nyuuzyou/wikis huggingface dataset:
Winter Wonderland (mod)

==Winter Wonderland==
=== features ===
* Christmas Tree - 1 wood - 100 beauty - needs power
* Red Present - 1 wood - 50 beauty
* Blur Present - 1 wood - 50 beauty
* Green Present - 1 wood - 50 beauty
* Snowman - 1 wood - 25 beauty
* Candy Cane - 1 wood - 50 beauty
=== Mod Items ===
Coming Soon!
=== Research ===
Coming Soon!
=== Other Information ===
==== Links ====
Coming Soon!
==== Screenshots ====
Coming Soon!
==== Videos ====
Coming Soon!
==== Mod Team ====
elStrages
==== Additional Credits ====
None
==== Licencing ====
This mod and it's source code is released under the Creative Commons License Attribution-ShareAlike 4.0
All i ask is fo you to add a link to my original mod if you use anything out of it. Thanks in advance.
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Witchwood tree

Witchwood trees are a wild tree added by the Biotech DLC that can be found in the biomes. It can only grow in polluted terrain, and can either be found growing there naturally, or sown by colonists. Witchwoods can grow well in poor soil, and like Polux Trees, are one of the few trees able to survive in heavily polluted terrain. On the other hand, they look ugly, grow slowly, and do not yield as much wood as other varieties.
==Growing==
==Gallery==
Witchwood a.png|Witchwood variant A
Witchwood b.png|Witchwood variant B
Witchwood c.png|Witchwood variant C
== Version history ==
* Biotech DLC Release - Added. 
Category:Plants
Category:Trees
Wolfskin

== Acquisition ==
The following animals provide wolfskin.
== Usage ==
Wolfskin can be used to craft and build the following things:
== Analysis ==
Wolfskin is the 8th most protective textile in the game. It also has good cold insulation and average heat insulation. This make it is a very good candidate for dusters and other protective clothing, especially in cold biomes. 
But when the environment permits, it should be replaced in the mid-game by more protective materials like devilstrand. Prioritize your best material for dusters, where they will have the greatest impact. If you are limited on better textile, wolfskin can be decent for pants and button-down shirts. Wolfskin still offers some chance to deflect bullets. Additionally their good cold insulation may permit more protective but less insulative materials to be used for the duster, or allow the wearing of a jacket where only a parka would be sufficient otherwise.
For use in furniture, it has a middle-of-the-road beauty factor. But more beautiful textiles like thrumbofur are in high demand as clothing. So, once redundant as clothing, it is a decent choice for furniture beauty.
== Gallery ==
Wolfskin a.png|One wolfskin
Wolfskin b.png|Stack of wolfskins
== Version history ==
* 0.19/1.0 - Added as a merger of different fur types, including timber wolfskin, arctic wolfskin, and, because of wargs' similarities to wolves, warg fur.
Category:Material Category:Textile Category:Leather
Wood floor

Wood floor is a one of the most basic floors that can be constructed. It is flammable, but cheap and quick to lay even with low skilled pawns.
== Acquisition ==
 
== Summary ==
Wood floor gives no beauty positive or malus. Cleaning filth on it takes 100% the work, and like other constructed floors, there is no movement penalty. Wood floor is flammable and it leaves burned wood floor behind when it burns.
== Analysis ==
Wood floor is clean, more beautiful than dirt floor, rough stone, or concrete, and does not slow walk speed like natural terrain. Wood is plentiful in most biomes, as opposed to concrete and paved tile, which require the high-demand steel. It is more tolerant of low-skill constructors, as little is lost in case of failure. Most other floors require at least researched, which New Tribes do not start with.
Wood floors should be phased out after the early game, however, due to the fire risk. Its flammability may only be %, much lower than the 100% flammability of a wood wall, but fire will still rapidly spread over a fully covered room with wood floors. This can result in devastating losses of structures, items, and even pawns. Stone tiles are an upgrade; they are nonflammable, more beautiful than wood, and stone is often as common as wood. However, cutting stone blocks and laying the tiles will take a fair bit of work.
=== Comparisons ===
An alternative is to simply not build a floor. Rough floor slows colonists down, reduced Cleanliness will hurt any medical-related work, and rooms will be less impressive. However, dirt only has -1.0 Cleanliness; it takes at least -2.0 Cleanliness for the food poisoning chance to be more. If your colonists are happy enough in the dirt, then the fire risk can be forgone.
Concrete is another viable alternative. Despite requiring the aforementioned steel, it actually has a lower Market Value than wood floor. In many maps, compacted steel is plentiful enough to use on flooring. In addition, concrete is nonflammable while being 25% faster to clean. The beauty malus is often overstated; it can be tolerated, especially with use of sculptures. If beauty is a concern, then paved tile can be used as a functional upgrade to both wood floor and concrete.
== Version history ==
* 0.17.1546 - Can now burn.
* 1.4.3523 - Cleaning time factor added.
Category:Floor
Wooden foot

