nyuuzyou/wikis huggingface dataset:
Dog leather

== Acquisition ==
The following animals provide dog leather.
== Usage ==
Dog leather can be used to craft and build the following things:
== Analysis ==
Dog leather is one of many textiles with stats almost identical to plainleather, only diverging in having worse heat insulation and market value.
As it is 6-way tied for the 11th most protective textile in the game, it is largely irrelevant as protective clothing after the very early game, and even at that point there are many other options that are just as good or better. Additionally it has a very low beauty factor making it irrelevant for anything else. It does have slightly higher HP when used as furniture than other textiles and has little use otherwise, making it good for sandbags and the like. Besides these limited applications, it should only be used when there is no better alternative or where its stats have little effect on the utility of the resulting item, such as in clothing production quests or Armchairs whose beauty is rarely significantly affects a room's quality.
== Gallery ==
Dogleather a.png|One dog leather
Dogleather b.png|Stack of dog leathers
Category:Material Category:Textile Category:Leather
Donkey

Donkeys, called donkey foals as babies, are tameable herbivores that can be both ridden in caravans and act as a pack animal.
== Acquisition ==
Donkeys can be found in . They can either be tamed by a handler or self-tame in a random event. 
Donkeys can be bought and sold in other faction bases and from bulk goods traders. Donkeys purchased from traders will be already tamed.
== Summary ==
Donkeys are also pack animals, and will carry up to kg of weight in a caravan. They can additionally be ridden for up to 130% caravan speed.
== Analysis ==
Compared to horses, donkeys have lower caravan capacity and lower caravan speed bonus when being ridden. However, they are easier to tame, consume somewhat less food, and reach maturity faster.
== Training ==
== Health ==
== Trivia ==
Prior to 1.3, donkeys were the only pack animal with a low Wildness rating, arguably making them the best as they did not require periodic retaming by handlers.
== Gallery ==
Donkey east.png|Facing east
Donkey north.png|Facing north
Donkey south.png|Facing south
Dessicated donkey east.png|Decaying
Donkey pack east.png|Packing bags facing east
Donkey pack north.png|Packing bags facing north
Donkey pack south.png|Packing bags facing south
== Version history ==
* 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.
* 1.1.2559 - Decrease minimum comfortable temperature 
* 1.2 - Pack capacity reduced from 70kg to 52.5kg.
* 1.3.3066 - No longer trainable. Riding speed statistic added.
Category:Animals
Category:Pack Animal
Category:Farm animal
Double bed

A double bed costs almost twice as much as a regular bed, and provides the same rest. They are a good alternative if you have married colonists or lovers, who will get a mood penalty if not sleeping together.
== Acquisition ==
== Summary == 
s are a form of sleep furniture. Up to two pawns can sleep on one at a time. 
=== 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. With the notable exception of jade, stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level. Jade can safely be used to make beds with extremely high beauty and value. 
=== Comfort ===
Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed 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. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.
An adjacent end table and a nearby dresser will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.
=== 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 ==
Double beds are just a bed that two can share; all stats and in-game effects are otherwise the same. Colonists get a moodlet for sleeping with someone they have 0 opinion of (changing by +/- 1 for every 20 opinion). Conversely, pawns in a relationship will do Lovin' in a double bed, and will become upset when they aren't assigned to the same room.
Double beds are ~.94 times as much work as making two standard "single" beds, and require 5 less material. However, because of the mood penalty, you should just build regular beds unless a relationship happens.
== Version history ==
* 0.13.1135 - Added. Colonists in relationships can now share beds.
Category:Furniture Category:Sleep furniture
Double bedroll

The double bedroll is a furniture item which pawns can sleep in. In essence, it is double-wide version of the bedroll, intended for couples.
It is slightly lighter and slightly more costly than two regular bedrolls. Due to the mood debuff from sleeping together, it isn't recommended for use except for married colonists or lovers. 
== Acquisition ==
== Summary == 
s are a form of sleep furniture. Up to two pawns can sleep on one at a time. 
Bedrolls, both single and double, function similar to beds in most respects. However, unlike other beds, bedrolls can be carried and used in caravans. When resting, caravan members will automatically use bedrolls in caravan inventory, improving their comfort regeneration, rest efficiency, and healing rates. Quality affects these as normal, even when on caravan. Note however that even if pawns fill their rest bar before dawn, the caravan will not be able to move until first light.
To add bedrolls to a caravan, they cannot be "installed", which is their default upon creation. You must select a bedroll and choose the Uninstall option available for all types of Furniture. It will go into regular storage and be available in the config tab when you are forming the caravan.
=== 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 for bedrolls varies by quality.
=== Comfort ===
Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed 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. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.
An adjacent end table and a nearby dresser will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.
=== 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 ==
For now, bedroll analysis covers most of this discussion.
Compared to 2 standard (single) bedrolls, a double bedroll takes ~ 91% of the time but ~6% more material to construct.
Category:Furniture
Category:Sleep furniture
Downloadable content

