nyuuzyou/wikis huggingface dataset:
Pilgrims

Pilgrims are a temporary faction that appear in small groups to venerate player colony relics contained in reliquaries.
== Summary ==
Raid Loot Value From Points Curve:
Raid Points	Loot Value
35 	
100 	
1000 	
2000 	
4000 	
== Ideoligion ==
Disallowed memes:
* Raider
* Blindsight
== Pawns ==
=== Pawn Kinds ===
=== Xenotypes ===
== Gallery ==
Category:Factions
Pilgrims/Pawns

Pawn Kind	Image	Combat Power	Gear	Apparel	Weapons	Tech	Inventory	Additional Info edit
Pilgrim 	 	35 	
* : 10~30%
* Quality: Awful	
* Budget: 80~250 
* Allow Headgear Chance: 20%
* Available:	
* Budget: 80~250 
* Available:	
* Budget: 50~50 
* 15% chance to have one of the following:	
10% chance to have one of the following:
* 10~25 
* 1	
* Age Range: Any
* Race: Human
* Default Faction: Pilgrims
* : 0~1
* : 4~8
Category:Pawnkind tables
Pine tree

== Growing ==
Pine trees have a base growing time of 20 days, need a minimum soil fertility of 30%, and have a fertility sensitivity rating of 50%. The following table details how long it takes for pine trees to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
Pine trees are functionally identical to birch trees. Therefore, pine trees are tied with birch trees as being the second worst tree to farm for wood in the game; the worst being cecropia trees.
== Food production ==
Pine trees don't yield any human-edible products.
== Economy ==
The pine tree's raw product is wood, which has a market value of 1.4 silver. The refined product with the largest profit margin is a grand sculpture, having a 51.25%110% sell price multiplier and assuming normal quality. Your mileage may vary; see quality for more information on skill level's impact on the average market value of produced goods. profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown; the market value of the products; and the yield per day:
Ground Type	Gravel	Soil	Rich Soil	Hydroponics
Raw 	0.52 	0.61	0.73 	-
Refined 	0.78 	0.92	1.1 	-
== Gallery ==
Pine tree.png|Pine tree
Pine tree polluted.png|Polluted pine tree
Category:Plants
Category:Trees
Pirates/Pawns

Pawn Type 	Combat Power	Gear 	Apparel 	Weapons 	Tech 	Inventory 	Additional Info edit
Drifter 	35 	HP: 20~60%Avg. Quality: Poor 	Budget: 90~280Allow Headgear Chance: 20%Available: 	Budget: 60~200Biocoded Chance: 10%Available: 	Budget: 50~5015% chance to have one of the following:	0 Nutrition10% chance for: 1x Herbal medicine	Age Range: AnyRace: HumanDefault Faction Type: PirateBackstories: Cryptosleep (5% Commonality)Chemical Addiction Chance: 12%Initial Will Range: 0~1Initial Resistance Range: 7~12
Scavenger gunner 	50 	HP: 40~110%Avg. Quality: Poor	Budget: 300~500Allow Headgear Chance: 40%Available: 	Budget: 200~300Biocoded Chance: 10%Available:	Budget: 50~504% chance to have one of the following: 	2.55 Nutrition5% chance for: Medicine 	Age Range: AnyRace: HumanDefault Faction Type: PirateBackstories: Cryptosleep (5% Commonality)Chemical Addiction Chance: 12%Initial Will Range: 1~3Initial Resistance Range: 17~26
Scavenger thrasher	50 	HP: 40~110%Avg. Quality: Poor	Budget: 300~800Allow Headgear Chance: 40%Available: 	Budget: 100~160Biocoded Chance: 10%Available:	Budget: 50~504% chance to have one of the following: 	2.55 Nutrition5% chance for: Medicine 	Age Range: AnyRace: HumanDefault Faction Type: PirateBackstories: Cryptosleep (5% Commonality)canBeSapper: trueChemical Addiction Chance: 12%Initial Will Range: 1~3Initial Resistance Range: 14~23
Pirate gunner 	65 	HP: 70~230% 	Budget: 400~1000Allow Headgear Chance: 70%Available:	Budget: 250~345Biocoded Chance: 20%Available:	Budget: 50~8004% chance to have one of the following:	2.55 Nutrition10% chance of: 1x Medicine 	Age Range: Up to 65Race: HumanDefault Faction Type: PirateBackstories: Cryptosleep (5% Commonality)Chemical Addiction Chance: 12%Initial Will Range: 2~3Initial Resistance Range: 7~12
Category:Pawnkind tables
Plainleather

