nyuuzyou/wikis huggingface dataset:
Stat/Core Pawns Work Medical

← Stat
{| 
! Def NameLabelLabel For Full Stat ListOffset Label !! Description !! Category !! Parameters !! ComplexParameters !! DisplayPriorityInCategory
|- id="Medical Tend Speed" 
|
* Def Name:MedicalTendSpeed
* Label:medical tend speed
| Speed at which the character tends to wounds and illnesses.
|
* Display Order:140
* Def Name:PawnWork
* Label:Work
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Never Disabled: 
* Scenario Randomizable: 
|
* Stat Factors:
** Global Work Speed
* Skill Need Factors:
** SkillNeed_BaseBonus:
*** Skill: Medicine
*** Base Value: 
*** Bonus Per Level: 
* Capacity Factors:
** Capacity: Sight
*** Weight: 
*** Max: 
** Capacity: Manipulation
*** Weight: 
| 4650
|- id="Medical Tend Quality" 
|
* Def Name:MedicalTendQuality
* Label:medical tend quality
| The base quality of tending given when tending wounds and illnesses.The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.
|
* Display Order:140
* Def Name:PawnWork
* Label:Work
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Never Disabled: 
|
* Skill Need Factors:
** SkillNeed_BaseBonus:
*** Skill: Medicine
*** Base Value: 
*** Bonus Per Level: 
* Capacity Factors:
** Capacity: Sight
*** Weight: 
*** Max: 
** Capacity: Manipulation
*** Weight: 
*** Max: 
* Post Process Curve:
** Points:
*** (0, 0)
*** (1.0, 1.0)
*** (2.0, 1.5)
*** (4.0, 2.0)
| 4651
|- id="Medical Operation Speed" 
|
* Def Name:MedicalOperationSpeed
* Label:medical operation speed
| The speed at which the character performs medical operations.
|
* Display Order:140
* Def Name:PawnWork
* Label:Work
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
|
* Stat Factors:
** Global Work Speed
* Skill Need Factors:
** SkillNeed_BaseBonus:
*** Skill: Medicine
*** Base Value: 
*** Bonus Per Level: 
* Capacity Factors:
** Capacity: Sight
*** Weight: 
*** Max: 
** Capacity: Manipulation
*** Weight: 
| 4652
|- id="Medical Surgery Success Chance" 
|
* Def Name:MedicalSurgerySuccessChance
* Label:medical surgery success chance
| The base chance that a character will succeed when performing a medical operation.The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations.No matter how high this stat is, there is always a small chance of failure on any operation.
|
* Display Order:140
* Def Name:PawnWork
* Label:Work
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Scenario Randomizable: 
|
* Skill Need Factors:
** SkillNeed_Direct:
*** Skill: Medicine
*** Values Per Level:
**** 0.10
**** 0.20
**** 0.30
**** 0.40
**** 0.50
**** 0.60
**** 0.70
**** 0.75
**** 0.80
**** 0.85
**** 0.90
**** 0.92
**** 0.94
**** 0.96
**** 0.98
**** 1.00
**** 1.02
**** 1.04
**** 1.06
**** 1.08
**** 1.10
* Capacity Factors:
** Capacity: Sight
*** Weight: 
*** Max: 
** Capacity: Manipulation
*** Weight: 
| 4653
|}
Stat/Core Stuff

