nyuuzyou/wikis huggingface dataset:
Signal chip

Signal chips are a resource added by the Biotech DLC. 
== Acquisition ==
A single signal chip will be dropped by a hostile diabolus upon death, regardless of whether the diabolus is summoned by the comms console or spawned naturally as part of a raid. It is not relevant who kills the diabolus - a diabolus killed by other factions, wild animals, or berserk mechanoids still drop the signal chip. Player controlled diaboli will not drop a signal chip.
== Usage ==
Signal chips are used to create various mechanitor items, and studying one at a research bench is required to research Standard Mechtech. The chip is not consumed in the process of studying it.
They are used in the following crafting recipes:
== Analysis ==
Signal chips are the main reason to call in and fight a diabolus. Standard Mechtech gives access to a variety of mechs (pikeman, scyther, scorcher, tunneler), and a few mechanitor items. 
Once you have studied a signal chip, bandwidth packs are often the most helpful use of signal chips. For , this item gives bandwidth and never degrades, nor can it shut down like a band node. Compared to other signal chip items:
* The mechcommander helmet gives bandwidth for 1 signal chip. However, the array headset also gives bandwidth and occupies the head slot. The advantage of the mechcommander helmet is that it gives the protection of a flak helmet while also giving bandwidth. For mechanitors hiding in the backlines, this helmet doesn't see too much use.
* Standard control sublinks give Global Work Speed to all labor mechs, for 1 signal chip. The bandwidth pack can give up to 9 more labor mechs, which usually results in more productivity; basic mechs aren't very expensive. Once you have bandwidth packs on all available mechanitors, further signal chips can be used to make control sublinks. You can install up to 3 standard sublinks per mechanitor, with high sublinks instead using powerfocus chips.
* You can gestate a friendly diabolus using 2 signal chips and some other resources. Diaboli can be very powerful as allies, but are expensive for both materials and bandwidth. They also require High Mechtech to create.
In the lategame/endgame, diaboli can be summoned and farmed for their steel. Any excess signal chips can be sold to exotic goods traders.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3531 - Flammability reduced to 0%.
* 1.4.3555 - Updated textures for all super-mechanoid chips to look more appropriately ultratech than archotech.
SignalChip Old.png|Texture between Biotech Release until 1.4.3555
== See also ==
* Powerfocus chip - A similar resource dropped by War queens.
* Nano structuring chip - A similar resource dropped by Apocritons.
Category: Crafted Resource
Silver

== Acquisition ==
Tiles of silver ore can be found on any map, but must be mined before they can be used. Once you've completed the research necessary to construct a deep drill, it can also be found in midsize deposits underground.
All traders carry a significant amount of silver on them, and will happily trade it for your goods. Non-tribal raiders may carry silver with them when they attack.
== Ore ==
Silver ore tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in midsize veins, ranging from 4 to 12 tiles in size. Each mined block has a base yield of 40 silver, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn. 
Despite being literally made of RimWorld's currency, silver ore has the smallest monetary yield per tile of any ore. All other ores except compacted machinery have the same base yield of 40 per tile of ore but produce resources worth more than each, while compacted machinery makes up for its much smaller yield with a significantly more valuable resource. However, silver as a currency is accepted by all traders at 100% value, and is lighter than most other metals.
== Summary==
Silver is the primary trade currency, also represented by dollars ($). It is also a necessary ingredient in building sterile tiles.
=== Usage ===
Silver is directly used in the following crafting recipes:
It can also be used in place of other metals. Like gold, silver is a small volume material, so costs 10x the items compared to other metals. You can create furniture, recreation sources, and sculptures with impressive beauty values, an it can also be used to produce slightly better-than-average blunt weapons. Jade (and gold) is more beautiful if it is available.
=== Gallery ===
Silver a.png|One silver
Silver b.png|Partial stack
Silver c.png|Full stack
== Version history ==
Silver old.png|Old texture
Category:Material Category:Metal
Silver ore