Downloadable content, or DLCs, is official content downloaded separately from the main game.
In RimWorld, they were first introduced alongside the 1.1 update.
== List of DLCs ==
100px|link=Royalty DLC|Royalty DLC	100px|link=Ideology DLC|Ideology DLC	100px|link=Biotech DLC|Biotech DLC	100px|link=Anomaly DLC|Anomaly DLC
Royalty DLC(1.1) 	Ideology DLC(1.3) 	Biotech DLC(1.4) 	Anomaly DLC(1.5)
Category:RimWorld game
Drape

Drapes are a type of furniture that provide a small amount of beauty and appease nobles.
== Acquisition ==
== Summary ==
Drapes provide beauty, which is impacted by the beauty factor of the textile used. For example, thrumbofur gives beauty, while a cloth drape gives . Like with all multi-tile buildings, the beauty is applied to bottom-left most tile.
Drapes will also satisfy certain noble bedroom and throne room requirements. Unless they are Ascetic, royal barons or higher will demand 2 drapes in their throne room, and 1 drape in their bedroom.
== Analysis ==
Used to please nobles. Outside of noble requirements, they are almost always inferior to sculptures and armchairs. 
A wooden small sculpture costs just wood and takes up only a single tile. A poor quality wood sculpture gives beauty, already better than a devilstrand drape or 3 cloth drapes. A normal quality sculpture, with beauty, beats all textiles except for thrumbofur. Note that wood sculptures take a base of to make, but this is worth the saved space and resources. Therefore, if you have any remotely competent artist (around 3 Art skill), then sculptures are more cost efficient. 
Armchairs give roughly the beauty per textile used. However, armchairs have standable passability so they don't reduce rooms space stat. Moreover they can also be sat on to increase comfort and only take up 1 grid tile, meaning they have more beauty / tile.
Category:Furniture
Category:Royalty
Dread leather

== Acquisition ==
The following animals provide dread leather:
== Summary ==
Inflicts mood penalty when wearing items made from it. 
* 1 item: 
* 2 item: 
* 3 item: 
* 4+ item: 
Nullified by the psychopath trait or the Inhumanized hediff.
== Usage ==
Dread leather can be used to craft and build the following things:
== Analysis ==
Dread leather is joint sixth for most Hit Points Factor, fifth for Sharp Armor, joint sixth for Blunt Armor, and joint third for Heat armor. Dread Leather has average Cold Insulation, and poor Heat Insulation. If the mood penalty is not an issue (most likely due to Inhumanization canceling the mood penalty), butchering entities for their leather can be a cheap way of securing access to a relatively good material for clothing, especially in cold climates where the majority of better insulating materials offer worse armor values.
== Gallery ==
dread leather a.png|One dread leather
dread leather b.png|Stack of dread leather
== Version history ==
* Anomaly DLC release - Added
Category:Material Category:Textile Category:Leather
Dreadmeld

The dreadmeld is an entity added by the Anomaly DLC. It is the largest of the fleshbeasts and can be considered the "boss battle" of the pit gate. 
== Occurrence == 
Only spawns in a Pit Gate. Only one spawns in each Pit Gate.
== Summary ==
The dreadmeld is some sort of huge fleshbeast. Being made out of many smaller fleshbeasts it spawns them regularly when taking damage. When it dies (dropping 3 shards) the pit it lived in collapses, closing the pithole for good after 12 in game hours.
== Analysis ==
The Dreadmeld is slow and lumbering, while only chasing the closest attacker. Barraging it with gunfire while having another pawn kite it is safe, save for the fingerspikes, trispikes, and toughspikes that spawn from it when significantly damaged. If you can manage the additional fleshbeasts, the Dreadmeld itself is largely harmless, so have a fast runner run it in circles while your gun-wielding pawns take it down.
Another strategy consists of locating a tight corner or tunnel, the entrance of which is to be fully blocked by melee pawns, protecting ranged-pawns behind them. That way everybody behind the protective front is safe from the released fleshbeasts once the dreadmeld is damaged. To make this strategy even more effective, close-range firearms like chain shotguns or heavy SMGs and tools for crowd-control like the vertigo pulse should be utilized to reduce damage taken by melee-pawns.
While strategy one ensures that the player is not getting overwhelmed as easily with the amount of spawned fleshbeasts, the second strategy ensures a quick and controlled kill without giving the dreadmeld a chance to use its quick-healing abilities to regenerate health.
Optionally, if you want to use the Pit Cave for some other purpose, don't unleash the Dreadmeld in the first place. This can be avoided by paying attention - a message will appear when a colonist approaches its location, so make a note and stay away from that spot while you build.
== Version history == 
* Anomaly DLC Release - Added.
Category: Entities
Category: Fleshbeasts
Dromedary