== Acquisition ==
The following animals provide plainleather. 
== Usage ==
Plainleather can be used to craft and build the following things:
== Analysis ==
Plainleather is one of a group of leathers with almost identical protective stats. As it is 6-way tied for the 11th most protective textile in the game, it is largely irrelevant as protective clothing after the very early game, and even at that point there are many other options that are just as good or better. Its insulation value is serviceable but in no way exceptional. Thus, its use as clothing is feasible in the early game but not ideal. However, transitioning to more protective, and in more extreme biomes - more insulative, textiles should be made a priority. 
For use in furniture, it has a mediocre beauty factor and market value compared to other textiles, but its redundancy as clothing makes it a decent choice and abundance make it useful for bulk furniture.
Plainleather's primary advantage is that it is incredibly abundant, with the most animals providing it of any leather, many of which producing a significant amount. Thus it is easy to gather enough for expensive recipes like dusters and armchairs even in the early game. Its stats are unremarkable, neither good nor truly terrible, and thus its abundance makes it good when its stats have little effect on the utility of the resulting item, such as in clothing production quests or armchairs whose beauty rarely significantly affects a room's quality.
== Gallery ==
Plainleather a.png|One plainleather
Plainleather b.png|Stack of plainleathers
== Version history ==
Plainleather is a new leather type added in 0.19/1.0. It merges the different leather types of medium-sized animals from earlier versions.
Deerhide.png|Deerhide
Dromedary leather.png|Dromedary leather
Elkhide.png|Elkhide
Category:Material Category:Textile Category:Leather
Plan

left Place planning designations. These don't do anything except help you plan future expansions.
Plans can only be placed inside the buildable area of the map, shown by a white border. An error (Too close to map edge.) will appear while attempting to place plans outside.
Plans can't be selected like walls and doors.
A planning designation will automatically be removed once something (like a wall) is built on top of it.
=== Remove plans ===== Remove plans ==
Does the opposite of the plan order, in that it removes plans you've laid out.
Category:Orders
Plant Harvest Yield

The plant harvest yield doesn't get applied when harvesting drug plants. For them see drug crop harvest yield below.
== Summary ==
Yields lower than 100% give a random chance that the entire harvest will be wasted. Yields above 100% will give a proportionate bonus to the amount of resources produced, on average.
=== Offsets ===
The base value of 100% can first be modified by the following offset:
* Plants specialists : 
=== Factors ===
After the offset is applied, it is further modified by the following factors:
* Plants : ×(60% + a different amount per skill level). See skill table below.
* Manipulation: 30% importance, No max (effectively )
* Sight: 20% importance, 100% limit
* Difficulty:
** Peaceful, Community builder: 
** Adventure story, Strive to survive: ×100%
** Blood and dust: 
** Losing is fun: 
** (custom settings allow between 0% and 500%)
=== Skill table ===
== Example == 
Plant harvest yield of a particular pawn can be calculated using the following formula:
(100% + Offsets) x Skill modifier x (100% + (Manipulation - 100%) x ) x max(, 100% + (Sight - 100%) x )
A healthy, Plants 10, Plants specialist with one archotech arm would therefore have the following:
* Offsets: 
** Plants specialist: 
* Skill modifier: 
* Manipulation factor:
** 100% + (Manipulation - 100%) x = 
* Sight factor:
** max(, 100% + (Sight - 100%) x ) = x100%
(100% + ) x x x 100% =
== Drug crop harvest yield ==
The drug crop harvest yield is the stat that gets applies when harvesting ambrosia bushes, hop plants, smokeleaf plants, and psychoid plants. Its minimum allowed value is 0%. Its maximum allowed value is 150%. Its default value is 100%. It is modified by the following two factors:
* Plant harvest yield: ×0% to ×150%. See above. 
* Drug use: Essential : 
== Version history ==
* 0.12.906 - Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant
* 1.3.3066 - PlantHarvestYield stat above 100% gives a bonus to yield.
* 1.4.3523 - Fix: High Life harvest yield for Drug Use: Essential precept doesn't work.
Plant Work Speed