== Acquisition ==
Unlike most other prostheses, wooden feet don't have a separate item form and the materials require no previous work to turn into a prosthesis before installation. Instead, when ordering a surgical operation on a pawn, is consumed and the wooden foot is added to the pawn. Notably, when removed the wooden foot turns back into a wooden log.
== Summary ==
Wooden feet replace the user's entire organic foot. The wooden foot has a part efficiency of 80%. This partially replaces the functionality of a normal foot - when coupled with the foot body part having a Moving importance of 50%, it results in restoring 40% moving per missing foot replaced, or a loss of 10% when replacing a healthy foot. 
Moving, in turn, affects the following stats: . This results in a directly proportional change to a pawn's move speed, and a change in melee dodge chance equivalent to losing levels of Melee skill per foot replaced. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for pawns with skill under 7, when replacing one foot, or under 10 for both feet.
Each wooden foot results in -4% character quality and thus a 4% reduction in the affected individual's pawn value.
As an artificial part, wooden feet will give a mood buff to anyone with the Body modder trait, and a mood penalty to anyone with the Body purist trait.
=== Installation === 
Installing the part requires of work, ?x medicine of ?? quality or better, and a Medical skill of 3.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the wood will be destroyed.
== Analysis == 
A wooden foot is significantly better than having a missing foot or using a whole peg leg, and slightly better than 3 lost toes. Meanwhile, a prosthetic leg only improves Moving from a wooden foot by 2.5%, though it replaces the full leg (including leg scars). For pawns in general, a wooden foot isn't a dealbreaker, but less moving means they are less effective at work and combat.
Regardless, replacing a wooden foot with a bionic leg should be a priority. There are no "prosthetic feet" or "bionic feet"; you must replace the entire leg to improve a foot.
== Version history ==
* 1.1.0 - Added
Category:Medical Item Category:Body Part Category:Artificial Body Part
Wooden hand

== Acquisition ==
Unlike most other prostheses, wooden hands don't have a separate item form and the materials require no previous work to turn into a prosthesis before installation. Instead, when ordering a surgical operation on a pawn, is consumed and the wooden hand is added to the pawn. Notably, when removed the wooden hand turns back into a wooden log.
== Summary ==
=== Body part ===
Wooden hands replace the user's organic hand, including all fingers. They are universal and can be installed on either the left or right. The wooden hand has a part efficiency of 60%. This partially replaces the functionality of a normal hand - when coupled with the hand body part having a Manipulation importance of 50%, it results in restoring 25% manipulation per missing hand replaced, or a loss of 25% when replacing a healthy hand. Manipulation, in turn, affects a great many stats. For a full list of affected stats, see Manipulation.
=== Combat ===
The wooden hand removes the natural fist attack, and unlike other similar prostheses, does not replace it with another attack. The practical effect of this will depend on the other melee verbs available to the pawn, but it will typically have minimal or no effect unless the other is also removed or replaced.
=== Installation === 
Installing the part requires of work, ?x medicine of ?? quality or better, and a Medical skill of 3.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the wood will be destroyed.
== Analysis ==
Terrible, but better than no hand, or a hand missing 4 fingers. If only the hand is missing, it better to use this than a full prosthetic arm. A wooden hand is useful when combined with a power claw for a ghoul, as the hand removes an inferior melee verb without lowering move speed, so that attacks are more likely to be power claw.
== Version history ==
1.1.0 - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Woodmaker dryad

Woodmaker dryads are a caste of Dryads, a type of animal added by the Ideology DLC. 
== Summary ==
Woodmaker dryads generate wood x32 every two days. Maintaining 4 woodmaker dryads requires between 8.2 (Skill 0, non-Connection ideoligion) and 3.6 (Skill 20, connection ideoligion) in-game hours of pruning per day. This equals approximately and for 64 wood. 
In comparison, for the same yield:
* Fibercorn requires 
* Timbershroom requires 
* Cypress tree requires 
Note however, that these are base times and base yields. Plant Work Speed significantly affects the amount of work required, and Plant Harvest Yield affects trees but not dryads.
== Analysis ==
Woodmaker dryads produce a very consistent source of wood, that "grows" even during extreme cold. They create wood without upsetting Tree Connection or Nature Primacy pawns that hate cutting down trees. 
===Comparison to other sources of wood===
 
