficulty settings
* they discover and write the occult grimoire
* they touch a Mist Stalker

### Stages of insanity:

Not all insane people are similar. Insanity comes in stages the more your colonists are exposed to factors that make them insane. The stages of Sanity loss come as follows:

* Initial: Pain x130%, Consciousness, moving, hearing and manipulation +5%, Mental break threshold +10%
* Minor: Pain x150%, Consciousness, moving, hearing and manipulation +10%, Mental break threshold +25%, -5 mood debuff (Tense)
* Major: Talking -15%, hearing, moving and manipulation +15%, Mental break threshold +40%, -5 mood debuff (Anxious)
* Severe: Pain x50%, Consciousness max 80%, talking max 30%, hearing -40%, moving and manipulation +25%, Mental break threshold +60%, -10 mood debuff (Paranoid)
* Extreme: Pain +10%, Consciousness max 50%, talking disabled (max 0%), hearing -40%, moving and manipulation +30%, Mental Break threshold +80%, 0 mood debuff (gone mad)

### Restoring sanity:

Your colonists will become progressively more sane as long as they avoid insanity factors. Right clicking on a colonist and selecting the Go mad option will cause the colonist to suffer a mental break and clears all sanity loss. This can be done on any sanity level but clears sanity only if you initiate it. Insanity induced mental breaks have no effect.
Star Vampire

It is invisible until it feeds - the devoured blood slowly reveals its bloated form as its veins are filled. Its obscene maw is surrounded by tentacles, each tipped with either talons or hungry suckers. It descends from the stars to feed and returns with a tittering laugh.

## Description

It is invisible until it feeds - the devoured blood slowly reveals its bloated form as its veins are filled. Its obscene maw is surrounded by tentacles, each tipped with either talons or hungry suckers. It descends from the stars to feed and returns with a tittering laugh.

* Star vampire can spawn as a random event or during a failed ritual
* It is invisible until it attacks a human, while attacking animals it will remain invisible
* It deals large amounts of damage but doesn't have a lot of health. Keep your colonists together
* Star Vampires spawn with a Descending debuff which gives them -50% movement for couple hours
* Multiple variants of star vampire can spawn, including Albino, Nightly or Aberrant. The difference is mostly cosmetic
Bast

> *The Egyptian god of cats who all cats of the world follow. She is also workshipped by ghouls as the Chewer of Corpses -* ingame description of Bast.
>
>

Her spells revolve around making your colonists stronger and protecting them.

* Favor: Gives large amount of favor to the deity.
* Divine Inspiration: Give all your colonists random inspirations.
* Feline Aspect: Gives the executioner Feline form, making them feel less pain and making them better at evading attacks. Replaces their hands with claws, which do more melee damage but still retain 100% manipulation.

Tier two (Watched):

* Summon Guardian: Transforms a tamed cat into a Guardian - a fully trained powerful feline

Tier three (Favored):

* Sanctuary: Sends all attackers away. Has no effect on mechanoids.

Tier Four (Chosen):

* Passage to A'aru: Ultimate spell. The small settlement is deemed worthy by Bast to enter A'aru.

## Tips:

* Feline Aspect adds a modifier to the body. This modifier provides Pain: x80%, Sight +10%, and Melee dodge chance: +7.5.
* Guardians spawn fully trained, never die of old age and their leather is expensive and comfortable.
Dark Young

"A tree-like being, whose hooves roots carries an enormous black mass of branched tentacles, writhing around drooling mouths. They are the spawn of Shub-niggurath, the Black Goat with a Thousand Young and master of the woods. They act in its stead and come to worshipers in dark forests to accept sacrifice and reverence."

## Description

A tree-like being, whose hooves roots carries an enormous black mass of branched tentacles, writhing around drooling mouths. They are the spawn of Shub-niggurath, the Black Goat with a Thousand Young and master of the woods. They act in its stead and come to worshipers in dark forests to accept sacrifice and reverence.

* Dark Young can produce "milk" and "wool".
* The Womb Between Worlds spell will spawn a fully trained dark young every 4 days.
* Colonists with the psychopath trait don't get any mood debuffs from observing cosmic horrors
* Dark Young get hungry very quickly and after eating all prey animals on the map, they may hunt your colonists for food
D-Class

**Class D** (Ｄ組, *Dī-Kumi*), also referred to as **D-Class** (Ｄクラス, *Dī Kurasu*), is one of four classes in every grade of Advanced Nurturing High School. In the S-System, this class is considered to be the lowest ranking class among each grade level of the school. There's a connotation that the students under this class are classified as having "defective" traits.

