nyuuzyou/wikis huggingface dataset:
Authority cap

Authority caps are a form of clothing added by the Ideology DLC. They enhance the ability of a warden to suppress slaves.
== Acquisition ==
As a potential option for ideoligious headwear, authority caps will spawn on every initial colonist at the start of the game if they are chosen as preferred and will be found on raiders with similar preferences. 
They can also be purchased from traders.
== Summary ==
Wearing an authority cap adds an additional 10% of the warden's base Suppression Power to the stat's value. This is not a flat 10% bonus - a Social 20 pawn with a base value of 50% will increase it to 55% after rounding, not 60%. 
Also note that this is not a direct 1.1x multiplier, it affects only the base value before any other bonuses, which may be important for order of operations when calculating the final Suppression Power of the pawn.
Social Skill Level	Suppression Power	Suppression Power	Suppression Power
Social Skill Level	Base 	+Authority cap 	
0 	% 	% 	
1 	% 	% 	
2 	% 	% 	
3 	% 	% 	
4 	% 	% 	
5 	% 	% 	
6 	% 	% 	
7 	% 	% 	
8 	% 	% 	
9 	% 	% 	
10 	% 	% 	
11 	% 	% 	
12 	% 	% 	
13 	% 	% 	
14 	% 	% 	
15 	% 	% 	
16 	% 	% 	
17 	% 	% 	
18 	% 	% 	
19 	% 	% 	
20 	% 	% 	
== Analysis ==
The authority cap is lackluster in most regards when compared to other hats. A bowler hat is cheaper - requiring only 20 textiles instead of 25, has identical protection and cold insulation, 4x the heat insulation, 25% more HP, and offers a Social Impact bonus. The only advantage the authority cap has its slightly reduced Work to Make, but the resulting market value is still higher for authority caps.
The only possible saving grace for authority cap is its unique ability to improve the suppression power of the wearer. No other item improves this ability. That said, the buff scales with the pawn's existing suppression power. The result is that the cap only provides a meaningful increase to pawns with high skills. And due to how suppression works, high skill pawns do not need the buff to keep slaves suppressed. Thus, the utility of the authority cap, even within its niche, is small. If they are available and no other headwear is needed, there is no harm in equipping wardens with them, but there is little reason to seek out the authority cap over other options unless it is required by an ideoligion or for aesthetic reasons.
== Gallery ==
AuthorityCap east.png|Side profile
== Version history ==
* Ideology DLC Release - Added.
Category:Clothing
Auto charge turret

An auto charge turret is a large turret that appears in mech clusters.
== Occurrence ==
== Summary ==
Auto charge turrets are equipped with a light charge blaster. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a Shooting Accuracy of 96%, equivalent to a Shooting skill of 8. Like all turrets, they cannot target any pawn that has one or more tiles of blind smoke between the turret and them and are temporarily disabled by sources of EMP, with downtime scaling to the EMP damage dealt. Unlike mechanoids, turrets do not adapt to EMP and thus can be continuously restunned.
When damaged below 20% of its health, the auto charge turret has a 50% chance to explode. An exploding turret will spark and emit a hissing sound before exploding later, dealing 50 Bomb damage in a 5.9 tile radius around itself. See the Damage Types page for a list of multipliers applied to this damage when applied to different targets.
Like all mech cluster buildings, auto charge turrets not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
Auto charge turrets must be destroyed for the mech cluster to be defeated.
== Analysis ==
Like all mech cluster turrets, it is not possible to out-range an auto charge turret, but just like with pawn weapons, accuracy decreases with distance, so standing at max range behind cover with a sniper rifle is an effective strategy for dealing with any mech cluster turret.
Each shot from an auto charge turret deals a surprisingly large amount of damage, surpassing the mini-slugger turret in terms of both raw damage and armor penetration per shot, resulting in a decently high DPS. Fortunately, its accuracy is less then stellar at any range, which, if combined with player-built fortifications, or in a pinch, stone blocks laying around the map, can reduce the damage it deals down to potentially nothing. The fact that it is stationary doesn't help it either, so a good strategy is to pull any mobile mechs spawned from the cluster back to a pre-prepared kill-box and deal with them before coming back to clean the turret up. The final nail in its coffin, however, is the fact that it can't fire at any pawns within ~4 tiles of itself, so running in and meleeing it to death is another valid strategy, although do be mindful that it can explode when damage below 50% of its HP, so make sure your pawn is mobile and ready to move a moments notice (a jump pack or bionic legs can help greatly here).
== Graphs ==
over Range
== Version history ==
* ? - Added
* 1.2.2753 - Fix: Auto Charge Turret fires when stunned
Category:MechanoidsCategory:Turret
Auto inferno turret

