nyuuzyou/wikis huggingface dataset:
Sniper rifle

== Acquisition ==
Sniper rifles can also be purchased from outlander and orbital combat suppliers or from outlander faction bases, or recovered from raiders:
Raider Kind 	Chance	Average Quality	Health
Mercenary sniper	99.89%	Normal 	70-320%
== Analysis ==
Sniper rifles have the longest range of all weapons, along with excellent long-distance accuracy. With high per-shot damage, they have a propensity to destroy limbs. Therefore, they are a poor choice if you intend to take prisoners after a raid.
While per-shot damage is high, snipers have a sluggish firerate. Their actual is among the worst of firearms, just on par with the neolithic greatbow. Thus, snipers are a poor "general" weapon. If range is important, though, then snipers are a strong choice. They can be used to provoke sieges, kite centipedes, or be one of the safest weapons to hunt with. Due to poor DPS and slow firerate, it is a tedious weapon to kite with and should generally be avoided unless you really need the range.
As a shooter's personal accuracy is reduced for each tile of distance, sniper rifles are one of the most skill-heavy weapons in the game. For example, a shooter with a Shooting Accuracy of 95% (Shooting 6) would have a 0.95^30 chance, or only ~21%, to hit a target from 30 tiles. This is regardless of weapon - weapons apply another penalty after shooter-side accuracy. In contrast, a shooter with Shooting Accuracy 99% (Shooting 20) would have a ~74% shooter-side chance to hit, a increase of . If using a sniper for long-range combat, then have your highest skill shooters wield it.
Compared to the bolt-action rifle, the sniper rifle has worse firerate, , and close-range accuracy in exchange for higher range, extra per-shot damage, and improved long-distance accuracy. The sniper rifle is more expensive, has a larger research requirement, and isn't common from raiders (barring sniper-only mercenary raids).
=== Stats ===
Against an unarmored human, the sniper rifle can kill with 2 shots to the torso or 1 shot to the head, brain or any vital organ. It'll generally take around 3 hits (~20.9 seconds average) to incapacitate that human from pain shock.
== Version history ==
* Aproximately A9 - Name changed from M-24 to Sniper Rifle, sprite changed.
* Beta 19 - Received a great reduction in damage dealt, but fires slightly faster; overall, its DPS was massively nerfed.
* Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
Equipment M24.png|Old sprite of the M-24 sniper rifle.
Category:Equipment Category:Weapons Category:Industrial Weapons
Category:Ranged Weapons Category:Single-Shot Weapons Category:Rifles
Snow

Snow refers to two intrinsically linked mechanics - weather of that name and the terrain covering that it creates. Snow on the ground is created on unroofed areas during snowy weather, i.e. "rain" when the temperature is freezing. It will cover solid terrain but will not cover water of any type, including marsh.
It can be removed by fire, steam geysers, lightning, colonists when designated with the Snow Clear Zone, and by temperatures above .
Colonists may build snowmen as a recreational activity when there is snow on the ground.
== Weather ==
There are two types of snowy weather: gentle snow and hard snow. These can occur at temperatures of and below.
Weather 	Accuracy modifier	Move speed modifier	Snow rate
Gentle snow	80% 	100% 	120%
Hard snow 	80% 	80% 	80%
== Depth ==
Various depths of snow exist, with deeper levels hindering movement more. Depth is an internal value, measured from 0% to 100%, hidden from the player.
Level 	Depth range 	Move speed
Dusting	3% ≤ 𝑥 < 25% 	100%
Thin 	25% ≤ 𝑥 < 50%	76%
Medium 	50% ≤ 𝑥 < 75%	62%
Thick 	75%+ 	52%
== Melting ==
The melting rate of snow from ambient temperature is found using the following table:
Temperature range	Melting rate (depth %/tick)
and below 	0
Between to 	0.058% of temperature²
and above 	0.58% of temperature
As a result, snow will not be melted by ambient temperatures of or less, and the higher the temperature the faster the snow will melt.
== Gallery ==
File:Desertcolsummer.jpg|A desert colony in summer, and...
File:Desertcolwinter.jpg|... the same colony in winter. Not all biomes will have snow.
Category:Game mechanics
Snowhare

