nyuuzyou/wikis huggingface dataset:
Cooking Speed

It is effectively limited to .
The cooking speed is calculated with a post-process curve from a score that ranges from -20 to 20. It is then further modified by other post-process stats, namely the Global Work Speed.
== Score ==
The default score is 0. The following things affect the score:
* Cooking: per skill level.
* Manipulation: 1600% importance, 150% limit
** Minimum: at 0% manipulation.
** Maximum: at 150% manipulation.
* Sight: 400% importance, 150% limit
** Minimum: at 0% sight.
** Maximum: at 150% sight.
* Gastro-analyzer : 
== Post-process curve ==
The score is then converted into the cooking speed with the following post-processing curve:
Score 	Cooking speed 	Graph
< −20 	10% 	
−20 to 0	Cooking speed = 40% + Score × 1.5%	
0 	40% 	
0 to 20 	Cooking speed = 40% + Score × 6% 	
> 20 	160% 	
== Post-process – other stats ==
After the post-process curve the cooking speed is multiplied by the Global Work Speed.
== Table ==
You can find some common scores and their corresponding cooking speeds in the table below.
Score	Possible composition 	Cooking speed 	Cooking speed 	Cooking speed 	Cooking speed
Score	Possible composition 	100% Global Work Speed	120% Global Work Speed	150% Global Work Speed	180% Global Work Speed
 	Level 0 + 0% manipulation + 0% sight 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	Level 0 + 0% manipulation 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	Level 0 + 0% sight 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	Level 0 + 150% sight 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	Level 0 + gastro-analyzer 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	Level 0 + 150% manipulation 	 	 	 	
 	 	 	 	 	
 	Level 0 + 150% manipulation + 150% sight 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	Level 0 + 150% manipulation + 150% sight + gastro-analyzer
Corn

Corn is a vegetable raw food obtained by harvesting corn plants.
== Acquisition == 
The corn plant can be sown by all pawns immediately. Each plant requires full days at optimal light and temperature range to reach maturity in normal, 100% fertile soil and yields units per plant, before modifiers for Difficulty and Plant Harvest Yield.
== Summary ==
As a raw food, corn can be be eaten raw, with a flat 2% chance of giving food poisoning, or cooked into a meal with a food poisoning chance dependent on the skill of the cook and the cleanliness of the kitchen. Animals are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of nutrition, such as fine meals, corn is classified as a vegetable.
As with most raw food, eating corn directly results in a Ate raw food mood penalty. This mood penalty is negated if the pawn has the ascetic trait or the robust digestion gene.
Corn takes days to rot without refrigeration, double that of most other vegetarian foods.
== Analysis ==
Corn is the least labor-intensive food crop per item of food produced. This is balanced by a long grow time, with the risks from raiders, events, and weather. This typically makes it useful late game where a stock of food is built up in case of famine, and where switching to corn frees up pawn time or means more pawns can be supported for the same labor. 
In terms of absolute food per tile per day, rice is slightly better in regular soil, and becomes much better in hydroponics, where corn can't be planted. However, this comes at the expense of massively more work - in most instances simply making a corn field bigger is a more efficient choice, with small fields of rice being used to make up any immediate needs for food.
Category:Food Category:Raw Food Category:Vegetarian
Corn plant