* Class 1-D (1st Year Arc)
* Class 2-D (1st Year Arc)
* Class 3-D (1st Year Arc)
* Class 1-D (2nd Year Arc)
* Class 2-D (2nd Year Arc)
* Class 3-D (2nd Year Arc)
Altar

### Making an altar

To build an altar, you first need to build a forbidden knowledge center and research Altar. Researching Altar of Sacrifice and Human sacrifice will unlock tier 2 and tier 3 altar respectively. An altar can be upgraded for free by clicking on it and selecting Upgrade altar.

Including the space for the chair behind the altar, it takes up a space of 11 \* 9 squares.

###  Worship

The easiest way to gain deity's favor is to hold a sermon. Sermons can be held on an **altar** by a preacher. Room with an **altar** is designated as a temple. By clicking on the cult altar, you can set the deity workshipped, the preacher and also set daily morning or evening sermons. Morning sermons happen between 6 and 10 in the morning while evening sermons happen between 6 and 10 in the evening.

When a sermon starts, the whole colony will gather to listen to the preacher. If the preacher is drafted or incapacitated, the sermon will be cancelled. The amount of favor gained from the sermon depends on the preachers social skill and gains a bonus if the preacher wears cultist clothing.

Sermons can give cultists positive or negative thoughts, always positive thought to the preacher and always negative thought to the people not belonging to cult.

Good social skill on a preacher gains more favor to the deity, more cult mindedness to all colonists and a higher chance of good thoughts for the cultists.

### Sacrifice

When researched, cultists can sacrifice food, animals or even humans to gain deity's favor. The amount of favor gained depends on the executioners social skill and the amount/value of things sacrificed.

Human Sacrifices can have a variety of side effects, sacrifices can either be a complete success, mixed success which also creates a side effect, pretty failure, or a failure with a side effect.

The success of a sacrifice depends on a 100 sided dice roll against a base spell difficulty. Tier 1 spells require a roll of at least 40, tier 2 spells 50 and tier 3 spells 60. You can influence the roll by making use of favorable factors and can review the roll on the altar if you have the Chronicling research. Favorable factors and their bonuses to the roll include:

* Eclipse took place (+5)
* Aurora took place (+5)
* Executioner is experienced (no previous sacrifices is -10, three or less is -5, more than ten is +10)
* Attendants wore cultist clothing (max +15 if everyone wore cultist clothing)
* The executioner wielded a sacrificial dagger (+5)
* A statue of the appropriate deity was nearby (+10)
* The statue was a good quality (max +10)
* Temple is impressive (max +5)
* Temple is wealthy (max +5)
* Temple is spacious (max +5)
* Temple is beautiful (max +5)
* Temple is clean (max +5)
* All special astral events (excluding Star are Right) lower the chance of a succesful sacrifice down to -50

Successful sacrifice will give positive thoughts to cultists but negative thoughts to anyone who is not a part of the cult.
Animals

There are 3 animals in the Harvest Festival mod, chickens, sheep, and cows.

Cows and Sheep are found in the Animal Ranch. Chickens are found at the Poultry Farm.

## Chickens

Chickens can be found in the Poultry Farm, and each one costs 1500 gold. You start off with one when you first chat with Ashlee.

Placing a nest box in the poultry farm will allow the chickens to lay eggs and placing an incubator that can be purchased from Ashlee allows you to hatch eggs that your chickens have laid with the bonus of the new chicken having half the affection of its parent. Unlike buying a new chicken which would have no base affection.

Chickens if right clicked can be carried on the players head, putting them down afterwards will increase their affection towards the player increasing the chance of them laying bigger better eggs.

To feed the chickens you must either place a feeding tray which can be purchased from Ashlee, or feed them chicken feed by hand. Chicken feed can be purchased from Ashlee for 10 gold a piece.

## Cows

Cows are found in the Animal Ranch. You get a free cow by speaking to Jim, but additional cows will cost xxxx gold. He will give you a free lead to take it back to your ranch if you wish.