They are effectively identical to the hare, only differing in habitat, comfortable temperature range, and color.
==Analysis==
Although typically a "real world" hare is larger than a rabbit, RimWorld hares produce the same amount of meat and lightleather as squirrels and rats. Further, despite any real-world expectations of "rabbit fur" parkas, slaughtering snowhares produces only lightleather, which has poor beauty and value, and no particular insulation benefits despite their high tolerance for the cold. It is also one of the least protective textiles in the game, making a snowhare farm a poor prospect.
Snowhares are a source of food in the biomes with the least food available. It's not a lot, but hunting a snowhare can keep a colonist alive for a day or so.
==Training==
== Health ==
== Gallery ==
Hare east.png|Snowhare facing east
Hare north.png|Snowhare facing north
Hare south.png|Snowhare facing south
Dessicated hare east.png|Snowhare decaying
== Trivia ==
*The hare is one of the least powerful of all the animals in the game with a meager attack of 3 bite damage and one of the lowest hp's in the game. However, its fast speed, small size and large numbers makes a manhunter pack fearsome.
== Version history ==
* Beta 19/ 1.0 - nuzzle interval 120 -> 72
Category:Animals
Category:Wild animal
Snowman

This can be prevented with the use of coolers if you've become particularly attached to a snowman. 
== Gallery ==
Snowman a.png|Snowman variant A
Snowman b.png|Snowman variant B
Snowman c.png|Snowman variant C
Snowman d.png|Snowman variant D
== Version history ==
* 0.11.877 - Added.
Category:Recreation
Category:Environment
Social Impact

Social impact affects the Opinion bonuses and maluses pawn interactions can create, as well as the outcome of three Rituals: the Leader's Leader Speech , the Moral Guide's Conversion Ritual , and the Praetor's (or higher) Throne Speech . Protective gear can be swapped for social gear before a ritual to improve the likelihood of a good outcome.
* It does NOT directly affect trade prices as that is instead dependent on Trade Price Improvement 
* It does NOT directly affect prisoner recruitment beyond slightly hastening how quickly the prisoners like the warden, as recruitment is dependent on Negotiation Ability.
* It does NOT directly affect peace talks, as those are dependent on Negotiation Ability.
* It does NOT directly affect the Moral Guide's Convert ability, as that is dependent on Conversion Power .
A pawn with a high social impact will probably also score high in the other stats, as all four stats factor in a pawn's Social skill, Talking and Hearing capabilities. However, when looking for the best pawn to perform a given task it is best to check the relevant stat specifically, as there are some factors which only affect a single stat. For example, a top hat will not help with trade prices.
== Factors ==
=== Base factors ===
* Social : 82% plus 2.75% per skill level.
* Talking: 90% importance, 5% allowed defect. Max 100%
* Hearing: 30% importance, 5% allowed defect. Max 100%
=== Offsets ===
*Equipment:
**Bowler hat: 
**Cowboy hat: 
**Tribal headdress: 
**Hood: 
**Beret : 
**Coronet : 
**Crown : 
**Ladies hat : 
**Top hat : 
**Stellic crown : 
== Version history ==
* ? - Renamed from Social Chat Impact to Social Impact.
Soil

Soil is a naturally occurring type of terrain.
== Summary ==
It is found in the following biomes:
* Boreal forest
* Tundra
* Cold bog
* Temperate forest
* Temperate swamp
* Tropical rainforest
* Tropical swamp
* Arid shrubland
* Desert
It has the following terrain affordances:
* Light (Supports light structure)
* Medium (Supports medium structures (mainly walls))
* Heavy (Supports heavy structures)
* Growable (Things can grow here)
* Diggable (For graves)
It generates dirt filth.
Pawns have the ability to throw dirt into an enemy's eyes as an available attack when on this terrain, impairing their vision momentarily.
== Gallery ==
Soil.png|Normal Soil
Polluted soil.png|Polluted soil 
Category: Terrain
Solar generator