== Factors ==
=== Offsets ===
The base value of 100% can first be modified by the following offset:
* Field hand: per hand.
=== Factors ===
After the offset is applied, it is further modified by the following factors:
* Plants : 8% plus 11.5% per skill level.
* Manipulation: 100% importance, No max
* Sight: 30% importance, 100% limit
* Global Work Speed
Plant work speed has a minimum value of 10%.
Note that all below values are then multiplied by the Global Work Speed of the pawn.
== Example == 
Plant work yield of a particular pawn can be calculated using the following formula:
(100% + Offsets) * Skill modifier * Manipulation * min(, 100% + (Sight - 100%) * ) * Global Work Speed
A healthy, Plants 10 with two field hands would therefore have the following:
* Offsets: 
** 2 Field hands: 
* Skill Modifier: 
* Manipulation Factor: 100% (x1, equivalent to no effect)
* Global Work Speed: 100% (x1, equivalent to no effect)
* Sight Factor:
::
min(, 100% + (100% - 100%) x ) = min(100%, 100%) = 100%
Therefore, the Plant work speed would be:
(100% + ) * * 100% * 100% * 100% = * = 516.6%
The fastest work speed possible would be achieved by a healthy pawn with:
* Offset:
** 2 Field hands: 
* Plants 20 Skill modifier: 
* Manipulation factor:
** The maximum manipulation possible is . However, this is not compatible with 2 Field Hands.
** With 2 field hands, the maximum manipulation possible is 
* Global Work Speed:
** The max value it can take is 621% while on a Work frenzy and 345% without one.
* Sight Factor: 100%
(100% + ) * * * 100% * = 20826%
Therefore, fastest work speed possible is of 20826%. Without the inspiration, the fastest achievable is of just 11570%
Plasmasword

The Plasmasword is a melee weapon added by the Royalty DLC that does a decent amount of damage, has a medium cooldown, and deals sharp damage with the bonus of frequently setting the opponent on fire.
== Acquisition ==
Plasmaswords cannot be crafted, instead they can only be purchased from Outlander and Empire combat suppliers and faction bases, or received as a quest reward.
They can also be obtained from the following raider types:
Raider Kind 	Chance	Average Quality	Health
Champion 	?% 	? 	70-230%
Nobles (All)	?% 	Excellent 	100%
== Summary ==
Plasmaswords perform largely the same as any other melee weapon, with one primary difference. When performing the Cut and Stab attacks, a successful strike has a 50% chance to do an extra 10 Flame damage. As with all Flame damage, this damage has no AP and if it successfully damages the target, there is a chance to set them on fire.
== Analysis ==
The plasmasword will often set enemies on fire. Enemies on fire will run around wildly and are unable to fight back. This makes the plasmasword dominant in a 1v1 fight, or in any melee fight out in the open. However, the fire can end up being a major drawback. Enemies on fire will ignore collision, meaning that they will run right past a melee block, end up behind your colonists, attack from the back, and ruin your formation.
Mechanoids are completely immune to fire or heat, so other ultratech weapons or even a plasteel longsword are superior in those situations. In addition, outlanders and pirates will often carry firefoam pop packs. Firefoam packs will activate when its user is set on fire, immediately extinguishing them. Any pawn inside the leftover firefoam is immune to ignition.
If you have the option, buying any of the other ultratech melee weapons tends to be more generally useful.
Note that DPS does not take the chance of Flame damage into account.
== Version history ==
* Royalty DLC Release - Added.
* 1.2.2719 - Damage increased from 19 to 20, extra flame damage chance increased from 30% to 50%. 
* 1.4.3523 - Now provides pyromaniacs a mood buff, like other incendiary weapons.
* 1.5.4062 - Texture recreated with higher quality.
Category:Equipment Category:Weapons Category:Ultra Weapons Category:Flame Weapons
Category:Melee Weapons Category:Sharp Weapons Category:Swords
Plasteel

