nyuuzyou/wikis huggingface dataset:
Burka

Burkas are a form of clothing added by the Ideology DLC. They cover the entire body but inflict a move speed penalty.
== Acquisition ==
They can also be purchased from traders.
== Summary ==
The burka is unusual in that it occupies the Outer layer and covers almost the entire body, including the head, which is otherwise the exclusive purview of Headgear layer items. The sole exception in this coverage is the hands and feet which no apparel covers. This allows it to stack protection to those body parts with Headgear layer items. However, despite the Outer layer rendering over all other layers visually, it is considered to be under both the Headgear and Eyes layers. Therefore, the burka will attempt to mitigate or negate damage, and thus take damage to its , only after items in those layers have attempted to do so when there is overlap in coverage.
== Analysis ==
Although it provides less protection than a duster, and slows down the wearer, it does add extra armor over helmets to the face and head.
The most ideal use of the Burka seems to be as a full body prisoner outfit, as a single garment, that has the added benefit of slowing the prisoner that wears it.
This point is more attractive considering the Burka's features with an identical "stuff" to make cost, although at roughly 160% the work time (1.11 min vs 30 sec) as Tribalwear
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3072 - Now covers neck and shoulders.
* 1.3.3101 - Bionic and archotech eye no longer visible under the burka.
* 1.4.3523 - Fix: Sleeping pawns wearing burkas don’t have hair rendered, even though you can see their face/head.
Category:Clothing
Burnbong

A Burnbong is a consumable ritual focus added by the Ideology DLC. It, along with the incense shrine, serves as one of two potential foci for the Smokeleaf Circle ritual. Like the autobong, it generates a large cloud of intoxicating smoke by the burning of Smokeleaf leaves placed inside it.
It will disintegrate after several uses.
== Acquisition ==
 Burnbongs can only be constructed by pawns with an ideoligion that has selected them as a building option. Only ideoligions with the High Life meme can select them.
== Summary ==
Used in the Smokeleaf circle ritual, where it creates a cloud of smokeleaf smoke. Colonists will get a "Stoned on Smokeleaf" high for approximately 17-18h after the ritual's completion.
== Analysis ==
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings)
Burned floor

Burned floors are created when most types of flammable floors are destroyed by fire.
== Summary ==
There are four variants with different names, descriptions and graphics (see Gallery below), but otherwise identical properties.
* Burned carpet is created from carpet, fine carpet, hex carpet, mindbend carpet and morbid carpet.
* Burned straw matting is created from straw matting.
* Burned wood floor is created from wood floor, however, despite them being made out of wood, not from totemic boards.
* Burned bioferrite plate is created from bioferrite plate.
Burned floors act like any other type of flooring. In order to build a new floor, the burned floor must be removed first.
== Analysis ==
All burned floors massively lower room beauty and additionally constitute no wealth, reducing the size of raids, although the wealth decrease is likely to be minuscule at best. Tortured artists could benefit from burned floors in their bedrooms due to the massive beauty and quality hit, as well as ascetics due to their desire to have poor living conditions. Producing burned floors is a relatively simple process: just build a room out of fireproof material such as stone, lay down carpet/wood/hay flooring, remove any flammable furniture, and use molotov cocktails to set the room on fire. Forbid the door to prevent your pawns from walking in and burning to death and/or suffering heat stroke.
== Gallery ==
Burned carpet.png|"Burned-out carpet."
Burned straw matting.png|"Straw matting that has been burned in a fire."
Burned wood floor.png|"Burned-out wood plank flooring."
Burned bioferrite plate floor colored.png|"Burned bioferrite plate."
== Version history ==
? - Move speed penalty reduced to prevent exploitation.
Category:Floor
Burned stump

A burned stump is what remains after a tree has been burned down by fire. It blocks planting a new tree until it's removed. For the necessary of work it yields only comparably few . Also it's quite ugly and provides only relatively low cover.
Cutting them does not give a mood penalty to those with a precept against cutting trees.
Despite not growing, it has growdays and lifespanDaysPerGrowDays values set. It is unclear what effect, if any, this has.
== Gallery ==
Burned tree a.png|Burned stump variant A
Burned tree b.png|Burned stump variant B
== Version history ==
* Sometime before 1.3.3117 - Wood yield increased from 0 to 4. This conflicted with the description which stated that the tree "yields no usable wood".
* 1.3.3159 - Fix: Burned tree description states it doesn't drop wood when it does. Description changed from "A burned tree stump. It's ugly and yields no usable wood." to "A burned tree stump. It's ugly and yields very little usable wood".
* Probably 1.4.3523 - Renamed from Burned tree to Burned stump.
Category:Plants Category:Tree stumps
Bush