← Stat
{| 
! Def NameLabelLabel For Full Stat ListOffset Label !! Description !! Category !! Parameters !! ComplexParameters !! DisplayPriorityInCategory
|- id="Armor - Sharp" 
|
* Def Name:StuffPower_Armor_Sharp
* Label:Armor - Sharp
* Label For Full Stat List:Armor - Sharp (material factor)
| Armor against sharp damage like bullets, knife stabs, and animal bites.
|
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
| -
| 4510
|- id="Armor - Blunt" 
|
* Def Name:StuffPower_Armor_Blunt
* Label:Armor - Blunt
* Label For Full Stat List:Armor - Blunt (material factor)
| Armor against blunt damage like club impacts, rock falls, and explosions.
|
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
| -
| 4509
|- id="Armor - Heat" 
|
* Def Name:StuffPower_Armor_Heat
* Label:Armor - Heat
* Label For Full Stat List:Armor - Heat (material factor)
| Armor against temperature-related damage like burns.
|
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
| -
| 4508
|- id="Insulation - Cold" 
|
* Def Name:StuffPower_Insulation_Cold
* Label:Insulation - Cold
* Label For Full Stat List:Insulation - Cold (material factor)
| How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.
|
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:
|
* Default Base Value: 
* Hide At Value: 
* To String Style: TemperatureOffset
| -
| 4507
|- id="Insulation - Heat" 
|
* Def Name:StuffPower_Insulation_Heat
* Label:Insulation - Heat
* Label For Full Stat List:Insulation - Heat (material factor)
| How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.
|
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:
|
* Default Base Value: 
* Hide At Value: 
* To String Style: TemperatureOffset
| -
| 4506
|}
Stat/Core Weapons Melee

← Stat
{| 
! Def NameLabelLabel For Full Stat ListOffset Label !! Description !! Category !! Parameters !! ComplexParameters !! DisplayPriorityInCategory
|- id="Melee Damage Per Second" 
|
* Def Name:MeleeWeapon_AverageDPS
* Label:melee damage per second
| Average damage dealt per second in melee combat, if all attacks hit.
|
* Display Order:48
* Def Name:Weapon_Melee
* Label:Weapon (melee)
* Display All By Default:
|
* Worker Class: StatWorker_MeleeAverageDPS
* Default Base Value: 
* Min Value: 
* To String Style: FloatTwo
* For Information Only: 
| -
| 5010
|- id="Melee Armor Penetration" 
|
* Def Name:MeleeWeapon_AverageArmorPenetration
* Label:melee armor penetration
| Average armor penetration in melee combat.
|
* Display Order:48
* Def Name:Weapon_Melee
* Label:Weapon (melee)
* Display All By Default:
|
* Worker Class: StatWorker_MeleeAverageArmorPenetration
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* For Information Only: 
| -
| 5009
|- id="Melee Damage Multiplier" 
|
* Def Name:MeleeWeapon_DamageMultiplier
* Label:melee damage multiplier
| A damage multiplier applied to melee combat.
|
* Display Order:48
* Def Name:Weapon_Melee
* Label:Weapon (melee)
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
* Scenario Randomizable: 
|
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
| 5008
|- id="Melee Cooldown" 
|
* Def Name:MeleeWeapon_CooldownMultiplier
* Label:melee cooldown
| A multiplier on attack delay for weapons made of this material.
|
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
| -
| 4504
|- id="Sharp Damage" 
|
* Def Name:SharpDamageMultiplier
* Label:sharp damage
| A multiplier on damage from sharp-type attacks for weapons made of this material.
|
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
| -
| 4505
|- id="Blunt Damage" 
|
* Def Name:BluntDamageMultiplier
* Label:blunt damage
| A multiplier on damage from blunt-type attacks for weapons made of this material.
|
* Display Order:74
* Def Name:StuffStatFactors
* Label:Multipliers when made of this
* Display All By Default:
|
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined: 
| -
| 4506
|}
Steel slag chunk