== Acquisition ==
Plasteel can be obtained in the following ways: 
* Mining compacted plasteel deposits.
* Trading.
* Quest rewards.
* Using a deep drill on an underground plasteel vein.
* Using a long-range mineral scanner to find plasteel ore deposits.
* Shredding dead centipedes, termites, diaboli, tunnelers, centurions, and war queens.
*Mechanoid raiders may also come with plasteel in their inventory, in addition to the amount you gain from shredding them.
== Ore ==
 
Compacted plasteel tiles have 8,000 health each, making it the slowest ore to mine and the toughest object in-game. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 plasteel, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.
== Usage ==
Plasteel is used in the following crafting recipes:
In addition, plasteel is a metallic material for buildings and items that use the stuff system. It can be used for walls, doors, and other buildings, in addition to longswords and other melee weapons. It is a requirement for many Industrial and most Spacer tech level unlocks. 
Out of all materials, plasteel has the highest HP factor, the fastest melee cooldown factor, and the highest sharp melee damage factor in Core - second highest after bioferrite when accounting for all DLC. This is in addition to its generally strong modifiers for other factors.
== Trivia ==
*The term "Plasteel" has been used in sci-fi as early as 1942 to describe materials with properties of both plastic and metal, including seminal works such as Dune and Star Wars.
== Gallery ==
Plasteel a.png|One plasteel
Plasteel b.png|Partial stack
Plasteel c.png|Full stack
== Version history ==
* 1.1.2624 - Plasteel, and objects made from it, are no longer flammable.
Plasteel old.png|Old texture
Category:Material Category:Metal
Player factions

Player factions are the player controlled faction assigned to a player colony.
Player factions lack a xenotype set. Player pawns have their xenotypes set by the player/scenario.
== Lore ==
== Variants ==
=== New Arrivals ===
Description: A colony of recently-arrived off-worlders.
Basic Member Kind: Colonist
Pawn Singular: Colonist
Pawns Plural: Colonists
Tech Level: Industrial
Faction Name Maker: NamerFactionOutlander
Player Initial Settlement Name Maker: NamerInitialSettlementColony
Settlement Name Maker: NamerSettlementOutlander
Culture: Astropolitan
Backstories:
* Offworld
Color: 
Faction Icon: 
Settlement World Icon: 
Starting Research Tags:
* ClassicStart
Starting Techprints Research Tags:
* ClassicStart
* ClassicStartTechprints
Apparel Stuff Filter: Synthread
=== New Tribe ===
Description: A small tribe.
Category Tag: Tribal
Pawn Singular: Tribesman
Pawns Plural: Tribespeople
Basic Member Kind: Tribesperson
Tech Level: Neolithic
Faction Name Maker: NamerFactionTribal
Player Initial Settlement Name Maker: NamerInitialSettlementColony
Settlement Name Maker: NamerSettlementTribal
Culture: Corunan
Disallowed Memes :
* Transhumanist
Disallowed Precepts :
* Pants at most
* Pants at most
Backstories:
* Tribal (Childhood) and (Adulthood)
Color: 
Faction Icon: 
Settlement World Icon: 
Forageability Factor: 1.7
Starting Research Tags:
* TribalStart
Starting Techprints Research Tags:
* TribalStart
* TribalStartTechprints
Apparel Stuff Filter: Cloth
Recipe Prerequisite Tags:
* Tribal
=== Research Expedition ===
Description: A team of scientists.
Basic Member Kind: Researcher
Pawn Singular: Colonist
Pawns Plural: Colonists
Tech Level: Industrial
Faction Name Maker: NamerFactionOutlander
Player Initial Settlement Name Maker: NamerInitialSettlementColony
Settlement Name Maker: NamerSettlementOutlander
Culture: Astropolitan
Backstories:
* Offworld (Childhood)
* Researcher (Adulthood)
Color: 
Faction Icon: 
Settlement World Icon: 
Starting Research Tags:
* ClassicStart
Starting Techprints Research Tags:
* ClassicStart
* ClassicStartTechprints
Apparel Stuff Filter: Cloth
== Pawns ==
Category: Factions
Player factions/Pawns