An auto inferno turret is a large turret that appears in mech clusters.
== Occurrence ==
== Summary ==
Auto inferno turrets are equipped with the turret version of the inferno cannon. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a shooting accuracy of 96%, equivalent to a shooting skill of 8, though this is usually irrelevant due to its weapons forced miss radius. Like all turrets, they cannot target any pawn that has one or more tiles of blind smoke between the turret and them and are temporarily disabled by sources of EMP, with downtime scaling to the EMP damage dealt. Unlike mechanoids, turrets do not adapt to EMP and thus can be continuously restunned.
When damaged below 20% of its health, the auto inferno turret has a 50% chance to explode. An exploding turret will spark and emit a hissing sound before exploding later, dealing 50 bomb damage in a 5.9 tile radius around itself. See the damage types page for a list of multipliers applied to this damage when applied to different targets.
Like all mech cluster buildings, auto inferno turrets not only have a flammability of 0%, but also take no damage from attacks with the flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
Auto charge turrets must be destroyed for the mech cluster to be defeated.
== Analysis ==
Like all mech cluster turrets its is not possible to out-range an auto inferno turret. Unlike the other two mech cluster turrets the shots from an inferno turret will always land somewhere near the intended target and light any surrounding flammable items on fire, which then has the potential to spread outwards as it ignites other objects further causing more complications. Keep in mind that this fire will not in any way hinder any mechs or other turrets spawned from the cluster as they are all fireproof. Due to this how difficult an inferno turret is to take down will mostly rely on where it spawns (how much flammable terrain is there around it) and what else it spawns with.
If the mech cluster does not need to be taken out immediately building a small bunker consisting of walls made from stone blocks and barricades will hopefully stop most shots from landing while also stopping fire from spreading to your pawns. If this is not feasible then your next best option is to close the distance and take it out in melee as it cannot target anything within ~4 tiles of itself, although be mindful of the explosion that can trigger when it gets damaged enough.
In the mid-late game these become much easier to deal with. Pawns wearing Devilstrand clothing are mostly resistant to fire, while those in phoenix armor are almost impervious. Of course you could always just send your own mechs after it as they are not bothered in the slightest by the heat.
Category:MechanoidsCategory:Turret
Auto mortar

An auto mortar is a hostile building that appears in mech clusters and autonomously launches explosives similar to a manned mortar.
== Occurrence ==
Auto mortars only spawn in mech clusters. Like the condition causers, it counts as a cluster's problem causer, of which each can cluster can only have one. It generates four times more often than the other problem causers, but only costs the cluster 220 combat points rather than 750, so the cluster will have more other threats.
They cannot be claimed by the player, and must be destroyed for the cluster to be considered defeated.
== Summary ==
The auto mortar fires shells equivalent to high explosive shells, which explode as normal to deal 50 Bomb damage in a 2.9-tile radius but do not require restocking or reloading. Like normal mortars, it has a forced miss radius of 10 tiles, and if you roof over it, it can't fire. Note that unlike normal mortars, its forced miss radius does not increase to 13 if the Classic mortars storyteller option is enabled. Valid targets appear to be colonists, buildings and, unlike siege mortars, player owned animals. 
Like all turrets, they are temporarily disabled by sources of EMP, with downtime scaling to the EMP damage dealt. Unlike mechanoids, auto mortars do not adapt to EMP and thus can be continuously restunned.
If it is damaged beyond 20% HP (52 HP) it may explode but it is not a certainty. The mortar will spark and emit a hissing sound shortly before exploding later. The explosion deals 50 Bomb damage in a 4.9 tile radius centered around the mortar's bottom left cell. 
They are a source of the reinforced barrels needed to construct mortars. Reinforced barrels will not spawn if the Classic mortars storyteller option is enabled.
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
Auto mortars must be destroyed for the mech cluster to be defeated.
== Analysis ==
Auto mortars are like a siege which lasts until the building is completely destroyed. Even a few rounds can blow up your supplies, production facilities, and walls, making it an extremely high priority threat. Like other condition causers, it can start immediately active or remain dormant for a few days. Waking up a mech cluster will not cause the auto mortar to immediately start firing.
If the mech cluster doesn't have a proximity activator, then you may be able to roof over the auto mortar. You can use the cluster's own walls, or place a wall or column 6 tiles away from any mech or mech building - this is far enough to not trigger the cluster. The action of placing roof will not aggravate the mechs, either. Unless the wall is destroyed, you'll be safe from the auto mortar.
== Version history ==
* ? - Added.
* 1.2.2753 - Fix: Auto mortars are always active.
Category:MechanoidsCategory:Turret
Autocannon