Steel slag chunks are a type of chunk created by the destruction of several different structures and objects. They provide cover and can be smelted at an Electric smelter for steel.
== Acquisition == 
Steel slag chunks are created from destroying certain buildings and raider's drop pods and cargo pod events, but never the pods of orbital trader's or quest reward delivery.
== Summary ==
Their primary use is to be smelted at an Electric smelter for steel. This requires of work. 
They also act as 50% cover.
== Analysis ==
While smelters are available early, or even immediately if playing the Crashlanded scenario, you have many other sources of steel.
Smelting a steel slag chunk would take per 1 steel. Below 16 Mining skill, this is actually better than mining steel. It is also better than deep drilling. However, this does not consider hauling time. Since drop pods usually land far away, it takes a long time to haul them back. 
The benefit is that steel slag chunks are renewable, as raiders and thus drop pod raiders are renewable. Even when steel ore is available, smelting allows non-miners to generate a supplemental source of steel. Later in the game, deep drills can provide vast amounts of steel, but smelting is often faster (especially for non-miners)
It takes to make an electric smelter, which is quite costly (12 chunks to break-even). This discourages creating an electric smelter in the early game, where you won't have enough things to smelt. As steel slag chunks won't go anywhere, you can wait a while before actually building the smelter. Once you can smelt enough objects, though, smelters provide a continuous profit of steel through chunks, weapons, and apparel.
If you have a mechanitor, then lifters and/or fabricors can be used to automate the hauling process.
=== Cover ===
As a chunk, it provides 50% cover, so should be cleared to a stockpile away from areas where enemies could use them. Conversely, they should be exploited when fighting field battles to provide cover to your own pawns. With its modestly high and non-flammability, it makes for more durable and rapidly deployable early cover than wooden barricades at the cost of providing 5% less cover.
== Gallery ==
MetalDebrisA.png|Variant A
MetalDebrisB.png|Variant B
MetalDebrisC.png|Variant C
== Version history ==
* 1.3.3200 - Changed slag steel chunk mass from 5 to 8 so it doesn't weight less than the steel you get by smelting it.
Category:Chunks
Steel tile

Steel tile is a type of floor. It is naturally clean, non-flammable, and neutral beauty-wise.
== Acquisition ==
== Summary ==
Steel tiles have a cleanliness value, and have a cleaning time multiplier of . Unlike silver and gold tile, steel tile is not considered a fine floor for nobles in the Royalty DLC.
== Analysis ==
Unlike steel furniture and walls, steel tile will not burn. It can be constructed out of steel, making it the second most expensive steel-type flooring.
With its neutral beauty, cleanliness and being quick to clean, it is an effective general purpose floor that will retain impressiveness better than many other floors, however the high steel cost makes this untenable in many colonies.
=== Cleanliness ===
Being quick to clean and with an intrinsic cleanliness bonus, steel tile is a useful option for kitchens, Research and genetics laboratories and hospitals.
Steel tile provides less cleanliness per tile and per wealth (/ vs / ) than sterile tile but it has a greater beauty ( vs ). More importantly, steel tile only requires which almost every colony will unlock already in order to progress, while sterile tile requires which both requires more research total but also is much less generally useful.
== Version history ==
* ? - Renamed from "metal tile" at some point, possibly with the introduction of other metal tiles like the gold and silver tiles.
* ? (Possibly 1.4) - Beauty decreased from 1 to 0. Description changed from changed to .
* 1.4.3530 - Update steel tile description to match them having 0 beauty. Description changed from changed to .
* 1.4.3523 - Cleaning time factor added.
File:Ground metal tile.png|Sprite from at least 12 January 2014 (potentially earlier), to at the latest 24 September 2024 (potentially earlier)
Category:Floor
Stellic crown

The Stellic crown is a clothing item added in the Royalty DLC. It provides a +20% increase to Social Impact, and meets the headwear requirements of nobles of Duke rank and above, including the Stellarch themself.
== Acquisition ==
Imperial trade caravans can carry these.
You can also take one from the High Stellarch if you betray them.
== Summary ==
To consider themselves properly dressed and avoid a -4 "Want <TITLE>-specific apparel" moodlet, nobles of Duke rank or above must wear a or one of the following alternative pieces of headwear:
== Analysis ==
Beyond silly purposes like capturing the High Stellarch or other high ranking nobles, there is no functional use for a stellic crown. None of the ranks achievable through honor gain accept the stellic crown as valid headgear, and all empire royals who do will come with their own crown which you cannot take off. Hoods and regular crowns offer the same bonus to Social Impact.
== Version history ==
* 1.2.2753 - Added.
Category:Clothing
Category:Royalty
Stomach