A solar generator is building that generates power from sunlight.
== Acquisition ==
== Summary ==
Solar generators produce up to 1700 W of power at 100% natural light. Power is a direct product of light level; for example, 50% daylight gives 850 W. An eclipse blocks the sun, but weather conditions like rain, fog, or snow will not reduce any power. A roof reduces power output, proportional to the tiles covered. However, there's no "overshadow" from mountains, despite any graphics of long shadows seen in the game.
Solar generators only operate by the world light level; light from ordinary sources such as a standing lamp or sun lamp will not cause them to generate power. The latitude of your starting position will affect solar cycles, with equator zones giving the strong consistent output and the north pole struggling to reach peak output.
Lightning striking causes the generator to create a small amount of power.
Generators are temporarily disabled by sources of EMP, with downtime scaling to the EMP damage dealt. During this time, it will not generate any power. Unlike mechanoids, generators do not adapt to EMP and thus can be continuously restunned.
== Analysis ==
Solar generators are "free" energy; once built, they do not need fueling, they simply give and keep giving... while they have sunshine. They do not give their maximum power from start to finish; as daylight grows, the power they provide slowly grows to their full capacity, and then tapers off again back to zero as dusk and night approach. 
The exact amount of sun depends on your latitude and season. In a single day near the equator, there are roughly:
*9 hours of full sunlight - from 0800 to 1700
*8 hours of no sunlight - from 2000 to 0400.
*7 hours of reduced sunlight - from 0400 to 0800, and 1700 to 2000.
Batteries are the easiest way to make power consistent, allowing power use at night, so long as an eclipse or short circuit doesn't happen. 
Alternatively, you can accept that not all items need to be powered 24/7. Most production benches are only used when colonists are awake, and many buildings like smelters and crematoriums don't need to be used daily. The most pertinent case is with sun lamps, which shuts down as night begins. Two solar generators will roughly power a sun lamp. However, the solar generator's full output doesn't always align with the sun lamp's on period, so batteries remain helpful.
===Comparison===
Compared to wind turbines, solar generators take up less space (so are easier to protect) and provide fairly consistent power. While wind works day and night, even with a battery, power may turn off randomly at a crucial moment. However, using solar requires research, and they consistently shut off at night, or during an eclipse.
It is worth noting that solar generators are low-lying - you can place them in front of a wind turbine, without blocking the wind.
== Version history ==
SolarCollector.png|Original sprite
Category:Power
Spacedrone

A space drone is an ancient spacedrone ship added by the Ideology DLC and utilized by Biotech DLC. It acts as an existence for quest related to finding the relic, and for mechanitor quest. Unlike the Shuttle, it has no further use and cannot be used as a transport despite it being a ship.
== Acquisition ==
Spacedrone will only land after a while once its specific quest has been initiated.
== Summary ==
(For Ideology quest)
45000 hacking defence. When self destruct explodes with bomb type in 6 tile radius for 50 damage after wick time, sends messages at 30, 20, 10 seconds. Self-destruction provides the deconstruct yield.
(For Biotech)
Appears as deconstructable upon landing. Has no other use aside from its own quest.
== Analysis ==
?
Spacedrone_Hack.png|A pawn is hacking the spacedrone in the foggy rain
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3067 - Spacedrones can now overlap zones.
* 1.4.3534 - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.
Category:Miscellaneous
Special

{| align=center | |}
----
Buildings that cannot be created by the player.
100px|link=Glow pod|Glow pod	100px|link=Infinite chemreactor|Infinite chemreactor	100px|link=Psychic emanator|Psychic emanator	50px|link=Vanometric power cell|Vanometric power cell	100px|link=Mech node|Mech node	100px|link=Monument marker|Monument marker	100px|link=Unstable power cell|Unstable power cell
Glow pod 	Infinite chemreactor 	Psychic emanator 	Vanometric power cell 	Mech node 	Monument marker 	Unstable power cell
Category:Buildings
Spelopede

Spelopedes are giant, bio-engineered, subterranean invertebrates and the middle of the three insectoid types in both size and danger. 
== Summary ==
Spelopedes can inhabit any terrain where an infestation has spawned. They are dangerous in combat, but slow on open ground.
Their body is composed of a head, head claw, mouth, pronotum, shell, elytras (left and right), and two pairs of legs (front and back).
== Analysis ==
Spelopedes are between megaspiders and megascarabs, with in-the-middle speed and health.
Wild s always generate hostile, making them difficult to tame as they will try to attack the animal handler. However, animal interactions during the process will interrupt any attacks. It may be ideal to equip your handler with armor, or to select a handler with a high melee skill for a higher melee dodge chance to reduce the risk of harm, though this is not strictly necessary.
s are practically impossible to tame when they first spawn from an infestation. In order to try and tame a , you will need to down them, then destroy all hives from the infestation. With Too Deep: Infestation event and Wastepack Infestations, there are no hives, so all you need to do is down the insect. This does not make them non-hostile, but it will prevent them from seeking out colonists like a raider would. Note that wild s unlike other animals cannot be operated on and thus can't be anesthetized, and they are prone to waking up and attacking the pawn treating them, Waiting for blood loss to reach extreme can prevent this. 
They are rather accessible and easy to maintain haulers having the lowest wildness, being only beaten by Huskies, and Labrador retrievers however for most purposes the megaspider is the better option. Megaspiders are stronger in combat, but have 40% wildness and move slower along with slightly higher hunger rate.
== Training ==
== Health ==
== Gallery ==
Spelopede east.png| Spelopede facing east
Spelopede north.png| Spelopede facing north
Spelopede south.png| Spelopede facing south
Dessicated spelopede east.png| Spelopede decaying
== Version history ==
* Beta 19/1.0 - All insects main attack cooldowns 2.5 -> 2.9
* 1.3 - Manhunter on tame fail decreased from 20% to 10% - manhunter on harm increased from 35% to 50% - wildness decreased from 95% to 30% - trainability changed from intermediate to advanced - gestation changed from N/A to 6
* 1.3.3200 - Fix: Remove gestation period stat, since they do not breed.
* Biotech DLC release - Now gains pollution stimulus on polluted terrain.
Category:Animals
Category:Insectoid
Spelopede cocoon