Bushes are a type of wild plant found in . Bushes provide 20% cover bonus, and may slow movement more than the default 87% of soil, similar to brambles.
Tame and domestic animals will feed on bushes and other plants (both wild and crops) when they are hungry. Colonies can use pens to keep them in or out of an area.
As cover, it should be cleared from any area an invader might use. This can be done manually, by using the "Cut plants" command, and then maintained by building roofs or floors over that area.
There isn't much more we can say about the bush; it's just a bush.
== Gallery ==
Bush a.png|Bush variant A
Bush b.png|Bush variant B
Bush leafless a.png|Leafless bush variant A
Bush leafless b.png|Leafless bush variant B
Category:Plants
Category:Wild plants
Butcher spot

The butcher spot is a Production site used by cooks to butcher animals and humans into meat and leather without needing to construct a butcher table, at the cost of a 30% loss in return.
== Acquisition ==
Butcher 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 butcher spot offers only 70% efficiency compared to the butcher table. This means that 30% of the meat and leather will be lost in the butchering process compared to the return from the table. 
It has no cleanliness penalty, unlike the table.
Butchering requires a fresh (not rotten) corpse of an animal or human. Butchering requires of work, modified by the butchery speed of the cook and up to two nearby tool cabinets, and yielding a return in meat and leather modified by:
* The base yields of the animal 
* The butchery efficiency of the cook
* The maturity stage of the animal.
* A 66% multiplier for damaged corpses i.e. any animal not tamed and then cleanly slaughtered. 
* A percentage multiplier for lost body parts.
* A 70% multiplier for being a butcher spot instead of a table.
==== Human corpses ====
Butchering a human inflicts a non-stacking 6-day mood penalty for all colonists, prisoners, and slaves, as well an additional 6-day for the butcher. The good news is that the colony-wide penalty only stacks once, but the penalty for the butcher can stack 10(!) times with a 0.75 stacking multiplier. Pawns with any of the Psychopath, Bloodlust, or Cannibal traits ignore both penalties, so if you are going this direction it would pay to train one as a back-up cook to get the most out of each corpse.
* See also Human resources
== Analysis ==
Useful for when resources are tight, such as on sea ice, or when you don't want to dedicate the time to build a butcher table, such as on caravan and event maps.
== Version history ==
* 0.19.2009 - Added.
Category:Production
Category:Food Production Category:Resource Production
Butcher table

A butcher table is a production bench for butchering non-rotten creatures into raw meat and leather.
== Acquisition ==
== Summary == 
=== Butchering ===
Butcher tables are used to butcher fresh (not rotten) corpses into meat and leather. Colonists assigned to cooking will butcher creatures, after they have actioned all available meal cooking bills. Butchering requires of work, modified by the butchery speed of the cook and up to two nearby tool cabinets.
The yield of butchering depends on the following factors:
* The base yields of the animal 
* The butchery efficiency of the cook
* The maturity stage of the animal.
* A 66% multiplier for damaged corpses i.e. any animal not tamed and then cleanly slaughtered. 
* A percentage multiplier for lost body parts.
Using a butcher table gives no penalty towards butcher yield, while the butcher spot only gives 70% yield. When a creature is butchered, it will create blood, which is considered filth. 
The Butcher Creature bill defaults to include all animals and exclude humanoids, but can be configured to include or exclude any species of organic pawn. The bill configuration can also restrict ingredients by hit points by adjusting the minimum and maximum sliders. 
Butchering a human will inflict a mood penalty to colonists on the map, and a stacking penalty to the butcher. Colonists with the cannibal, bloodlust, or psychopath traits, or colonists following a suitable ideoligion, are immune to both moodlets.
=== Kibble ===
Butcher tables and butcher spots can be used to create kibble. Compared to the butcher spot, the butcher table offers more kibble from the same ingredients.
=== Cleanliness ===
== Analysis ==
Butcher tables are cheap, require no research, and offer a substantial boost to your butchering yield. If you are in any way reliant on meat for food or leather for trade or crafting, then you should make a butchering table as soon as possible.
Optimally, butcher's tables should be placed near your kitchen area and/or cold storage, to reduce travel time. However, as they actively create filth when used, they should not be placed in the same room where you prepare meals, unless that area is large enough to not risk the average cleanliness dropping below the -2 required to chance food poisoning. You can place them in a freezer, though note that temperatures below , i.e. all temperatures cold enough to refrigerate or freeze foods, will inflict a work speed penalty, and prolonged exposure to low temperatures can risk hypothermia.
== Version history ==
* 0.10.785 - Can now be made of various stuffs.
ButcheringTable Old.png|Old Butchering Table Texture
ButcheringTable Oldest.png|Oldest Butchering Table Texture
Category:Production
Category:Food Production Category:Resource Production
Butchery Efficiency