The corn plant has a long growing cycle and a very high yield of 22 pieces of corn. It cannot be sown in hydroponics. Corn plants have a base growing time of 11.3 days, need a minimum soil fertility of 70%, and have a fertility sensitivity rating of 100%. Corn has the second-highest base yield per day (approx. 2.7% less than rice), but requires the least farming labor to maintain due to its long growing cycle. 
Like most domesticated plants, they are subject to blight.
== Growing ==
The following table details how long it takes for corn plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
== Analysis ==
In regular soil, corn plants provide slightly less nutrition per day (per tile) than rice plants (97%) and slightly more than potato plants (102%). Their primary advantage is their incredible labor efficiency: corn provides % the nutrition per work of potatoes, and % that of rice. This is because corn has the highest harvest yield, meaning fewer sowings and harvests for a given amount of food, but it is balanced by a long grow time.
These long harvest cycles mean that losing a single harvest to blight, fire, cold snaps, or other misfortune is far more consequential than losing a crop of faster-growing plants. And depending on the climate, corn might not reach maturity before winter hits. If your harvest comes in mid-fall, you may want to either forbid sowing to save labour or temporarily switch to rice in order to get a little more food. It's also recommended to either keep an emergency food stockpile or other alternative food source on hand in case of crop loss. When possible, planting in rich soil will help mitigate the weaknesses associated with its long grow time, while planting in low-fertility soil will exacerbate them.
Corn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. Thus a corn harvest only needs to be placed in a simple shed.
=== Trade ===
Corn is arguably the most work efficient means of generating wealth. For of work, you get Market Value ( 163.5 / game hour), and it does not need to be processed any further. This is amazing value; it even beats flake in terms of pure work efficiency.
Corn has a few disadvantages when compared to drugs. Corn is heavier. Due to the large quantities of corn, it takes more hauling work. Fewer traders accept corn, which is especially relevant when calling traders in with a comms console. For example, if you want to buy goods from an exotic goods trader, you could sell flake directly to them. With corn, you would have to call in a bulk goods trader and then the exotic goods trader, which takes time and consumes goodwill (which, in this case, means consuming money).
== Gallery ==
Corn plant immature.png|Immature corn plant
Corn plant a.png|Mature variant A
Corn plant b.png|Mature variant B
== Version history ==
* 0.9.722 - added.
* Beta 19/1.0 - Min fertility 50% -> 100%. 
* 1.3.3066 - Nutrition increased from 0.3 -> 0.4
Category:Plants
Category:Domesticated plants
Coronet

The Coronet 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 Baron and Count rank.
== Acquisition ==
Coronets can also be purchased or found on nobles.
== Summary ==
To consider themselves properly dressed and avoid a -4 "Want <TITLE>-specific apparel" moodlet, nobles of Baron and Count rank must wear a or one of the following alternative pieces of headwear:
 
== Analysis ==
Coronets are a luxurious headgear that offers a significant boost to social impact of +20%, but provides no armor or insulation. Although the social impact bonus is larger than that of the bowler hat, this bonus is also met by the top hat and ladies hat which also provide some small amount of insulation. As such, they are only useful for meeting the needs of nobles who specifically require a coronet, and even these should be replaced by helmets as soon as possible.
Category:Clothing
Corrosive heart

The corrosive heart is an artificial body part added by the Anomaly DLC that acts as a replacement for a ghoul's heart. It gives ghoul the ability to spit acid at the expense of lower part efficiency and thus blood pumping. 
== Acquisition ==
It can sometimes spawn on hostile ghouls, however they cannot be harvested from them.
== Summary == 
The corrosive heart is a ghoul exclusive body part. Corrosive hearts have an 85% part efficiency, or a reduction compared to a healthy organic heart. This results in loss to Blood Pumping. 
The reduction to Blood Pumping lowers move speed by a total and Consciousness by . The reduction of Consciousness in turn reduces Manipulation, Talking, and Eating. For a full breakdown of the affected stats, see those pages. 
Pawns with the heart installed have access to the "Corrosive spray" ability while drafted. The spray must be manually initiated by the player through use of a gizmo available while the ghoul is drafted and selected. Colonist ghouls will never independently use the spray. It is currently unknown whether NPC ghouls will use the ability.
Spits a fast-moving corrosive fluid projectile in a 3x3 area around the target. This does 30 damage to buildings and items, and creates a harmless "spent acid" filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time. The attack has an of 80% and a stopping power of 1.
* Target: Pawn or Location
* Range: 11.9
* Warmup Time: 
* Cooldown: .
=== Installation ===
The corrosive heart can only be installed in ghouls. Note that despite the description noting pain as the reason it cannot be installed in other pawns, methods of pain nullification such as painstoppers do not allow the heart's installation into other pawns.
Installing the part requires of work. It doesn't anesthetize the ghoul, requires no medicine, cannot fail, but requires medical skill of 4.
Removing the part requires ? of work, ?x medicine of ? quality or better, and has no Medical skill requirements.
Unlike most operation, installing the heart cannot fail.
== Analysis ==
The attack itself is almost identical to Acid spray but the warm up and cooldown times are different.
Acid damage is great for inflicting pain upon pawns, as chemical burn inflict much more pain than bruises or cuts. A corrosive spray followed by a few punches is enough to down most pawns from pain shock. Consider having a few ghouls with this ability to deal with escaping prisoners, entities, or to down fleshbeasts, noctols, or gorehulks for capture.
However, this heart also reduce move speed by the indirect effect of conciousness, causing your ghoul to be even slower.
== Version history == 
* Anomaly DLC Release - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Cotton plant