Spelopede cocoon is a dormant insectoid cocoon that spawns as part of the wastepack infestation event.
== Summary ==
== Analysis ==
== Gallery ==
CocoonSpelopedeA.png|Variant A
CocoonSpelopedeB.png|Variant B
CocoonSpelopedeC.png|Variant C
== Version history ==
* Biotech Release - Added.
Category:Environment
Category:Insectoid
Spikecore floor-star (broad)

A Spikecore floor-star (broad) is a floor covering added by the Ideology DLC. It is a larger counterpart to the Spikecore floor-star (medium).
== Acquisition ==
== Summary ==
The floor-star significantly increases the dominance of the style to those who see it and is also moderately beautiful. As it is not an edifice, other buildings can be built on top of it. There are several possible varieties of texture available - the texture is determined randomly upon completion.
It has has no effect on move speed and cleanliness. For these, the stats of the floor or terrain beneath the rug is taken into account.
== Analysis == 
== Gallery ==
Spikecore floor-star (broad) A steel.png|Variant A
Spikecore floor-star (broad) B steel.png|Variant B
Spikecore floor-star (broad) C steel.png|Variant C
== Version history ==
* Ideology DLC Release - Added.
Category:Floor
Spikecore floor-star (medium)

A spikecore floor-star (medium) is a floor covering added by the Ideology DLC. It is a smaller counterpart to the spikecore floor-star (broad). 
== Acquisition ==
== Summary ==
The floor-star significantly increases the dominance of the style to those who see it and is also moderately beautiful. As it is not an edifice, other buildings can be built on top of it. There are several possible varieties of texture available - the texture is determined randomly upon completion.
It has has no effect on move speed and cleanliness. For these, the stats of the floor or terrain beneath the rug is taken into account.
== Analysis == 
== Gallery ==
Spikecore floor-star (medium) A steel.png|Variant A
Spikecore floor-star (medium) B steel.png|Variant B
Spikecore floor-star (medium) C steel.png|Variant C
== Version history ==
* Ideology DLC Release - Added.
Category:Floor
Spiner

The spiner is an mechanoid-only ranged weapon added by the Biotech DLC. It is the main armament of the war urchin. 
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Spiners spawn on all war urchins, including those gestated by a colony. However, it is not possible to obtain it directly in normal play. 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.
== Analysis ==
While its optimal is decent, beating bows and some firearms, the spiner is betrayed by its abysmal range and accuracy, which gives little to bring that damage to bear and means that the will only get close to its potential in very crowded battles. Against single targets, the spiner is little more than a distraction. 
That said, this fits the role of the war urchin anyway, which it predominantly expected to fill space and be fielded en masse. Just keep in mind the opportunity cost of filing a space on the firing line versus something more effective. 
== Version history ==
* Biotech DLC Release - Added.
Category:Weapons Category:Mechanoid Weapons
Squirrel

Squirrels can be found in .
==Analysis==
With very low health and a low melee damage, one might think this critter to be harmless. But due to its fast speed and very fast attack rate, your colonists may suffer many bleeding wounds very quickly, adding up to a potentially lethal threat. Their small size makes them hard to shoot, and a large group of squirrels turned manhunter can be especially dangerous.
Otherwise, squirrels offer a tiny amount of food when hunted, equal to that of the rat. They have no particular use as tamed animals, not valuable for meat. Even as "bait" animals, rats and hares are better at the task. Hares are faster and just as difficult to tame, while rats are omnivores and easier to tame. Both can be found in all biomes that squirrels reside in.
==Training==
==Health==
== Gallery ==
Squirrel.png|Squirrel facing east
Squirrel north.png|Squirrel facing north
Squirrel south.png|Squirrel facing south
Dessicated squirrel east.png|Squirrel decaying
== Version history ==
* 0.12.906 - Sprite changed.
* 1.5.4062 - Fix: Dessicated squirrel corpses have north/south graphics flipped.
Animal Squirrel side.png|Original ant squirrel sprite.
Category:Animals
Category:Wild animal
Stagger Time Multiplier