Woodmaker dryads are fairly consistent for work per wood, which makes them good without a skilled tree-cutter. From 6 Plants skill, most trees are on-par with dryads - and trees happen to require 6 skill in the first place. Using field hands or the Plants specialist role makes trees even better.
If restricted to work-inefficient fibercorn due to the Nature Primacy meme, dryads compare better. A healthy baseline pawn requires a Plants skill of 6 to produce as much wood as a skill 0 pawn maintaining 4 woodmaker dryads. At Plants skill 14, using fibercorn produces more wood per unit-work than a skill 20 pruner, and is equal to a skill 14 pruner with Tree Connection.
Woodmaker dryads have a major advantage: they are remarkably efficient for space. They produce wood at a reasonably fast rate: 4 dryads are equal to 64 oak trees planted in rich soil, or about 76 hydroponics basins full of fibercorn. Therefore, dryads are easier to fence in. Dryads also don't require research, are unaffected by soil. Finally, they are much more resistant against temperature, making them useful in biomes with harsh winters, like tundras or ice sheets.
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3076 - Fix: Dryads are affected by disease incidents.
* 1.3.3101 - output every 2 days increased from 25 wood to 32 wood.
Category:Animals
Category:Dryad
Wool

Wools are a class of textiles obtained by handlers shearing tamed hairy animals. Such animals will slowly grow wool, the progress of which can be tracked in the animal's infobox. Once they reach 100%, handlers will shear these animals and leave the wool on the ground where sheared. You can avoid excessive hauling by zoning or penning your wool-bearing livestock close to your storage. You can keep track of wool development on the specimen infobox. 
Shearing an animal takes , regardless of the amount of wool produced, and only modified by the Animal Gather Speed of the handler.
Compared to other textiles, wools typically provide excellent cold insulation, modest heat insulation, and comparatively poor armor, while also being easy to acquire in large quantities. The wool stats, yield, and shearing interval vary between different animals.
== Acquisition ==
The following animals produce wool:
Animal	Wool Name	Wool Amount	Shearing Interval	Daily Wool Average
== Comparison table ==
The following wools are in game:
All wools have the following modifiers in common:
* Beauty Factor of 1.5.
* Max Hit Points Factor of 1.
* Flammability Factor of 1.7.
* Work To Make Factor and Work To Build Factor of 1.
* Armor - Blunt Factor of 0.
* Armor - Heat Factor of 1.1.
== Descriptions ==
== Trivia ==
Contrary to wool in real life, wool in RimWorld is more flammable than cotton, rather than less.
== Gallery ==
Wool.png|Generic wool icon
== Version history ==
* 0.12.906 - Added
#Wool #Wool #Wool
Word of inspiration

Word of inspiration is a level psycast that grants a mental inspiration to its target.
== Acquisition ==
== Summary ==
<casterMustBeCapableOfViolence>false</
onlyTargetColonists>True
Limited to the inspirations the pawn could naturally get?
== Analysis ==
* Word of Inspiration can be used to great effect when combined with a persona weapon with the Kill-focused trait.
** Since this trait counts it as a "kill" when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.
** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.
== Version history ==
* 1.2.2719 - Added.
Category: Psycasts
Word of trust