Butchery Efficiency acts as a multiplier to the butchered animal's Meat Amount and Leather Amount.
== Factors ==
* Cooking : 75% plus 2.5% per skill level.
* Manipulation: 90% importance. No max
* Sight: 40% importance, 100% max.
* Ranching precept multiplies efficiency by 
Butchering efficiency is capped at 150%.
== Version history ==
* 1.5.4062 - Cap raised to 150%
Button-down shirt

The button-down shirt is one of two shirts available in core RimWorld.
== Acquisition ==
Button-down shirts can also be purchased from traders or stripped from Outlanders, Pirates and Empire pawns.
== Analysis ==
Button-down shirts are a direct upgrade to t-shirts, with only a minor increase in cost. Comparing the two options:
* T-shirts have the same armor values, but don't cover the arms or neck
* T-shirts offer slightly worse insulation from cold (22% vs. 26%)
* T-shirts require fewer textiles to craft (40 vs. 45) and take less work (27 vs. 45)
Although these benefits may seem small, they can go far when combined with the right materials and other pieces of apparel. The cost increase to make a button-down shirt compared to a t-shirt is negligible, so there's very little reason not to choose button-down shirts for your colonists.
Button-down shirts, when paired with pants, also compete with tribalwear:
* Tribalwear has identical armor values, but less coverage (tribalwear also doesn't cover the arms and neck)
* Tribalwear has better insulation from cold (55% vs. 46%)
* Tribalwear has much better insulation from hot temperatures (55% vs. 18%)
* Tribalwear has lower materials and work cost (60 textiles and 30 work vs. requires 85 textiles and 72 work)
A bit of extra neck and arm protection is usually seen as valuable enough to merit the lower insulation and higher crafting cost of pants and a button-down. But colonists in ultra-hot biomes may prefer the better insulation of tribalwear, especially when first starting out.
== See also ==
* T-shirt - a less expensive but less protective alternative.
* Formal shirt - a more expensive version required by Nobles
* Eltex shirt - an uncraftable shirt that improves Psycasting
Category:Clothing
Camelhide

== Acquisition ==
The following animals provide Camelhide. 
== Usage ==
Camelhide can be used to craft and build the following things:
== Analysis ==
Camelhide is one of many textiles with stats almost identical to plainleather, only diverging in having better heat insulation and slightly higher market value and beauty factor. In this way, it can be considered the heat focused counterpart to Bluefur
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. Yet camelhide's heat insulation is amazing, the second best against heat (in a 3-way tie). So unlike comparably protective textiles, it can retain utility in hot biomes into the mid-game. Later on, devilstrand is as insulative and significantly more protective. Therefore, growing devilstrand should be made a priority in these biomes. If heat isn't an issue, then other leathers should be used before devilstrand whenever possible.
For use in furniture, it only has a slightly improved beauty factor than other common textiles. However, its mid-game redundancy as clothing makes it a decent choice for improving furniture beauty. Yet wools are superior for beauty and reasonably common, limiting the long-term utility of camelhide.
== Gallery ==
Camelhide a.png|One camelhide
Camelhide b.png|Stack of camelhides
Category:Material Category:Textile Category:Leather
Cancer Rate Factor

== Factors ==
* Genes
** Mild cell instability: 
** Major cell instability: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:CancerRate
* Label:cancer rate factor	A multiplier on how likely this person is to develop cancer in any given time frame.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* To String Style: PercentZero
* Default Base Value: 
* Hide At Value: 
* Min Value: 
* Show On Animals: 
* Show On Mechanoids:	- 	2100
== Version history ==
* Biotech (DLC) Release - Added.
Cannibal

Cannibalism refers to the eating of human meat. It may also refer to:
* Cannibal, the trait.
* Raw/Cooked cannibalism, the moodlet.
* Cannibal, for the meme of an ideoligion.
* Cannibalism, for the precept of an ideoligion.
* Cannibal feast, for the ritual.
** Cannibal platter, for a building used by said ritual.
* Cannibal pirate gang, for a type of pirates.
* Cannibal tribe, for a type of tribe.
== See also ==
* Human resources
Cannibal platter