The autocannon is a turret-only ranged weapon. It is the main armament of the autocannon turret. It fires a 3-round burst that deals significant damage but with a minimum range.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Autocannons spawn on all autocannon turrets. However, it is not possible to obtain it directly in normal play. Buildings do not drop it upon destructions and pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.
== Version history ==
* Beta 19/1.0 - Added
* 1.1 - its damage and armor penetration was halved (40 -> 20, 60% -> 30%)
* 1.1.2618 damage and armor penetration was increased (20 -> 25, 30% -> 37.5%). 
* 1.3.3200 - damage increased from 25 to 27. Accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5.
Category:Weapons Category:Turret Weapons
Category:Unobtainable items
Axe

The Axe is a melee weapon added by the Royalty DLC that primarily deals sharp damage.
Note: Although classified by the Ideoligion Weapon Preferences as a 'Melee Blunt' weapon along with weapons that predominantly deal blunt damage, its primary attack deal sharp damage. It is unknown if this categorization is a bug or intended behavior.
== Acquisition ==
Alternatively, axes can be purchased from any combat supplier or war merchant and found on raiders and some Empire pawns.
== Analysis ==
The axe is roughly equal to the gladius - they both have the same material cost, and same research cost. However, axes are strictly inferior than a knife of the same quality and material.
This oddity comes from the melee verb selection system, introduced in 1.1. Each weapon has multiple attacks, or verbs, with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice. With this in mind, knives have a "true" of 7.23, rather than the gladius' 7.13 or axe's 6.75. 
In addition, knives are just as likely as axes to do Cut damage, so there is no advantage of the axe's damage type. The axe has 4% more , however, this is unlikely to matter for any reasonable enemy you'll encounter. If armor was that much of a concern, then you would use a mace instead.
A potential use is for ideoligion with the Melee Blunt set as Noble weapons, providing a sharp-type weapon option that grants mood buffs instead of penalties. 
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Axe.png|Base variant
HoraxianAxe.png|Horaxian
== Version history ==
* Royalty DLC Release - Added.
* 1.5.4062 - Texture recreated with higher quality.
* Anomaly DLC Release - Received a new style, Horaxian.
Category:Equipment Category:Weapons Category:Medieval Weapons
Category:Melee Weapons Category:Sharp Weapons Category:Axes
Baby Play Power

== Bases ==
Furniture 	Baby Play Power Base
Toy box 	
Baby decoration	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:BabyPlayGainFactor
* Label:baby play power 	How effectively this object can be used to fulfill a baby's need for play.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	- 	4020
== Version history ==
* Biotech (DLC) Release - Added.
Baby decoration

The baby decoration is a furniture item added by the Biotech DLC
== Acquisition ==
== Summary ==
The Baby decoration provides a boost to the play with baby interaction, fulfilling the baby's Play need faster. Decorations have a 110% Baby Play Power stat, providing a 110% multiplier on the fulfillment of the baby's Play need. The decoration must be in the same room and within 9.9 tiles of the baby itself.
== Analysis ==
?
== Trivia ==
The different sprites of the baby decoration displays typical play things that a toddler would use.
== Variants ==
Baby decoration a.png|Variant A
Baby decoration b.png|Variant B
Baby decoration c.png|Variant C
Baby decoration d.png|Variant D
Baby decoration e.png|Variant E
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3525 - Fix: Baby decorations can be rotated.
Category:Furniture
Baby food

Baby food is a meal added by the Biotech DLC that can be eaten by babies.
== Acquisition ==
Baby food can be cooked at a , , or . 
Each batch of requires 0.25 nutrition from non-Hay vegetables and of work. Alternatively, baby food can be made in batches of 40 at the cost of 1 nutrition and of work. Campfires have a work speed multiplier; it takes twice as long to cook baby food at a campfire.
It can also be purchased from traders.
== Summary ==
Baby food is one of the few foods that are ingestible by babies.
Baby food can be eaten by humans or animals for nutrition. This is of an adult human's hunger meter, or of a baby's hunger meter. As it takes 0.25 nutrition of raw food to create 10 units, baby food provides 200% nutrition efficiency. 
A child (ages 3 or up) or adult eating baby food gives a Ate baby food moodlet for 1 day. This does not affect pawns with Ascetic trait.
Baby food is the only craftable food that can't cause Food poisoning.
== Analysis ==
Baby food, milk, and insect jelly are the only food items that a baby can eat. Therefore, one of the three is a necessity if the mother is extremely busy, isn't lactating, is in cryptosleep or dead, or if the baby was formed in a growth vat. Insect jelly requires an infestation, and milk requires maintaining animals, both of which may not always be feasible - forcing baby food to be created. Additionally, both milk and insect jelly have an unavoidable 2% risk of causing food poisoning.
For adults, nutrient paste is more nutritionally efficient and gives a smaller mood debuff, assuming you have the Nutrient Paste research unlocked.
Pawns that are normally unable to cook due to their roles of specialists (shooting specialist, production specialist etc.) but set to 'Child care' in the work tab can cook baby food.
== Gallery ==
BabyFood a.png|A single unit of baby food
BabyFood b.png|A partial stack of baby food
BabyFood c.png|A full stack of baby food
== Version history ==
* Biotech DLC Release - Added.
* 1.5.4062 - Fix: Making baby food at campfires ignores work restrictions.
Category:Food Category:Processed Food Category:Meal
Baby sleeping spot