== Factors ==
* Hediffs
** Rage speed (Chimera): 
* Pawns
** Revenant: 
* Genes
** Unstoppable: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:StaggerDurationFactor
* Label:stagger time multiplier	A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.	
* Display Order:110
* Def Name:PawnCombat
* Label:Combat
* Display All By Default:	
* To String Style: PercentZero
* Default Base Value: 
* Min Value: 
* Hide At Value:	- 	1200
== Version history ==
* Biotech (DLC) Release - Added.
Standard subcore

A standard subcore is a crafting ingredient used in the gestation of some mechanoids. They are added by the Biotech DLC.
== Acquisition ==
Standard subcores can be created in the subcore softscanner, which requires Standard mechtech to be researched. Creating these items is not done with a standard work bill.
Firstly, the softscanner must be loaded with . Then, a human must sit in the scanner for . The person then receives Scanning Sickness for 4 days, or . This has the following effects:
* Consciousness: 
* Manipulation: 
* Moving: 
* Vomiting : 
* Mood: 
== Usage ==
Standard subcores are used in the following crafting recipes:
== Analysis ==
== Version history ==
* Biotech DLC Release - Added.
Category:Crafted Resource
Stasis cocoon

Stasis cocoons are structures added by the Biotech DLC. 
== Occurrence ==
Stasis cocoons appear during an event called Wastepack infestation. These events occur when wastepacks are left to deteriorate in a matter that allows pollution to spread. 
== Analysis == 
The cocoons come in three different variants. Each corresponding one of the three types of insectoid in the base game. Upon appearing on the map following a wastepack infestation event, the cocoons remain dormant. However, upon being triggered, insectoids would burst out of said cocoons and attack any colonist in the vicinity in an agitated frenzy. Cocoons can be triggered by colonist standing close by, each cocoon has a radius of activation that should be avoided lest one wishes to spawn in insectoids. 
== Gallery ==
CocoonMegascarabA.png| Megascarab stasis cocoon Variant A
CocoonMegascarabB.png| Megascarab stasis cocoon Variant B
CocoonMegascarabC.png| Megascarab stasis cocoon Variant C
CocoonMegaspiderA.png| Megaspider stasis cocoon Variant A
CocoonMegaspiderB.png| Megaspider stasis cocoon Variant B
CocoonMegaspiderC.png| Megaspider stasis cocoon Variant C
CocoonSpelopedeA.png| Spelopede stasis cocoon Variant A
CocoonSpelopedeB.png| Spelopede stasis cocoon Variant B
CocoonSpelopedeC.png| Spelopede stasis cocoon Variant C
== Version history ==
* Biotech DLC Release - Added
Stat/Categories

← Stat
Def Name 	Label 	DisplayOrder	DisplayAll ByDefault
Basics 	Basics 	10 	
BasicsImportant 	Basics 	1 	
BasicsPawnImportant 	Basics 	2 	
BasicsNonPawnImportant 	Basics 	2 	
BasicsPawn 	Basics 	11 	
BasicsNonPawn 	Basics 	12 	
AnimalProductivity 	animal productivity 	13 	
Source 	content source 	999 	
Apparel 	Apparel 	30 	
Implant 	Implant 	30 	
Weapon 	Weapon 	40 	
Weapon_Ranged 	Weapon (ranged) 	44 	
Weapon_Melee 	Weapon (melee) 	48 	
Building 	Building 	50 	
Ability 	Ability 	60 	
Drug 	Drug 	30 	
DrugAddiction 	drug addiction 	110 	
Terrain 	terrain 	13 	
EquippedStatOffsets 	Offsets when equipped 	70 	
StuffStatFactors 	Multipliers when made of this 	74 	
StuffStatOffsets 	Offsets when made of this 	77 	
StuffOfEquipmentStatFactors	Multipliers when equipment made of this	80 	
Surgery 	Surgical 	90 	
CapacityEffects 	effects 	100 	
PawnCombat 	Combat 	110 	
PawnSocial 	Social 	120 	
PawnMisc 	Misc 	130 	
PawnWork 	Work 	140 	
Meditation 	Meditation 	13 	
Genetics 	Genetics 	200 	
Mechanoid 	Mechanoid 	13 	
Mechanitor 	Mechanitor 	105 	
PsychicRituals 	Psychic ritual 	500 	
Containment 	Containment 	600 	
Serum 	Serum 	700