You can either feed the cows by hand with fodder, or by purchasing a Food Trough you can place 10 stacks of fodder each to feed your cow. Fodder from Jim costs 25 gold each, however, you can also obtain fodder by growing grass seeds from Harvest Festival and harvesting the second tier with a sickle. The grass will grow back with time, and you get free fodder until winter.

In order to ensure that your cow does not become sick, you must brush it every day by holding your right mouse button with a brush equiped. Hearts will appear when it has been satisfactorily brushed. Brushes can be purchased from the blacksmith for xxxx gold.

To milk the cow utilize the Milker and right click on the cow. You can only milk cows once a day, and can increase the quality of their milk with good care and cow treats. A milker can be purchased from the Blacksmith but Jim should give you a milker upon initial meeting after giving you the cow.

## Sheep

Sheep are found in the Animal Ranch. Sheep cost 4000 gold.

You can either feed the sheep by hand with fodder, or by purchasing a Food Trough you can place 10 stacks of fodder each to feed your cow. Fodder from Jim costs 25 gold each, however, you can also obtain fodder by growing grass seeds from Harvest Festival and harvesting the second tier with a sickle. The grass will grow back with time, and you get free fodder until winter.

In order to ensure that your sheep does not become sick, you must brush it every day by holding your right mouse button with a brush equiped. Hearts will appear when it has been satisfactorily brushed. Brushes can be purchased from the blacksmith for xxxx gold.

To shear sheep you need to purchase shears from the Blacksmith for xxxx gold. They can be sheared once every few days, and feeding them sheep treats will increase the quality of their wool.

Page originally created by CreeperSlimePig
Jec'sTools

**Description:**  Adds modding components to RimWorld: vehicles, spell casting, weapon slots, oversized weapons, and more!

**Notes from Jercell:**

PUT THIS MOD ABOVE OTHER DEPENDANT MODS

Example Mod Load Order

Core

HugsLib

JecsTools

Star Wars

Call of Cthulhu

## For The Players

This mod will not change your game, but rather it lets modders do more, so you can have an even more amazing RimWorld experience.

## For The Modders

This mod is filled with lots of tools that allow you to do many new and different things in RimWorld. Check out RoxxPloxx's guide for more info here: https://github.com/roxxploxx/RimWorldModGuide/wiki

Total list of components:

CompAbilityUser
- Adds spell/ability casting to humanlikes.

CompActivatableEffect
- Adds an activation graphic for weapons (e.g. lightsaber beam).

CompDeflector
- Allows the ability to knock projectiles away with melee weapons.

CompExtraSounds
- Allows extra melee sounds to weapons.

CompLumbering
- Makes a staggered walking animation. (e.g. ATST walking effect)

CompOversizedWeapon
- Allows weapons with graphic sizes that can be bigger than RimWorld's limits.

CompSlotLoadable
- Adds slots to objects that can be filled to have effects. (e.g. different ammo types for guns, crystals for lightsabers)

CompVehicle
- Allows for a pawn to be treated as a vehicle that can be loaded with pilots, gunners, crew, and passengers.
Industrial Age

**Description:** Adds new furniture and appliances to your game from the time period of the late 1800's and early 1900s themed after the industrial era of H.P. Lovecraft's writings.

**Adds the following objects:**

* Refrigerator - Stores meals and freezes them.
* Typewriter - Gives joy and relieves insanity.
* Gramophone - Plays music for your old timey colonists.
* Wood Stove Furnace - Pushes heat and lets you cook without electricity.
* Candelabra
* Chandelier
* Street Gas Lamp
* Interior Gas Lamp

Adds the following resources:

* Wax
Trap

Trap Training
Human Trap Attack Human Trap Defense Trap Repairing Capacity
Unlock Snare Unlock Barricade Unlock Arrow Rain
Human Trap Attack II Human Trap Defense II Trap Capacity
Unlock Death Fall Unlock Abyss Trap Unlock Arrow Wall
Trap Repairing
Unlock Lethal Hit Unlock Spike Barricade Unlock Evil Fence
Material

**Materials**

Materials are gained in a variety of ways. The easiest way to start gathering, is to send troops to a Resource Station. The next easiest is to attack Monsters on the Kingdom map. Both methods require troops but gathering will get you resources and attacking will raise your Force rating.