The baby sleeping spot is a furniture item added by the Biotech DLC
== Acquisition ==
Baby sleeping spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player. 
== Summary ==
Baby sleeping spots can direct pawns to place babies where desired. They provide a little more comfort than simply sleeping on the ground. However, sleeping spots do not increase Rest Effectiveness and pawns will still gain a Slept on the ground moodlet for sleeping on a spot. Spots do not benefit from end tables or dressers. 
When a child outgrows their baby sleeping spot, it will automatically be unassigned, causing them to seek a more suitably sized bed when they next rest.
=== Rest Effectiveness ===
Rest Effectiveness is a measure how fast a pawn will regain rest. A pawn sleeping in a bed with 80% rest effectiveness would regain rest 80% as fast, and thus require 125% time to sleep.
Rest Effectiveness
%
=== Comfort ===
Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.
Sleeping spots do not benefit from end tables or dressers.
Comfort
%
=== Surgery Success Chance Factor===
The Surgery Success Chance Factor is exactly what it sounds like - a multiplier on the chance for a successful surgerym assuming it is performed in this bed. Most beds and bedrolls have a base value of 100%, which is multiplied by quality. Construction material does not matter. Sleeping spots have no quality, and are always considered to have a ×100% multiplier to their base value.
Surgery Success Chance Factor
70%
== Analysis ==
Baby sleeping spots are nearly identical to the regular sleeping spot, except that adults can't sleep on it. Babies can sleep on a regular sleeping spot - there is no special advantage beyond it being 1 tile smaller. Because baby sleeping spots restrict adults, they can be useful if a crib is inhospitable for a baby. If a crib's room is too hot or cold, colonists will try and place the baby in a safe area. A baby sleeping spot can direct them where to put the baby.
They can also be useful whenever you don't have access to a crib. For example, these can be used while out on a caravan without bedrolls. When starting with a baby on day 1, some players may prefer to forgo a crib to get set up with other things first, using the sleeping spot for the first few days. Otherwise, cribs are generally easy to create, for both New Tribes and New Arrivals.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3641 - Unassign beds from pawns that have grown too large to fit in them.
Category:Furniture
Backstories/ImperialCommon Child

← Backstories Category:Characters
{| 
!Title (Short Title) !!Description !!Skill Modifications !! Work types!! Traits !! Tribal !! Outlander !! Pirate !! Offworld !! Outsider !! ImperialCommon !! ImperialFighter !! ImperialRoyal !! Bodytype
|-
! Serving Boy/Girl (House Boy/Girl) 
| [PAWN_nameDef] was the child of house servants, and was trained to carry on the family duty.[PAWN_pronoun] carried things and polished silverware, but was never allowed into the lords' part of the house. 
| 
* Cooking: 
* Construction: 
| 
- 
| - 
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! Royal Bastard (Bastard) 
| [PAWN_nameDef] the child of a lord and a prostitute.[PAWN_possessive] father's line was secure and his holdings strong. Nobody ever came to [PAWN_nameDef] to endorse a bid for the title. [PAWN_pronoun] earned [PAWN_possessive] bread cleaning the brothel, but always felt [PAWN_pronoun] deserved much more. 
| 
* Social: 
* Artistic: 
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| Greedy 
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| -
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! War Bastard (Bastard) 
| [PAWN_nameDef] was born nine months after [PAWN_possessive] mother's town was conquered by enemy soldiers. The child of violence with no acknowledged father, [PAWN_nameDef] grew up at the bottom of the social pyramid.[PAWN_possessive] mother instilled her bitterness towards men and war into [PAWN_nameDef]. [PAWN_possessive] pet rabbit offered more warmth than any human in [PAWN_possessive] life. 
| 
* Animals: 
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* 
| Misandrist 
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| -
|-
|}