Dromedaries, called dromedary calves as babies, are desert-dwelling herbivores that provide milk and act as pack animals.
== Taming ==
Dromedaries are notable for requiring no minimum skill level to tame. They can be found in .
== Summary ==
A dromedary can be milked for up to units of milk (depending on your pawn's Animal Gather Yield).
Dromedaries are also pack animals. They will carry up to 73.5kg of weight in a caravan. They can be ridden by pawns to speed caravan speed by up to 130%.
== Analysis ==
Dromedaries are an "all-in-one" animal, well suited for arid environments. Dromedaries produce milk, are pack animals, and are ridable, a combo entirely unique to dromedaries. In a desert or extreme desert, dromedaries are the only native animal to produce milk, and the only native animal that is a pack animal. Camelhide is also a great textile for heat insulation.
Dromedaries are much larger than most other animals found in a desert and extreme desert.
===Milking===
Female dromedaries produce per day, or nutrition in milk per day. A dromedary consumes nutrition per day. This results in a nutrition efficiency of from females' milk alone (or per day per 1 nutrition consumed). Dromedaries provide the least milk of all animals.
Yaks are competitive with dromedaries, and choosing between them is more of a matter of preference. They are both pack animals that produce milk, but yaks produce % more milk on average, while dromedaries allow riders to speed up caravans. They are otherwise very similar - carrying the same load and eating the same amount. Dromedaries can be found in deserts, while yaks can be found in cooler biomes.
== Training ==
== Health ==
== Gallery ==
Dromedary east.png|Facing east
Dromedary north.png|Facing north
Dromedary south.png|Facing south
Dessicated dromedary east.png|Decaying
Dromedary pack east.png|Packing bags facing east
Dromedary pack north.png|Packing bags facing north
== Sounds ==
Pawn Dromedary Death 1a.wav|Death Sound 1 
Pawn Dromedary Death 1b.wav|Death Sound 2
== Version history ==
* 0.7.581 - Added as Camel
* 0.12.906 - Can now be shorn for a new wool type: Camelhair, and milked for milk. 
* Beta 19/1.0 - Leg damage 11 -> 8
* 1.1 - Dromedaries no longer produce wool in the form of camelhair.
* 1.3.3067 - Fix: Dromedary description mentions it is not rideable, but it is. Description changed from changed to .
Camelhair.png|Camelhair
Category:Animals
Category:Pack Animal
Category:Wild animal
Drug Cooking Speed

The following items use Drug Cooking Speed:
* Smokeleaf joint
* Psychite tea
* Wort
Most of the other drugs instead use Drug Synthesis Speed in their creation, including:
* Flake
* Go-juice
* Medicine
* Penoxycyline
* Wake-up
* Yayo
==Factors==
* Cooking : 40% plus 6% per skill level.
* Manipulation: 100% importance. No max
* Sight: 30% importance, 100% max.
Drug Crop Harvest Yield

== Factors ==
* Stats
** Plant Harvest Yield
* Precepts
** Drug use:
*** Essential: 
Harvest yield is multiplied for the following crops:
* Hop plant
* smokeleaf plant
* psychoid plant
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:DrugHarvestYield
* Label:drug crop harvest yield	The yield this person gets when harvesting drug crops.Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.	
* Display Order:140
* Def Name:PawnWork
* Label:Work
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Max Value: 
* To String Style: PercentZero
* Never Disabled: 
* Scenario Randomizable:	
* Stat Factors:
** Plant Harvest Yield	4552
Drug Sell Price Improvement

== Factors ==
The game code defines the following drug categories:
* None
* Medical
* Social
* Hard
* Any
Non-medical applies to the following drugs:
== Offsets ==
* Precepts
** Drug use:
*** Essential: This bonus will not be applied if the Social skill is disabled for the negotiating pawn.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:DrugSellPriceImprovement
* Label:drug sell price improvement	When this person sells non-medical drugs, prices are improved by this percentage.	
* Display Order:120
* Def Name:PawnSocial
* Label:Social
* Display All By Default:	
* Default Base Value: 
* Hide At Value: 
* To String Style: PercentTwo
* Disable If Skill Disabled: Social	- 	2560
Drug Synthesis Speed