== Growing ==
Cotton plants have a base growing time of days, need a minimum soil fertility of %, and have a fertility sensitivity rating of %. The following table details how long it takes for cotton plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
== Economy ==
First, be aware that the cotton plant's raw product is "cloth". There is no intermediary product or process, no bales of raw cotton which then need to be cleaned, spun, woven, etc. - in Rimworld, cloth comes off the plant ready for the tailor, sitting in big piles out in your cotton fields. 
Cloth has a market value of 1.9 silver. The final product with the largest profit margin is a duster, having a 1.32%70% 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 	0.71 	0.89	1.14 	1.71
Refined 	0.72 	0.91	1.16 	1.73
Normal quality cloth dusters are actually profitable when compared to devilstrand dusters. This is because cloth dusters have a higher work:ingredient value ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.
== Gallery ==
Cotton plant immature.png|Immature cotton plant
Cotton plant a.png|Mature variant A
Cotton plant b.png|Mature variant B
== Version history ==
* Beta 19/1.0 - Min fertility 50% -> 100%. 
Category:Plants
Category:Domesticated plants
Couch

Couches are a type of furniture up to two colonists can sit on at a time. 
== Acquisition ==
== Summary ==
Couches are a form of seating. You need a seat in order to eat at a table, play at a chess table or poker table, or watch television. While sitting on a couch, comfort increases. They can also be placed in front of most production benches for comfort purposes. The orientation of the couch does not matter for any reason.
Like other furniture, they are not subject to deterioration.
=== Comfort ===
Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair 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.
Comfort varies by quality but not material. Couches of the same quality level will all have the same comfort, regardless of what they're constructed from.
== Analysis == 
More comfortable than armchairs, and cheaper in mats and time per person sitting. See other chair pages to get idea of what else goes here.
== Version history ==
* 1.5.4062 - Added.
Category:Furniture Category:Chair
Cougar

The cougar is a large feline predator. They are solitary hunters that can be found in . If forced to, or when particularly hungry, they are one of the fiercer wild creatures your colonists can face.
They are effectively identical to the panther, only differing in appearance, habitat, and comfortable temperature range.
== Diet ==
Can eat raw meat, corpses, all animal products, meals, all processed foods, and kibble.
== Attacks ==
Cougars have two attacks: scratch (paw) and bite (teeth). Both attacks apply a stun for 6.67 seconds on their first strike when hunting.
Cougars are strong in combat, with a higher DPS than Wolves, and much higher than the Lynx. The Cougar even has a higher DPS than the Warg according to info elsewhere in this wiki. In game as of April, 2019, the Warg was seen to have slightly higher DPS (5.02) than the Cougar (4.67).
== Analysis ==
Cougars can make for good hauling animals and decent attack animals, if you can keep them fed. While they are more wild than a husky, meaning they create more filth and need to be retrained, cougars will not be hunted by other predators. You can feed them off meals, and when using meals, they are actually more efficient than huskies when it comes for hunger rate. However, you'll need raw meat or kibble to train them.
== Training ==
== Health ==
== Gallery ==
Cougar east.png|Cougar facing east
Cougar north.png|Cougar facing north
Cougar south.png|Cougar facing south
Dessicated cougar east.png|Cougar decaying
== Version history ==
* 0.18/1.0 - Now provides the new Panthera fur, which merged its previous leather type, cougarskin, with lynxskin and pantherskin.
Category:Animals
Category:Wild animal
Count-down activator