Silver ore is a natural structure that can be mined to obtain silver. 
== Summary ==
Silver ore tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in midsize veins, ranging from 4 to 12 tiles in size. Each mined block has a base yield of 40 silver, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn. 
== Analysis ==
Despite being literally made of RimWorld's currency, silver ore has the smallest monetary yield per tile of any ore. All other ores except compacted machinery have the same base yield of 40 per tile of ore but produce resources worth more than each, while compacted machinery makes up for its much smaller yield with a significantly more valuable resource. However, silver as a currency is accepted by all traders at 100% value, and is lighter than most other metals.
== Gallery ==
Silver ore.png|Silver ore
Silver a.png|Stack of one silver
Silver b.png|Stack of multiple silver
Silver c.png|Full stack of silver
== Version history ==
* Release - Added.
Category:Natural wall
Silver tile

Silver tile is a type of floor. It is naturally clean, non-flammable, and quite beautiful. 
== Acquisition ==
== Summary ==
Silver tiles gives beauty and has a cleanliness of . It also takes the time to clean filth on it. It is not flammable and does not penalize walk speed.
Silver tiles also count as a fine floor for the purposes of nobles.
== Analysis ==
Compared to other general floors, they are quite beautiful, but resource intensive and add a significant amount of Wealth to the colony. While it is a trivial-to-defend way to improve area beauty and cleanliness, its practical use as flooring is limited. It is considerably more efficient to construct sculptures to improve room beauty in most circumstances. 
There may be some merit to its use in defensive areas, such as killboxes, where non-flammability is important, where more beauty will improve the mood of colonists in combat and help prevent mental breaks occuring at inopportune times, but where sculptures would be at risk of destruction. The clean time factor can also help against blood.
=== Fine flooring ===
Silver tiles are surprisingly competitive as a fine floor, which are all resource intensive. Impressiveness weighs heavily towards the lowest stat, so the small Cleanliness of silver and gold tiles help. Gold tiles are 10x more expensive - while more beautiful, sculptures are usually a superior form of beauty.
* Silver tiles have the same beauty of fine carpets, while only being 6 Market Value higher. Meanwhile, silver tiles are much faster to construct, have +0.2 Cleanliness, are 333% faster to clean, and are non-flammable. However, cloth is easier to grow in massive quantities when the biome supports it. If the cloth needs to be bought, then silver tile usually comes out ahead. 
* Fine stone tiles are also nonflammable, but only have +3 beauty and no Cleanliness. Stone takes longer than even fine carpet to construct, and creating stone blocks is a time-consuming task. The main appeal is that stone is very cheap; stone is nearly always available, and fine stone has half the wealth of silver. Fine stone floor also has a cleaning time of 80% (25% more than silver). 
Note that carpet requires the separate Carpet making research. Both silver and fine stone require the instead, a pre-requsite for many other essential projects.
== Version history ==
* 1.1.2562 - Now considered fine floor.
* 1.4.3523 - Beauty decreased from 5 to 4 and cleaning time factor added. Description changed from For a futuristic but royal look, silver tiles fit perfectly into luxurious rooms. They get a bonus to cleanliness. to For a futuristic but royal look, silver tiles fit perfectly into luxurious rooms. They are quick to clean and get a bonus to cleanliness.
Category:Floor
Category:Fine floor
Simple helmet

The simple helmet is the first available headgear that can be crafted from metal.
== Acquisition ==
They can also be purchased via trading or looted from Outlander and Pirate raiders.
== Analysis ==
Simple helmets are a relatively cheap way to protect the head, a vital part of any pawn. They don't provide much insultation - if temperature is an issue, you may want to wear hats like a cowboy hat or tuque instead. In the early game, or when dealing with large numbers of pawns, the simple helmet provides a decent amount of protection for a small amount of resources.
Protection offered by a simple helmet depends on its quality and material. It has a material effect multiplier of 50% for all types of damage. 
=== Comparisons ===
*A steel simple helmet can beat all but the highest quality war masks, and is on par with an expensive hyperweave veil, beating all other materials. 
*A steel flak helmet beats even a plasteel simple helmet. However, flak helmets require components (often in high demand) and plasteel (which may be hard to get early on).
Simple helmets are fairly heavy with a mass of 2kg - tied for the heaviest headpiece with the cataphract helmet . However, this is unlikely to be relevant in most circumstances.
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Simple helmet.png|Base variant
Spikecore simple helmet.png|Spikecore variant
Hindu simple helmet.png|Hindu variant
Rustic simple helmet.png|Rustic variant
== Version history ==
* Alpha 17 - Renamed from Military helmet to Simple helmet. Received a slight buff to protection and no longer requires components.
* Beta 19 - it became cheaper, and materials now affect armor rating. It now also protects against heat.
* Ideology DLC Release - Received styles via new Ideoligion style system. 
Category:Armor
Simple meal