Pawn Kind 	Combat Power	Gear 	Apparel 	Weapons 	Tech 	Inventory 	Additional Info edit
Colonist 	30 	Avg. Quality: Always Normal	Budget: 350~600Allow Headgear Chance: 0%Available: Ignore SeasonsIgnore Pollution 	- 	Budget: 50~800Disallowed: 3% chance to have one of the following: 	- 	Age Range: AnyRace: HumanDefault Faction Type: Player ColonyBackstories: Cryptosleep (100% Commonality)isFighter: falsePregnancy Chance: 6%Chemical Addiction Chance: 6%Initial Will Range: 0~0Initial Resistance Range: 13~21
Member 	30 	Avg. Quality: Always Normal	Budget: 200~200Available: Ignore SeasonsIgnore Pollution 	- 	Budget: 50~502% chance to have one of the following: 	- 	Age Range: AnyRace: HumanDefault Faction Type: Player TribeBackstories: Cryptosleep (0% Commonality)isFighter: falsePregnancy Chance: 6%Chemical Addiction Chance: 5%Initial Will Range: 0~0Initial Resistance Range: 9~15
Mechanitor 	85 	- 	Budget: 0~2500Required: Airwire headset, Duster, Flak vest, Button-down shirt, PantsAllow Headgear Chance: 0%Available: Ignore SeasonsIgnore Pollution	Budget: 300~900Biocoded Chance: 100%Forced Quality: MasterworkAvailable:	Budget: 1000~2000Required: Mechlink?% chance to have one of the following:	50% chance of: 1~2x Go juice or Yayo	Age Range: AnyRace: HumanDefault Faction Type: Player ColonyBackstories: Cryptosleep (100% Commonality), ScientistDisallowed Traits: Body purist, Psychically dull, Psychically deafRequired Work Tags: IntellectualForced Traits: RecluseChemical Addiction Chance: 8%Initial Will Range: 0Initial Resistance Range: 0~1
Sanguophage (Player)	100 	- 	Budget: 350~600Color: Required: Duster, Button-down shirt, PantsAllow Headgear Chance: 0%Available: 	Budget: 0 	- 	- 	Chronological Age Range: 300~2000Race: HumanDefault Faction Type: Player ColonyBackstories: Cryptosleep (10% Commonality)Disallowed Traits: ImmunityRequired Work Tags: Social, ViolentOverride Faction Xenotypes: 100% SanguophageisFighter: trueChemical Addiction Chance: 8%Initial Will Range: 5~15Initial Resistance Range: 10~80
Researcher 	30 	Quality: Always Normal 	Budget: 750~1200Color: Required: Lab coatAllow Headgear Chance: 0%Available: Ignore SeasonsIgnore Pollution 	- 	Budget: 50~800Disallowed: Mindscrew3% chance to have one of the following:	- 	Age Range: AnyRace: HumanDefault Faction Type: Research ExpeditionBackstories: Cryptosleep (100% Commonality)Is Fighter: falsePregnancy Chance: 6%Chemical Addiction Chance: 6%Initial Will Range: 0~0Initial Resistance Range: 13~21
Category:Pawnkind tables
Pocket map