Word of trust is a level psycast that reduces a prisoner's resistance to recruitment. 
== Acquisition ==
== Summary ==
Upon casting, Word of trust will reduce the resistance of a target prisoner by . Valid targets for this psycast are any prisoners of your colony, disqualifying those that are psychically deaf, unwaveringly loyal, incapacitated, or those with 0 resistance. Note that the resistance reduction of this psycast is unaffected by Psychic Sensitivity, despite psychically deaf pawns being untargetable. Like all other "Word of" psycasts, the caster must be directly adjacent to their target in order to use Word of trust.
== Analysis ==
Word of trust is a highly effective tool for speeding up the recruitment of pawns. Most useful when one lacks a skilled warden, and provides a preferable alternative to slavery for the expedited recruitment of prisoners. Additionally, as a level 1 psycast, Word of trust can be acquired fairly early into a colony's lifespan, which is when it also happens to be most useful - that is, during the period where expanding the number of colonists tends to be a primary goal, and where the overall Social skill of the colony is at its lowest. Additionally, as most early-game raider types have a maximum resistance of less than 12, Word of trust can make prisoner recruitment instant, though this becomes less true as more dangerous and loyal raider types appear. Additionally, once skilled wardens or sufficient pawn numbers have been acquired, the use of Word of trust becomes largely extraneous, as the prospect of acquiring a 9th or 10th pawn somewhat faster is significantly less impactful than the prospect of increasing your numbers from 3 to 4, for example.
Word of trust becomes significantly more useful in colonies using the Inhumanizing precept, as the staggering offset to Social incurred by all affected pawns makes recruiting prisoners by traditional means painfully slow, unless one is able to prevent a socially-capable pawn from becoming Inhumanized for the purposes of acting as a warden. Meanwhile, Word of trust provides a method to recruit pawns not dependent on Social skill, only requiring a level 1 psycaster and sufficient psyfocus, though obtaining Word of trust itself can be a matter of luck.
Lastly, Word of trust faces some competition from Brainwipe ritual as a tool for expedited prisoner recruitment. While Word of trust can only reduce a prisoner's resistance by a maximum of in one sitting, at a significant psyfocus cost, Brainwipe can completely reduce a pawn's resistance to 0 with a single use, taking only a few in-game hours. However, as Brainwipe ritual is a reasonably late unlock, requires a fairly valuable resource in a single shard for every use, incurs a coma with a variable duration depending on ritual quality, and has several other unique uses besides such as removing unwaveringly loyalty and inhumanization, the two tools have very little overlap in practice, and fulfil separate roles in a colony.
== Version history ==
* 1.2.2719 - Added.
Category: Psycasts
Work Speed Factor

This acts as a multiplier on the time a job takes to be completed at the work table. For example, a value of 50% would result in the job to take twice as long as if it would be done with a value of 100%.
The default value is %. The minimum value is %.
== Offset ==
First of all the following offset might affect the Work Speed Factor:
* for a maximum of Tool cabinets per workstation
== Factors ==
After the offset the following factors might affect the Work Speed Factor:
* ×Unpowered Work Speed Factor if unpowered (currently only the Electric tailor bench has an Unpowered Work Speed Factor of %, all other electric work tables stop working entirely when unpowered)
* ×70% if the temperature is below 
* ×90% if the work table is outdoors
Work To Build

== Explanation ==
Work To Build is used for Buildings, defining the amount of work in Ticks required to build a structure. It is the functionally equivalent counterpart to the stat used for items: Work To Make. Note that the wiki merges these two stats into the Work To Make Property, although they can be easily separated by the Type and Type2 Properties.
== Bases ==
Here is a table of the Work To Build for all buildings (excluding Ruins, since they cannot be built by players):
Click to 
Building	Work To Build (Ticks)	Category
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:WorkToBuild
* Label:work to build 	The base amount of work it takes to build a structure, once all materials are gathered.The work required to deconstruct the structure is also based on this.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Default Base Value: 1
* Min Value: 0
* To String Style: WorkAmount
* Round To Five Over: 300
* Show If Undefined: 
* Scenario Randomizable:	- 	3101
Work To Make

== Explanation ==
Work To Make is used for items, defining the amount of work in Ticks required to craft an item. It is the functionally equivalent counterpart to the stat used for Buildings: Work To Build. Note that the wiki merges these two stats into the Work To Make Property, although they can be easily separated by the Type and Type2 Properties.
This value is defined in the game files in ticks, but is displayed in-game as the rounded conversion into seconds. Note that this rounding is cosmetic only, the true work time is precise to the tick value.
One second in-game, at normal game speed, corresponds to 60 ticks. Thus, conversion is a simple matter of dividing by 60 for conversion from ticks to seconds, and multiplying by 60 for conversion from seconds to ticks. For example, a charge lance has a Work To Make stat defined as ticks in the game xml files, and will therefore display in-game in the bills selection, which uses in-game seconds as the unit, as work.
For reference, an in-game day is 1000 seconds long at normal game speed, corresponding to 60,000 ticks. Thus at 100% work speed, exactly 1,000 units of work will be performed during one in-game day of uninterrupted work. Assuming a regular "work shift" of about 12-16 in-game hours, one can expect about 500-650 units of work to be performed, per day, by a pawn on a regular schedule working at 100% speed.
Lastly, note that pawn stats, such as General Labor Speed or Cooking Speed, divide this base value to find the actual amount of time to make an object. For example, if a pawn has 200% of the relevant speed, then it will take half the time to make the item than is reported by its Work To Make stat.
== Bases ==
Click to 
Item	Work To Make
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:WorkToMake
* Label:work to make 	The base amount of work it takes to make an item, once all materials are gathered.	
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 1
* Min Value: 0
* To String Style: WorkAmount
* Round To Five Over: 300
* Show If Undefined: 
* Scenario Randomizable:	- 	3100
== Version history ==