Stomach can refer to a number of different things in RimWorld:
* Stomach: An organic body part that controls a pawn's digestion alongside the liver for most, if not all, non-mechanoid pawns. Has no item equivalent.
* Bionic stomach: An artificial body part that can replace the organic stomach for various benefits.
* Nuclear stomach: An artificial body part that can replace the organic stomach for various benefits.
* Reprocessor stomach: An artificial body part that can replace the organic stomach for various benefits.
* Sterilizing stomach: An artificial body part that can replace the organic stomach for various benefits.
* Strong stomach: A gene that prevents a pawn with it from getting food poisoning. 
* Fleshmass stomach: An artificial body part that can replace the organic stomach for various benefits.
Stone

__NOTOC__
Stone is a material used for construction and crafting. It is typically acquired by cutting it from chunks, either from the ones naturally spawned on maps or from mining stone.
== Comparison table ==
Below is a list of material effects for stone types. When a stuffable item is created from a stone type, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Hit Points" for example. For this stat, granite blocks have a factor of and walls have a base stat of . Thus, the final "Hit Points" of a granite wall is: × = 
This process is then repeated for each stat. The material's sharp damage factor is applied to the items base sharp damage, flammability factor to flammability etc.
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See Market Value for details.
All stones have the following modifiers in common:
* Flammability Factor of 0.
* Melee Cooldown Factor of 1.3.
== Descriptions ==
#Stone
Stone tile

Stone tile are one of the floors that can be constructed, with a choice of granite, limestone, marble, sandstone, or slate.
== Acquisition ==
== Summary ==
Stone tiles add beauty per tile, and cleaning filth takes 80% the work. They are not flammable and do not penalize walk speed.
All stone tiles have the same stats and differ only in name and color; even marble has the same beauty value, despite its higher beauty when used for other buildings.
== Analysis ==
Stone tiles share a similar role to concrete, paved tiles, and flagstone, as reasonably cheap and general use flooring. Compared to those floors, stone tile should be used if colonist time or stone blocks are at an excess.
Stone is a reasonably common material, and stone tile only requires Stonecutting. Stone tiles are reasonably impressive flooring that can be constructed early in a colony's life, as opposed to more beautiful flooring like carpet and fine stone tile.
=== Compared to sculptures ===
Creating sculptures can be more efficient for beauty, so long as you have a competent artist.
For 100 , you could create 25 stone tiles, or beauty ( relative to concrete). The same material can make a stone large sculpture; a normal quality sculpture is anywhere from (granite, limestone) to (marble) beauty. Even a poor quality sculpture, with half the beauty, can beat stone tiles. The sculpter would take more work: up to work, but paving 100 stone tiles would cost of work (for Construction 8). 
* Wood is easier to work with (taking of work for large sculpture), is a generally easier material to obtain, and has the same beauty as granite. Therefore, using wood is even better than stone for this purpose.
However, sculptures have a key drawback - they reduce a room's space. Stone tiles add to both beauty and wealth, without impacting effective space. This can be relevant for smaller rooms like bedrooms. Making rooms more cramped reduces impressiveness - both directly, and by reducing the impact of beauty on impressiveness. So in small rooms, stone tiles can be an effective installation. In large, barracks + dining room + rec room structures, sculptures end up being more efficient choice.
== Version history ==
* 0.2.363 - added
* 1.4.3523 - Cleaning time factor added.
Category:Floor
Stonecutter's table