.
== Acquisition ==
Simple meals can be cooked at a , , or . A simple meal requires 0.5 units of nutrition from raw food - this is equal to 10 units of rice, potatoes, meat, and most foods. They require of work to make, and have no minimum cooking skill. Cooking at a campfire doubles the work required, to of work.
== Summary ==
A simple meal can be eaten by humans or animals for 0.9 nutrition, or 90% of a human's hunger meter. As it takes 0.5 nutrition of raw food to create, simple meals provide 180% nutrition efficiency. 
Eating a simple meal has no intrinsic effect on mood like some other meals, however if it was made out of insect meat or human meat, their respective moodlets will be applied. If Ideology DLC is active and the meal was made out of raw fungus, its normal moodlet will also be applied.
== Analysis ==
Going from eating raw food to simple meals is a huge upgrade, since:
* Simple meals give the nutrition of raw food.
* Simple meals avoid the Ate raw food moodlet.
* Simple meals have a lower chance of giving food poisoning than raw food, assuming a clean cooking area and a chef with a cooking skill of 3 or better.
* Simple meals last for 4 days compared to Raw Meat lasting for 2 days. however, Raw Vegetables last about over 30 days longer.
Compared to other meals:
* Fine meals give a Ate fine meal mood boost and have the same nutrition efficiency, but require both meat and vegetables to create. They take more work and require a Cooking skill of 6. Vegetarian fine meals and carnivore fine meals can be made from 1 type of food, but waste food in the process.
* Nutrient paste meals give a moodlet, require Nutrient paste researched (which New Arrivals start with), and it takes power to operate a dispenser. However, nutrient paste meals give the nutrition (300% the nutrition from raw food), never give food poisoning, and take no work to create. Paste becomes relatively better if you do not have a skilled cook, or are limited on food.
== Gallery ==
Simple meal a.png|One simple meal
Simple meal b.png|Partial stack
Simple meal c.png|Full stack
Carnivore simple meal a.png|One carnivore simple survival meal
Carnivore simple meal b.png|Partial stack
Carnivore simple meal c.png|Full stack
Vegetarian simple meal a.png|One vegetarian simple meal
Vegetarian simple meal b.png|Partial stack
Vegetarian simple meal c.png|Full stack
== Version history ==
* 0.2.363 - Added
* Beta 19/1.0 - Traders will no longer accept typical short-life meals, including simple meals.
Simple meal old.png|Old texture
Category:Food Category:Processed Food Category:Meal
Site

A site is a generated encounter placed in the world map for use in random encounters, faction bases, and quest encounters. These are randomly generated and may or may not contain enemy pawns.
== Site Types ==
=== Player Bases ===
=== Faction Bases ===
=== World Quests Locations ===
World quests are events that happen in the world map instead of in your colony. They don't affect any of your bases directly, and to interact with them, you must send out a caravan to investigate.
=== Pocket Maps ===
Pocket maps are maps contained within other sites. They are temporary, appear as part of events, and contribute to the wealth of their parent site. There are currently only two types of pocket map in the game:
* Pit gate undercave
* Labyrinth
Category:Environment
Skipshield