It is only used for drugs that are exclusively created at the drug lab. 
The following drugs use Drug Synthesis Speed in their creation:
* Flake
* Go-juice
* Medicine
* Penoxycyline
* Wake-up
* Yayo
Most of the other drugs instead use Drug Cooking Speed including:
* Smokeleaf joint
* Psychite tea
* Wort
== Factors ==
* Intellectual : 30% plus 8.75% per skill level.
* Manipulation: 100% importance. No max
* Sight: 60% importance, 100% max.
* Global Work Speed
* Drug Use: Essential precept: 1.5x factor
== Version history ==
* 1.4.3563 - Fix: Drug synthesis speed stat drawer is now consistent with whether a pawn is actually going to be able to craft drugs or not.
Drug lab

The drug lab is a production building that allows the crafting of medicine and a number of drugs.
== Acquisition ==
Despite the intellectual skill being the primary factor in using a lab, the building of one does not rely on it.
== Summary ==
Colonists that are incapable of intellectual work can't be assigned to tasks in a drug lab, even to make drugs that use the Drug Cooking Speed (i.e. Cooking skill) to manufacture, such as smokeleaf joints. Colonists must also be assigned to the Craft work type to use the lab.
The following items can be crafted at the drug lab:
== Analysis ==
Drug labs allow you to produce many substances, provided you have the research for them. Go-juice and wake-up are powerful emergency drugs. Flake can be a strong source of income. The drug lab itself is quite affordable; the main cost is the research required for each drug.
Smokeleaf joints can be made at a crafting spot rather than a drug lab, though using a spot takes twice as long due to its workspeed penalty. Also, smokeleaf joints are the only product made from this bench that depends on the crafter's Drug Cooking Speed stat (i.e. their cooking skill) rather than their Drug Synthesis Speed stat (i.e. their intellectual).
Category:Production Category:Drug Production
Drum

A Drum is a source of musical recreation, as well as being used in the Drum Party ritual. The Drum was added by the Ideology DLC.
== Acquisition ==
 Pawns do not need an ideoligion with the drum party ritual in order to build this item.
== Summary ==
At least 1 drum is required to start the drum party ritual. Each drum played adds quality to the ritual, increasing the chance for a positive outcome. 50% of participants, rounded up, will actually play a drum.
== Analysis ==
Drum parties are one of the strongest rituals, with the biggest good mood modifiers ( / ), and a chance at a +20% Global Work Speed buff independent of the regular ritual reward. However, drums require a textile to create, which can be a little difficult to obtain at the start of the game, before your first cotton plants have finished growing.
Drums are generally cheaper than the loudspeakers used for the dance party; loudspeakers require per speaker. However, pawns do not have to play a loudspeaker - 6 loudspeakers will give max quality, regardless of how many pawns you have. Drums also take 1 more tile of space due to requiring an interaction spot. Dance Party and Drum Party are otherwise equivalent rituals, with the same moodlets and same possible Global Work Speed buff.
Drums are technically a cheap way to get musical recreation, however colonists will only play drums during drum rituals, gaining both the recreation from the ritual passively, and the recreation from the drum from actively playing it. For this reason Harps may be more practical but also require their own research to make.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
* 1.4.3529 - Fix: Clicking drums without Royalty installed produces a missing royalty message.
Category:Ideology (Buildings)
Duck egg (fert.)

Duck eggs are a type of egg laid by female ducks.
Unfertilized duck eggs are displayed as "Duck egg (unfert.)", while fertilized duck eggs are displayed "Duck egg (fert.)". Both fertilized and unfertilized eggs are edible to colonists and ovivorous animals.
== Gallery ==
Duck egg (fert.) a.png|One duck egg (fert.)
Duck egg (fert.) b.png|Stack of duck eggs (fert.)
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (fert.)
Duck egg (unfert.)

Duck eggs are a type of egg laid by female Ducks.
Unfertilized duck eggs are displayed as "Duck egg (unfert.)", while fertilized duck eggs are displayed "Duck egg (fert.)". Both fertilized and unfertilized eggs are edible to colonists and ovivorous animals.
== Gallery ==
Duck egg (unfert.) a.png|One duck egg (unfert.)
Duck egg (unfert.) b.png|Stack of duck eggs (unfert.)
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (unfert.)
Duration

Ability	Duration
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Ability_Duration
* Label:duration 	How long the effects of this ability last.	
* Display Order:60
* Def Name:Ability
* Label:Ability
* Display All By Default:	
* Default Base Value: 0
* Min Value: 0
* Hide At Value: 0
* Format String: {0} s
* Show If Undefined:	- 	999