Count-down activators are Mechanoid cluster buildings added by the Royalty DLC. They wake up the cluster after a set amount of time. The average count-down time is (4.45 days), but could be as short as or as long as (20 days).
== Trivia ==
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.
Category:Mechanoid Cluster
Cow

==Obtaining==
Cows don't spawn in the wild and thus cannot be tamed. They can only be obtained via trading or received through the animal self-taming event.
== Summary ==
A female cow can be milked for up to units of milk (depending on your pawn's Animal Gather Yield).
==Analysis==
Cows are reasonably efficient animals that produce milk, which can be used as a meat substitute for fine meals and lavish meals. 
While they are worse for vegetarian food than chickens, cows can be friendlier to your computer (lots of chickens can create lag).
===Nutrition===
When slaughtered, a cow yields meat and leather as a calf; meat and as a juvenile; or meat and leather as an adult. 
*Milking
Female cows produce per day, or nutrition in milk per day. A cow consumes nutrition per day. This results in a nutrition efficiency of from milk alone ( per day per 1 nutrition consumed).
Cows produce % more milk than the next best producer, the yak. However, yaks are also pack animals. 
*Slaughtering + Milking
Slaughtered as calves, and including the production of milk, the nutrition efficiency of a population of cows varies from to depending on how many more female cows there are than bulls. 
If the calves are allows to grow to adulthood before they are slaughtered, this changes to -.
Cows are reasonably nutritionally efficient, but they are slightly less so than Horses and Ibexs. The increased work required to milk the cows every day further places them behind such competition. As a result, the cow shines best in colonies with the Animal Personhood meme, that want to create fine or lavish meals without slaughtering animals. Even in this regard, cows are inferior to chickens in every respect other than lag-friendliness.
=== Nutrition in a closed system ===
Cows can eat simple meals and nutrient paste meals, even out of their own milk. By converting milk into simple meals, cows create nutrition per day, assuming you have a sufficiently skilled Animals handler. This results in a nutrition efficiency of ; a female cow can sustain itself on its own milk so long as cook can constantly produce it meals.
Using nutrient paste, an efficiency of is reached, enough to feed a cow and bull. However, nutrient paste must be dispensed manually.
==Training==
== Health ==
== Version history ==
* 0.12.906 - Added
== Gallery ==
Bull east.png|Bull facing east
Bull north.png|Bull facing north
Bull south.png|Bull facing south
Dessicated bull east.png|Decaying bull
Cow east.png|Cow facing east
Cow north.png|Cow facing north
Cow south.png|Cow facing south
Dessicated cow east.png|Decaying cow
Category:Animals
Category:Farm animal
Cowboy hat

The cowboy hat is a clothing item that covers the head. It provides a +10% increase to Social Impact, minimal armor for the head and ears, and good insulation against heat.
== Acquisition ==
Cowboy hats can also be stripped from Outlanders or purchased.
== Summary ==
== Analysis ==
Cowboy hats are an easy way to protect from hot weather while also adding a bit of extra armor and a boost to Social Impact. For example, consider a pawn wearing button-down shirt, pants, and a duster (all normal quality, cloth). This outfit gives + of insulation from heat. Adding a cowboy hat to this outfit increases the heat insulation to +. Compared to the tuques and bowler hats:
* All three hats offer the same coverage and armor
* Bowler hats offer a slightly larger boost to social impact (+15% vs. +10%) but slightly less insulation from heat (40% vs. 50%)
* Tuques offer significantly more insulation from cold (50% vs. 10%), but don't offer any insulation from heat or social impact boost
Cowboy hats are especially useful when it comes to surviving heat waves in hot climates, such as deserts or even the extreme desert. Although it has low armor, the cowboy hat should be worn until your base is large and sustainable enough to power air conditioning in all workplaces, at which point it can be passed over for better armor. Arguably, the cowboy hat is better than the simple helmet in warmer climates (or even the flak helmet in extreme circumstances) before the mid-game, preventing pawns from getting the "hot" or "sweaty" mood malus or heatstroke, which reduces their work efficiency.
Overall, the cowboy hat is a decent hat with an exceptional heat insulation while having a niche secondary use as a social impact booster. 
=== Social Impact ===
The cowboy hat should not be used as a social-boosting hat unless it is only a side-benefit of its insulative abilities. The bowler hat provides a larger boost for fewer materials while if the Royalty DLC is installed, the coronet and top hat provide double the bonus. 
Category:Clothing
Crafting spot