Skipshield is a level psycast that prevents ranged weapon fire in or out of its radius. 
== Acquisition ==
== Summary ==
** Note: Pawns on the tiles shown in gold in the image to the right are shielded from attacks directly targeted at them however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. 
 <canTargetPawns>False</canTargetPawns>
 <canTargetLocations>True</canTargetLocations>
 <canUseAoeToGetTargets>False</canUseAoeToGetTargets>
 <casterMustBeCapableOfViolence>false</
== Analysis ==
Skipshield is most obvious to use to cover your own pawns, allowing melee pawns to close, or giving a respite from attacks. If used for this purpose, keep in mind that it doesn't just stop shots going into the shield, but also from going out the other side. This creates a "shadow" - an expanding cone of area on the opposite side of the shield to the shooter where they can't hit. As the psycast can be positioned whereever you like, unlike the low-shield pack, a single shield can effectively cover a greater area with clever position. Also consider that it prevents firing out of as well. This can allow you to "switch off" any pawn's ranged attacks, even if you couldn't cover all of your pawns with a single or even multiple casts. This is especially useful when a doomsday rocket launcher-armed raider drop-pods into the middle of your pawns. 
The radius of the shield is not blocked by walls. Therefore it can be cast on the inside of a fortification and prevent attacks from the outside doing damage to the walls. This is exceedingly useful for protecting against termites and other breach raids for a short period to prevent breaches, or buy time. 
== Version history ==
* 1.1.2647 - Added as Bullet shield.
* 1.2.2753 - Bullet Shield renamed to Skipshield. 
Category: Psycasts
Skull

A human skull, extracted from a corpse.
== Acquisition ==
Skulls can only be extracted with the Ideology DLC, and only pawns with the Skullspike: Desired precept in their ideoligion can extract skulls. This is done by designating corpses with the "extract skull" designator". It takes of work to extract a skull. This destroys head and reduces the amount of meat and leather extracted from the corpse. Blood will be created from non-skeletal corpses when extracting a skull. It is unknown whether skull extraction reduces the market value extracted from the corpse by a greater amount than is gained from the skull.
Skulls can commonly be acquired from gray boxes in the labyrinth.
Skulls can also be carried by pawns with the psychopath trait as a starting possession.
== Summary ==
Skulls retain the name of the person they were extracted from. Their main purpose is for building skullspikes.
Skulls can be consumed by harbinger trees.
== Analysis ==
== Gallery ==
Skull.png|One skull
Skull stack partial.png|Partial stack of skulls
Skull stack full.png| Full stack of skulls
Gizmo corpse extract skull.png|The gizmo used to designate a corpse for skull-extraction
== Version history ==
* Ideology DLC Release - Added as Ideology-exclusive item.
* 1.3.3069 - Now stackable
* 1.3.3072 - Pawns can no longer extract skulls from corpses that have lost their head since designation.
* 1.3.3101 - Skulls now keep track of the name of the pawn they originated from. Skull extraction blood is no longer labeled as being from the extractor. Skull extraction will no longer drop blood when corpse is already a skeleton
* 1.5.4062 - Migrated to core game files, no longer requiring Ideology.
Category:Crafted Resource
Skullspike

A Skullspike is a decoration added by the Ideology DLC. It inflicts terror on slaves and gives a mood buff or debuff to other pawns depending on their ideology.
== Acquisition ==
 They can be created regardless of ideoligion.
They can also be found in the faction bases of factions with the Skullspike: Desired precept as part of their ideoligion.
== Summary ==
Skullspikes give a mood buff or malus depending on the Skullspike precept, though the Masochist trait negates these mood effects. Non-mashochist pawns with the 'Skullspikes: Desired' precept gain a moodlet for being within 11 tiles of 1-3 of them, mood for being near 4-8, and mood for being near 9 or more. Pawns with the 'Skullspikes: Disapproved' precept get to mood at the same thresholds.
Skullspikes project 25% terror to slaves in a 4 tile radius. Terror decreases suppression loss in nearby slaves.
Skullspikes will display the name of the pawn from whom the skull used to construct it was extracted.
== Analysis ==
Skullspikes are a rather cheap way to get up to mood for suitable ideoligions, simply by being near them. Install them in dining/recreation rooms, so that all your pawns will see them. There is no functional reason to not have the Skullspikes: Desired precept; this precept can be put on any ideoligion, it does not penalize you for not having skulls around, and the Skullspikes: Disapproved precept offers no benefit.
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3101 - Can now be walked through.
* 1.3.3117 - Now displays whose skull is contained inside on their inspect pane. Path cost 0 -> 30.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings)
Slab bed