== Acquisition ==
== Summary ==
Stonecutting is a crafting task, but gives no experience points. Each stone chunk will make 20 stone blocks of the respective stone type, and the crafting skill level of the pawn does not influence the yield. Only the general labor speed of the crafting pawn influences the speed at which chunks are cut.
Work bills can be created at the stonecutter's table for each kind of stone chunk, as well as a special bill that will use any type of stone chunk available.
Chunks for the active work bills will be taken from anywhere on the entire map, even if they're not marked for hauling. This can be avoided by reducing the ingredient radius on the work bills.
When setting up the work bills, keep in mind that the task count lists the amount of chunks that are cut, not the amount of stone blocks produced. So in order to produce 100 stone blocks, a bill of 5 has to be set up, each producing 20 stone blocks.
== Analysis ==
In order to any of several types of stone block, it is easiest to create the universal work bill, and then select only the desired rock types from the list of allowed ingredients.
It is more efficient to create a dumping stockpile zone close to the work station, and adjust the ingredient radius accordingly. Especially when creating an infinite work bill, your pawns will eventually travel very far to gather the remaining stone chunks, unless the ingredient radius has been limited manually.
== Version history ==
* 0.2.363 - Added.
* 0.3.410 - Now requires research.
* 0.10.785 - Can now be made of various stuffs.
OldStonecuttersTable.png|Original Stonecutter's Table Sprite
Category:Production Category:Resource Production
Strawberry plant

A strawberry plant is a leafy bush that grows large, fleshy red berries that can be planted in growing zones by your colonists. Unlike wild berry bushes, strawberry plants are a crop, and are completely removed when harvested and must be replanted to be grown and harvested again.
Unlike most other foods that must be cooked to prevent the "ate raw food" thought, berries can be eaten raw without a mood penalty. However, as with all raw foods, they still have a flat 2% chance to give food poisoning.
== Growing ==
Sowing strawberry plants requires a minimum growing skill of 5, but any colonist capable of plant cutting can harvest them.
Strawberries are greatly affected by fertility of the soil, and as such, they are best suited to be grown in hydroponics basins, where their yield outperforms all other crops except rice.
== Gallery ==
Strawberry plant immature.png|Immature strawberry plant
Strawberry plant.png|Mature strawberry plant
== Version history ==
* Beta 19/1.0 - Min fertility 50% -> 100%. 
Category:Plants
Category:Domesticated plants
Study Efficiency

== Factors ==
* Hediffs
** Voidsight: 
** Void touched: 
* Precepts
** Void Study:
*** Very inefficient: 
*** Inefficient: 
*** Efficient: 
*** Very efficient: 
== Offsets ==
* Traits
** Occultist: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:StudyEfficiency
* Label:study efficiency	A multiplier on how much knowledge a person gets when studying unnatural entities.	
* Display Order:140
* Def Name:PawnWork
* Label:Work
* Display All By Default:	
* Default Base Value: 
* Show On Default Value: 
* To String Style: PercentZero
* Min Value: 
* Show On Animals: 
* Show On Mechanoids: 
* Show Developmental Stage Filter: Child, Adult	- 	210
== Version history ==
* Anomaly (DLC) Release - Added.
Stuff

Stuff is a concept in RimWorld's code by which a material can be chosen before creation of an item or building, used in the item's construction and the stats of the chosen material affect the stats of the end product.
An item that can do this is called "stuffable".
Examples of stuffable things include most structures, furniture, melee weapons and apparel.
Stuff is categorized. For example, an item can be made of "Leathery" stuff, i.e. that part of the recipe can be fill by the correct amount of any given leather. Some recipes give you a choice, for example beds' stuff is tagged "Metallic, Wood, Stony", allowing the player to choose between those. There are often better/worse choices, especially given the practical availability of different material for different colonies, but also different "stuff" can have differing effects on the final product (e.g. "wood" is more flammable than stone, and "stony" beds are not as comfortable as wood or steel, except for jade). Such details are available in articles for specific items.
The stuff categories are:
Stuff category	Materials
Leathery 	
Fabric 	
Woody 	
Metallic 	
Stony 	
 	
Note that, despite being full categories of their own, currently the only material in the Woody category is Wood and the only material in the Bioferrite category is Bioferrite. Notably, Bioferrite is also in the Metallic category.
== List of stuffable things ==
== Version history ==
* 0.7.581 - Stuff system added. Prior to this, objects equivalent to stuffed objects had to be distinctly defined i.e. wood wall and metal wall.
== See also ==
* Materials
Category:Game mechanics