Pocket map refers to any given map without a corresponding world tile.
== Summary ==
Normally every map generated in RimWorld has a corresponding world tile, whether it be a colony, caravan ambush, or a work site. A pocket map allows for a map to be generated without any location on the world map, usually traveled to by alternate means other than by caravan or ferry. Currently, the Anomaly DLC is the only official content to use this feature, specifically for the Undercave of the Pit gate entity, the Labyrinth of the Warped obelisk entity, and the Metal hell generated after activating the fully awoken Monolith.
A pocket map may have another map as its "source" map. A pocket map contributes to wealth calculations of its source map. If its source map is removed from the game (for example, abandoned) the pocket map will be removed as well. Currently, all official pocket maps have a source maps (with exception of pocket maps generated through development mode tools).
The 1.5 public changelog refers to this feature under Technical as "Added support for maps which don’t have a corresponding world tile."
== Analysis ==
Having a map not associated with the world opens up a lot of potential for modding and future content, removing restrictions that previous official and unofficial map based content was bound to. This technically allows for sub maps: maps embedded within another, almost acting like a z layer in the normal 2d gameplay, although an abundance of such would prove performance intensive.
== Version history ==
* 1.5 Release - Added.
Poker table

A poker table is a ""-type recreation building, usable by up to four colonists at once. 
== Acquisition ==
== Summary ==
It must have chairs directly adjacent to it for colonists can use it. Up to 4 pawns can use the table at once, but up to 8 chairs can be placed around the table - 2 per side. Therefore, only 4 chairs are needed and they can be placed on only 2 sides, saving space and allowing the table to be placed in a corner if necessary.
== Analysis == 
Compared to other recreation items, the poker table is tied with the billiards table with a recreation power of 130%, the most powerful recreation object that requires no research past Complex Furniture (which New Arrivals already have). It is only beaten by the flatscreen television, with 10% more recreation power, and the megascreen television, with 30% more.
Poker tables, chess tables, and Game-of-Ur board all provide cerebral play, but poker supports up to 4 players and has a stronger recreation power before accounting for quality. As pawns get bored with recreation types rather than buildings, a high quality poker table can replace the latter two items. The only downside is that, like the billiards table, the poker table requires cloth.
Arguably, it is better than the billiards table because players at the billiards table move around while playing, and do not gain recreation while moving. Additionally, billiards only supports half as many concurrent players and takes up a larger area. However, as they provide different recreation types, it is rarely a decision of one or the other and more a question of which one to build first.
It is worth noting that blind pawns cannot use the poker table, which can be important when playing with Blindsight ideology.
== Trivia ==
Pawns can be seen playing poker with identical hands to those of the other players. 
Category:Recreation
Polar bear

Polar bears are huge solitary omnivores found in . They are identical to a grizzly bear, except for their appearance, habitat, comfortable temperature range, and wildness (85% versus 80% for a grizzly bear).
== Taming ==
* Polar bears can be tamed wild, randomly join your colony in an event, or be bought pre-tamed from a trader.
== Analysis ==
Due to the food-scarce environments they inhabit (like an ice sheet), polar bears are likely to hunt your animals and colonists for their need of food. Keep a good watch on polar bears when first settling on a frozen biome.
If they can be fed and successfully obtained, despite their manhunter chance on failed taming attempts, bears make decent haulers and good melee blockers.
=== Comparison to other haulers ===
Animal 	Carrying Capacity	Move Speed	Hunger Rate	Training Decay
Bear 	 	 	 	
Wolf 	 	 	 	
Cougar/panther 	 	 	 	
Husky 	 	 	 	
Labrador retriever	 	 	 	
=== Comparison to other bulky attackers ===
Animal 	Health Scale	DPS	Move Speed	Hunger Rate	Training Decay
Thrumbo 	 	 	 	 	
Megasloth 	 	 	 	 	
Elephant 	 	 	 	 	
Rhinoceros	 	 	 	 	
Bear 	 	 	 	 	
Neither Elephants or Rhinoceroses are tolerant of the cold environments where Polar Bears are likely to be found, requiring additional construction work to effectively allow their use as alternatives.
== Attacks ==
Polar bears have two attacks: scratch (paw) and bite (teeth). Both attacks apply a stun for 7 seconds on their first strike when hunting.
== Training ==
== Health ==
== Gallery ==
Polar bear east.png|Polar bear facing east
Polar bear north.png|Polar bear facing north
Polar bear south.png|Polar bear facing south.
Dessicated bear east.png|Polar bear decaying
==Trivia==
* While in real life polar bears are significantly larger than grizzly bears, in RimWorld they are identical save for their habitat and cold resistance. 
Category:Animals
Category:Wild animal