There are other ways, such as opening chests, trading in the market, and having your alliance give you chests as a gift.

Each item can be combined up to lvl 6 and used to create special sets of armor for your dragon. These sets have special boots to make your dragon more powerful and at the same time make your enemies weaker.
Yulif

Yulif is a carpenter who moves to town at the request of the Harvest Goddess. He lives on the top floor of the Carpenter's Hut with his sister, Jade. He helps the player construct the town, and will provide blueprints for materials and gold.

Furthermore, he is a fairly simple guy, feeling like others treat him like a slave, or that his log prices are too high.

## How To Get Him

He appears after the player confirms the placement of the Carpenter's Hut.

## Where To Find Him

He can usually be found in or around his Carpenter's Hut, unless you have him busy working on a building.

He does not sleep at night.

* Blueprints (All buildings)
* Old Sprinkler (after friendship level has risen)
* Sprinkler (after friendship level has risen higher)

## Friendship

### Quests

He is one of the few NPCs that actually give out quests at the Quest Board, and is one of the fastest ways to get his heart levels up.

### Gifts

He likes the following gifts:

* Oak Wood Planks (favorite)
* Oak Wood Logs
* Cobblestone
* Pink Diamonds

## Marriage

You can marry Yulif. Once you get the hearts to max with gifts or quests, use a Blue Feather.

## Recipes

Pineapple Juice
Dragon (Research)

Monster Mastery I

Dragon Attack / Armor Penetration

Monster Mastery II
Dragon Attack II / Troop March Speed / Critical Attack
Monster Mastery III
Armor Penetration II / Troop Healing Speed / Critical Attack II
Monster Mastery IV
Combo Attack / March Queue / Critical Attack III
Monster Mastery V

Troop Attack with Dragon / Troop Defense with Dragon / Troop Life with Dragon
Dragon Energy Limit / Troop Training Speed / Dragon Energy Cost
Monster Mastery VI
Troop Attack with Dragon II / Troop Defense with Dragon II / Troop Life with Dragon II
Monster Mastery VII
Armor Penetration III / Troop Healing Speed II / Dragon Energy Limit II
Monster Mastery VIII
Dragon Attack III / Troop Training Speed II / Dragon Energy Limit III
Monster Mastery IX
Vampires

**Description:**

Adds vampires to RimWorld.

* Heavily inspired by Vampire the Masquerade, this mod introduces a disease known as vampirism.
* There are eight Vampire bloodlines included with the mod currently.
* Different bloodlines have different abilities: 44 in total (check the vampire character menu).
* Seven "ranks" of vampire stat bonuses based on 13 generations of vampires.
* Adds in "vitae" and blood mechanics (check the needs menu).
* Adds human agents of Vampires known as Ghouls. Use vampires and give humans vitae to make them into your loyal servants.

Sources:

Mod page

Bloodlines

Github
Nyarlathotep

> *Nyarlathotep is the will of the Outer Gods and often acts as a direct agent in mortal affairs, posing as a mortal himself, sometimes serving in the very same cults that workships Him. Yet, He is ultimately deceptive, manipulative, and a spreader of discord and madness.* - ingame description of Nyarlathotep
>
>

His spells revolve around the minds of your colonists, making each individual stronger.

## Spells:

Tier one (Glanced):

* Favor: Gives large amount of favor to the deity.
* Starry Wisdom: Transforms your executioner's mind into a psychopathic one. Psychopaths will also be turned cannibalistic.
* Forbidden Knowledge: Grants a sizable bonus to your current research project.

Tier two (Watched):

* Chaos Theory: Accept a deal from Nyarlathotep to live one's life again. This removes all incapabilities from the executioner and changes their entire backstory. They cannot gain other incapabilities during this process.

Tier three (Favored):

* Dark Emissary: A new cult member joins the colony

Tier four (Chosen):

* Pilgrimage to Kadath: Ultimate spell. Will you join Nyarlathotep in the dreamworld?

## Tips

* When using Starry Wisdom on a pawn with 4 traits, the spell will have no effect.
* Dark Emissary has a chance to spawn two cultists instead of one.
* Colonists spawned by Dark Emissary will always come with devilstrand cultist robes and hoods. Their cult mindedness will start at 100%.
A Sign of Battle

"**A Sign of Battle**" (戦いの予兆, *Tatakai no Yochō*) is a short story released within *Monthly Comic Alive* March 2018 issue.