Slab beds are a type of furniture added by the Ideology DLC. They are a variant of the regular bed that provides no comfort to their users but does provide a mood boost to those with the correct precept. 
== Acquisition ==
 The constructor must follow an ideoligion with the Pain is virtue meme in order to build it.
== Summary == 
s are a form of sleep furniture. One pawn can sleep on one at a time. 
Slab beds function as do other beds, but provide no comfort to their users. Instead, they provide a "Slept on slab bed" mood buff to pawns with an ideoligion with the Slab bed: Preferred precept. As of 1.3.3117, the end table and dresser are as related options to build when the slab bed is selected, and the dresser is shown as linking to the it as well, but neither facility improves the bed.
Otherwise, their bed stats act as they do on other beds.
=== Rest Effectiveness ===
Rest Effectiveness is a measure how fast a pawn will regain rest. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. 
Rest effectiveness varies by quality and material. Stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level.
=== Surgery Success Chance Factor ===
The Surgery Success Chance Factor is exactly what it sounds like - a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type with most beds and bedrolls having a base value of 100%, the sleeping spot a lower value of 70%, and the hospital bed a higher value of 110%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.
=== Healing ===
A pawn resting in a of any quality will have their Immunity Gain Speed multiplied by and heal an additional HP from injuries per day.
== Analysis ==
Slab beds are an obvious choice for pawns following Pain is Virtue, which always has Comfort: Ignored. For the same resting stats, slab beds cost fewer materials, require less work, and have a moodlet over a regular bed. For other pawns, the loss of comfort turns a possible moodlet into a Uncomfortable moodlet.
The real comparison is not between slab and regular beds, but if you should take Pain is Virtue as a whole. The lack of comfort means you don't have to build dining chairs or armchairs, but lose out on the comfort bonuses later on. Other than that, you will have to deal with Scarification, but gain the benefits of Rough Living (making the earlygame easier) and Pain: Idealized (allowing pawns to remain stable in the toughest of times). Scars can make up for mood, but come at the usual costs of pain.
== Version history ==
* 1.3.3200 - Base flammability multiplier increased from 0% to 100%
Category:Furniture Category:Sleep furniture
Slate

Slate is a natural structure that can be mined to obtain a Slate stone chunk. Do note that this is not a guarantee.
== Summary ==
Slate tiles have 500 health each, being the middle point of health between rock tiles. Each mined block has ~25% chance base to yield a slate stone chunk, each of which can be transform into 20 slate blocks.
This tile can also be smoothed to create Smoothed slate.
== Analysis ==
== Gallery ==
Slate.png|Natural slate wall
Smoothed slate.png|Smoothed slate wall
Slate chunk A.png|Slate chunk variant A
Slate chunk B.png|Slate chunk variant B
Slate chunk C.png|Slate chunk variant C
Slate blocks A.png|Single stack of slate blocks
Slate blocks B.png|Stack of multiple slate blocks
Slate blocks C.png|Full stack of slate blocks 
== Version history ==
* ? - Added.
* Beta 19/1.0 Update - You can now smooth natural rough rock walls into high-quality walls.
Category:Natural wall
Slate blocks

== Acquisition ==
Slate blocks are cut from slate chunks at a . It takes of work to cut a single chunk into blocks.
== Usage ==
Slate blocks can be used to craft and build the following things:
== Analysis ==
== Gallery ==
Slate blocks A.png|Stack of 1 slate blocks
Slate blocks B.png|Stack of multiple slate blocks
Slate blocks C.png|Full stack of slate blocks
== Version history ==
* 0.7.581 - Added, previously there was only generic "stone".
* Beta 19/1.0 - Slowed constructing buildings with all stone types by 20%
Category:Material Category:Stone Category:Stone Blocks