== Acquisition ==
Crafting 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 ==
The following items can be crafted at the crafting spot. Note that the crafting spot has a Work Speed Factor of , meaning that all bills will take x as long as at most other work stations.
Note that the War mask and Tribal headdress can only be crafted by Tribal colonies.
A tool cabinet can be placed nearby to increase the work speed at the crafting spot.
=== Smash mechanoid ===
The "smash mechanoid" bill converts mechanoid corpses into usable materials. This requires of work, modified by the Mechanoid Shredding Speed of the pawn doing the shredding but regardless of the type of mechanoid smashed, and produces material dependent on the type of mechanoid smashed, any missing body parts, and the Mechanoid Shredding Efficiency of the smasher. This bill is directly equivalent to the "Smash mechanoid" bill at the machining table, with the only difference being that the machining table instead takes of work. The material returned is the same regardless of the method. 
With the Biotech DLC, the bill has options to separately specify whether to smash enemy mechanoids and friendly mechanoids. By default, only enemy mechanoids are enabled to prevent the smashing of friendly mechanoids that may be resurrected.
 Shredding/Smashing returns by Mechanoid
Mechanoid 	Return
Centipede blaster	steel + plasteel
Centipede burner 	steel + plasteel
Centipede gunner 	steel + plasteel
Termite 	steel + plasteel
Lancer 	steel
Pikeman 	steel
Scyther 	steel
Agrihand 	steel
Apocriton 	steel
Centurion 	steel + plasteel
Cleansweeper 	steel
Constructoid 	steel
Diabolus 	steel + plasteel
Fabricor 	steel
Legionary 	steel
Lifter 	steel
Militor 	steel
Paramedic 	steel
Scorcher 	steel
Tesseron 	steel
Tunneler 	steel + plasteel
War queen 	steel + plasteel
War urchin 	steel
== Analysis ==
While vital in some circumstances, any long-term colony should quickly replace crafting spots with dedicated work stations of the relevant types. While tool cabinets are effective on crafting spots, it is far more effective to dedicate those resources instead to creating those dedicated stations. However, if cabinets are already available and a spot is necessary, then there is little reason not to place spots in range.
They can be useful in caravan trips with mechanoid corpses. Mechanoid corpses will be much heavier than steel and plasteel they yield. Smashing them first will allow you to carry more items out to your caravan.
Crafting spots work slower, so they have a niche in training the Crafting skill. Skill XP is earned based on the time spent crafting. Since crafting spots take longer, they will give more XP. Craft clubs and the like in a dark room, with poor temperature (below or above ), for the slowest results.
Category:Production Category:Drug Production Category:Apparel Production
Crashed shuttle

Crashed shuttles are destroyed vehicles.
== Occurrence ==
Crashed shuttles only ever spawn as a result of a quest - damaging or destroying a shuttle does not create a crashed shuttle in its place. A crashed shuttle will land in a random spot on the map along with a few Steel slag chunks.
Unlike normal shuttles, they do not respect or interact with ship landing beacons in any way.
=== Quests ===
* Sanguophage Transport
* Shuttle Crash
== Summary ==
Crashed shuttles, yield 35 plasteel + 20 steel + 5 components when deconstructed. 
== Analysis ==
== Version history ==
* Royalty DLC Release - Added. 
* ? - Moved from Royalty DLC to Core. 
Category:Ruins