## Summary

During New Year's Eve, Kakeru Ryūen receives a phone call from Arisu Sakayanagi, who wants to meet him in person at the vending machine outside the dormitory. When arriving later, 10 minutes late, Ryūen notices that Arisu's faction, Kitō, Hashimoto and Kamuro, are also there waiting for him, being Arisu's bodyguards.

Arisu mentions Ryūen's visible injuries, having suffered from his defeat at the hands of Kiyotaka Ayanokōji on the rooftop, which sparks some provocations between both sides. Arisu then says that she wants to ask Ryūen about his fall from being C-Class' leader. Ryūen notices Arisu's interest in it, and comes to the conclusion that she wants to know whether it was because of Kiyotaka.

Ryūen asks if Arisu would ever acknowledge a defeat, being a prideful person. Arisu replies that she cannot possibly lose to someone, and a life without pride would be boring, to which Ryūen argues it is pointless to have a life of showing off one's pride. Arisu then tells the reason she wants to meet him directly like this, stating that it is hard to believe Ryūen, being a tyrant, would lose to his subordinate and fell from his leader position.

Ryūen declares he has no further intention of doing anything else in the school, causing a reaction from Hashimoto. Arisu talks about his contract with Katsuragi being a pathway for Ryūen, while also warns that there is no guarantee it will continue to go well for him, in case he loses a large amounts of points. She then reassures that her focus of attack is now on B-Class, to which Ryūen has no objection.

Ryūen decides to leave, his last words to Arisu being a reminder that she is not a winner whose victory is guaranteed, which she acknowledges. Ryūen reaffirms he has no intention of being involved in classes dispute, but believes he will crush Arisu if she were to individually challenge him. He thinks about how he wouldn't have to plan against her strategies if it wasn't for protecting his classmates.
Armory

3. Armory level 2,

4. Armory level 3,

5. Armory level 4, 9568 food, 19456 wood, 21584 stone, 7136 iron. 1 hour 22 minutes.

6. Armory level 5, Storehouse level 5, 19,136 food, 38912 wood, 43,168 stone, 14,272 iron. ??? hours ??? minutes

7. Armory level 6, Mages Guild level 6, ??? resources, ??? hours ??? minutes

8. Armory level 7,

9. Armory level 8,

10. Armory level 9,

11. Armory level 10, Hospital level 10, House level 10, 23,502 food, 525,312 wood,652,700 stone, 173,405 iron, ??? time

12. Armory level 11,

13. Armory level 12, Storehouse level 12, ??? resources, ??? hours ??? minutes

14. Armory level 13, Mages Guild level 13, Barracks level 13, 1046261 food, 2202863 stone, 913680 wood, 465073 iron ?? hours ?? minutes

15. Armory level 14,

16. Armory level 15,

17. Armory level 16,

18. Armory level 17,

19. Armory level 18,

20. Armory level 19,
Set Equipment

Basic Set Bonus with Normal Helm
Basic Set Bonus with Normal Armor Basic Set Bonus with Soul Helm
Basic Set Bonus with Normal Boots Basic Set Bonus with Soul Armor Basic Set Bonus with Soul Boots
Basic Set Bonus with Normal Tail Basic Set Bonus with Soul Tail
Full Set Bonus with 2 Normal Accessory Basic Set Bonus with Soul Accessory Full Set Bonus with 3 Soul Accessory
Special Set Bonus
Special Ground Attack Bonus Special Ranged Attack Bonus Special Mounted Attack Bonus
Special Ground Life Bonus Special Ranged Life Bonus Special Mounted Life Bonus
Special Ground Defense Bonus Special Ranged Defense Bonus Special Mounted Defense Bonus
Special Troop Attack Bonus Special Troop Life Bonus Special Troop Defense Bonus
How To Play

**Welcome to BoB**

Welcome to Blaze of battle! In the wake of a destructive war, you take the role of a new Lord and Supreme Commander, guiding your people through different ages in a mmo game, with players from all around the world!

As ruler of an ever growing city, you will build a thriving economy and a powerful army to gain influence and respect among friends and foes alike. Many challenges await you, but through careful planning, merciless strategy, and smart diplomacy, you can rise to the top and gain a real position of power in an international community of players!