The cannibal platter is a ritual focus used by cannibals.
== Acquisition ==
 They require an ideoligion with the cannibal feast ritual to be constructed.
== Summary ==
A cannibal platter is used for the cannibal feast ritual. Once the ritual has completed, the platter is consumed.
Participants will have blood spawn around them and their saturation filled, and get any associated thoughts from eating human meat.
== Analysis ==
From a pure gameplay perspective, there is little reason to pick the cannibal feast over another ritual that doesn't consume items. Depending on how many pawns participate, it can be an incredibly messy ritual, significantly lowering the room's beauty and taking extra work to clean; and it requires a room impressiveness of 120 to reach full quality.
If you are unable to preserve human meat with a cooler, then a cannibal platter can be used to preserve human meat. Note that this building can only be consumed via ritual.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings)
Cape

The cape is a clothing item added in the Royalty DLC. Nobles of Acolyte rank and above require either one of these, or either a prestige or eltex robe, to consider themselves properly dressed and avoid a negative moodlet. Moral guides can also similarly require them.
== Acquisition ==
It can also be found on Imperial Nobles, for sale at traders and as a quest reward.
== Summary ==
Despite the mention in the description that they hang over one side of the body, their actual coverage is symmetrical.
== Analysis == 
Statistically, capes are identical to dusters. Like dusters, capes are great hot-weather garments, and either item is necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding at the peak of summer. 
Again, like a duster, capes provides reasonable sharp damage protection when made of tough materials, and can be paired with a flak vest for a strong early and mid game armor set. 
They are usually seen as preferable to jackets, since they provide identical armor bonuses, also cover the neck and legs, and have slightly higher hit points (200 vs. 160). Insulation wise, capes offer significantly better insulation from heat (85% vs. 30%), but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft. In cold biomes, parkas are preferable if the temperature is low enough that capes are insufficient. While parkas offer only two thirds the armor and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%)
Compared to dusters, capes have the same stats, but 60% more work to craft with a resulting higher market value. In colonies without nobles, there is little reason to choose them over dusters besides aesthetics or to train crafting while also producing potentially useful items, as high quality capes can be worn, and of greater market value than a regular duster. If there is no need to roll for high quality apparel for wear and Noble Apparel has been researched, corsets and formal vests are more material efficient as training objects.
In colonies with nobles which will likely already require capes, switching means production can be simplified to a single type of outer layer for all pawns, reducing redundancy at the cost of additional crafting time. 
Lastly, unlike dusters, they can be chosen as desired apparel in certain Ideoligious roles.
== Version history ==
* 1.2.2753 - Added.
* ? - no longer requires Noble Clothing research 
Category:Clothing
Capybara

Capybaras are difficult to tame herbivores.
== Obtaining ==
Capybaras can be found in tropical rainforests and tropical swamps only. They can either be tamed by a handler or self-tame in a random event. 
Capybaras can be bought and sold in other faction bases and from exotic goods traders. Capybaras purchased from traders will be already tamed.
== Summary ==
== Analysis ==
Capybaras are one of many animals that exist to be hunted, or be manhunters, and not much else. They are otherwise outclassed by alpacas.
=== Nutrition ===
When slaughtered, a capybara yields meat and leather as a baby; meat and as a juvenile; or meat and leather as an adult. 1 meat is equal to 0.05 nutrition.
An adult capybara consumes nutrition per day, and creates up to offspring per day.
* When offspring are slaughtered as babies, a female capybara will produce nutrition of meat per day, giving a nutrition efficiency of .
* If the offspring are allowed to grow to adulthood, they will consume an additional nutrition per day, but will instead yield nutrition per day as they are slaughtered, resulting in a nutrition efficiency of .
When considering a population of equal numbers of males and females, these nutrition efficiencies fall to for baby slaughter and for adult slaughter.
Capybaras are strictly inferior for meat (per unit hunger) than both alpacas and chinchillas, both which can be found in tropical biomes. Alpacas can be sheared for wool and are pack animals, while chinchilla fur is a much more valuable trade good. Alpacas are easier to tame, and come in herds, meaning its easier to get a breeding pair of them.
== Training ==
== Health ==
== Gallery ==
Capybara east.png|Facing east
Capybara north.png|Facing north
Capybara south.png|Facing south
Dessicated capybara east.png|Decaying
== Version history ==
* 0.12.906 - Added
Category:Animals
Category:Wild animal
Caravan Riding Speed

== Factors ==
All animals with a Caravan Riding Speed greater than 100% are rideable at the Adult Lifestage.
Animal 	Factor
Dromedary	
Horse 	
Donkey 	
Elephant 	
Thrumbo 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:CaravanRidingSpeedFactor
* Label:caravan riding speed	The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Worker Class: StatWorker_CaravanRidingSpeedFactor
* Show If Undefined: 
* Default Base Value: 
* To String Style: PercentZero
* Min Value:	- 	2203
== Version history ==
* 1.3.3066 - Added.