To help you in the tasks, exciting features are at your disposal, such as Alliances, Dragons, Knights, and many more!

**Community**

One of the most exciting features in BoB is not created by the developers, but by the players themselves.

Soon after beginning to play, you will become part of a huge community of players from all over the world. The interaction with other Lords is what makes BoB so successful and keeps new players joining, and veteran players coming back! Be it in a fully translated world chat, where you can communicate with all the players in your kingdom, or as part of a powerful alliance that works together to achieve power and influences in the game: The possibilities are endless!

**Alliances**
Class 1-A

**Class 1-A** (１年Ａ組, *Ichinen Eī-Kumi*), simply referred to as **A-Class** (Ａクラス, *Eī Kurasu*), is one of four classes in the first grade of Advanced Nurturing High School. In the S-System, this class is considered to be the highest ranking among the freshman students of the school. It is the one that most first year students aim to reach after advancing further in their studies. Due to this, class 1-A has a highly competitive environment. Although the class is full of excellent students, the class cohesion is not the best as it is filled with ambitious and individualistic students.

* Class 1-A (1st Year Arc)
* Class 1-A (2nd Year Arc)
2nd Year Room 14

This is the overall sixteenth chapter for the 2nd Year arc of *You-Zitsu* manga series.

## Summary

On Sunday evening, the clock was nearing 9 PM. Horikita, Sudō, and Ayanokōji found themselves seated in a karaoke booth, patiently awaiting the arrival of Nanase and Hōsen. Sudō, growing impatient, wondered aloud if they had arrived too early. Just then, a knock echoed from the door. Nanase quickly entered and greeted them. Behind her, Hōsen confidently strolled into the room.

With Nanase and Hōsen now present, discussions turned to the possibility of cooperation between their respective classes. Horikita, addressing Hōsen, emphasized that there would come a time when he would require the help of his fellow classmates. However, Hōsen seemed resistant to the idea of class equality and insisted that Horikita and Nanase needed to persuade him to aid Horikita's class.

As they continued their efforts to convince Hōsen, Nanase brought up the concept of protection points, a notion unfamiliar to Hōsen. Horikita briefly explained how protection points worked before Nanase resumed her efforts to persuade Hōsen. Nonetheless, Hōsen remained unyielding, demanding that they provide him with points as collateral if they expected his assistance.

He insisted on a staggering one million points as collateral, with a promise to return them to Horikita's class should he ever require their help. Hōsen even proposed formalizing this agreement with a contract. Horikita, however, rejected Hōsen's terms. In response, Hōsen grinned and suddenly lunged forward, grabbing Horikita by her collar.

## Characters

In order of appearance:

* Kiyotaka Ayanokouji
* Suzune Horikita
* Ken Sudo
* Tsubasa Nanase
* Kazuomi Hosen
March

Enemy T1 Troop Defense Debuff

Gathering March Speed \ Gathering Speed

Dragon Preset

Desert March Speed \ Rally Reinforce Speed \ Attack March Speed

March Speed

Transport Speed \ Attack March Speed

Dragon Preset II

Ground Attack \ Ranged attack \ Mounted Attack

Rally Preparation Time 1

All Troop Attack \ All Troop Defense \ All Troop Life

Rally Attack

Rally Preparation Time II
Advanced Economics

Troop Training Capacity I
Wood Production Food Production Stone Production
Iron Production
T1 Troop Healing Cost T2 Troop Healing Cost
T3 Troop Healing Cost
Gold Production
T1 Ground Training Cost T1 Ranged Training Cost T1 Mounted Training Cost
T2 Ground Training Cost T2 Ranged Training Cost T2 Mounted Training Cost
T3 Ground Training Cost T3 Ranged Training Cost T3 Mounted Training Cost
Troop Training Capacity II Execution Bonus Time
T4 Troop Healing Cost
T4 Ground Training Cost T4 Ranged Training Cost T4 Mounted Training Cost
Savage Combat

Gathering March Speed
Unlock Raider Unlock Storm Slayer Unlock Sentinel
Savage Ground Attack Savage Mounted Attack Savage Ranged Attack
Savage Ground Defense Savage Mounted Defense Savage Ranged Defense
Unlock Bloodshed Slinger Unlock Crushing Dragon Unlock Wrath Orc
Troop Training Speed Savage Troop Life
Unlock Ruthless Centurion Unlock Whirlwind Lancer Unlock Trembling Archer
Savage Troop Defense
Unlock Manic Demolisher Unlock Shattered Ravisher Unlock Giant Thrower
All Troop Attack All Troop Defense All Troop Life
Cosmic Horrors

The Call of Cthulhu - Cosmic Horrors mod adds the minor races of the Cthulhu Mythos to your RimWorld experience. Some behave as hostile factions that raid your colony, some are more predatory in nature. Others are more deadlier, and pose challenges to the survival of your colony.

As with any other mod from this modpack, you NEED Jec'sTools mod for it to work.

## Creatures

* Chthonian
* Dark Young
* Deep One
* Great Deep One
* Formless Spawn
* Mi-Go
* Shoggoths
* Star Vampire
* Wandering Mist
Equipment

The Blacksmith is where you can forge powerful Equipment for your Dragon. Its forged with Material found, and Crystals can be inlaid into the equipment to add boosts.

Scrolls for equipment are bought in the Scroll Store with gems in the Blacksmith.

### Basic Series

* Helmets
* Armor
* Boots
* Tail
* Accessories

### Monster Series

* Giant Beholder
* EATer Bunny
* Toad Prince
* Kraken
* Mummy
* Devil Krampus
* Medusa
* Cthulhu
* Sphinx
* Hello-Win Phantom
* Anubis
* Spider Queen
* Minotaur
* Stone Man
* Direwolf
* Ice Walker
Civic Center

Civic Center provides an overview of your City. Upgrade it to get more Alliance Helps and unlock more buildings for further development.

### Level Bonuses

{Additional Bonus}

Level 20 - Lord skill points +15

Level 21 - Lord skill points +20

Level 22 - Lord skill points +20

Level 23 - Lord skill points +20

Level 24 - Lord skill points +20

Level 25 - Lord skill points +20

Level 26 - Lord skill points +25
Chairman Sakayanagi

* 1st Year

Anime

* 1st Year
* 2nd Year

**Narumori Sakayanagi** (坂 (さか) 柳 (やなぎ)  成 (なる) 守 (もり) , *Sakayanagi Narumori*), more commonly known as **Chairman Sakayanagi**, is the current chairman of the Advanced Nurturing High School.
He is Arisu Sakayanagi's father.

## Appearance

* Chairman Sakayanagi's appearance draft for the anime.
* Chairman Sakayanagi's full appearance in the anime.
1/2
Mr Sakayanagi is a man who looks to be in his 40s.

## History

Mr Sakayanagi took over the position of Chairman seven to eight years prior to the current story, succeeding his father. He seems to know Professor Ayanokōji since before becoming the chairman, and holds great respect towards him. He has also visited White Room together with his daughter, Arisu Sakayanagi.

## Plot

He made his debut in Volume 7 during the meeting between Professor Ayanokōji and his son, Kiyotaka Ayanokōji. He told Professor Ayanokōji that according to the rules of the school, Kiyotaka can't leave unless it is his own wish or that he is expelled. He later also revealed that Kiyotaka was given admission to the school under his approval.

In Volume 10, he was placed under house arrest due to unknown reasons. As a result, he was temporarily suspended and Tsukishiro was appointed as the acting director of Advanced Nurturing High School.

In Volume 11.5, Kiyotaka contacted him to tell about Tsukishiro who caused his suspension and Professor Ayanokōji wanting to take Kiyotaka back. Chairman Sakayanagi decided to help Kiyotaka with assistance from Sae Chabashira and Tomonari Mashima. Chairman Sakayanagi asked Kiyotaka about what he will do after graduating and hopes Kiyotaka will enjoy the 3 years at the school.

In Year 2 Volume 4.5, Tsukishiro said he had been dismissed from his position of Acting Director and Chairman Sakayanagi would return to office.

## Trivia

1. ↑ The character's full name was shown on the notice of the construction site that appeared in Episode 11 of Season 2. In the light novel, his first name is yet to be revealed.

## References

*You-Zitsu* Light Novel — Volume 7
*You-Zitsu* Light Novel — Volume 11
*You-Zitsu* Light Novel — Volume 10
*You-Zitsu* Light Novel — Volume 11.5
*You-Zitsu* Light Novel — 2nd Year Volume 4.5