nyuuzyou/wikis huggingface dataset:
Cleanliness

#REDIRECT Rooms#Cleanliness
Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.Loading screen building tip
== Bases ==
Thing 	Cleanliness
Straw matting 	
Steel tile 	
Silver tile 	
Gold tile 	
Sterile tile 	
Soil 	
Lichen-covered soil 	
Marshy soil 	
Rich soil 	
Stony soil 	
Sand 	
Soft sand 	
Mud 	
Broken asphalt 	
Packed dirt 	
Marsh 	
Art bench 	
Butcher table 	
Fueled smithy 	
Electric smithy 	
Machining table 	
Stonecutter's table 	
Electric crematorium	
Hydroponics basin 	
Spike trap 	
Dirt 	
Animal filth 	
Trash 	
Sand 	
Rock rubble 	
Building rubble 	
Scattered slag 	
Scattered sandbags 	
Blood 	
Blood smear 	
Bugblood 	
Machine bits 	
Amniotic fluid 	
Slime 	
Vomit 	
Firefoam 	
Chemfuel puddle 	
Corpse bile 	
Ash 	
Water puddle 	
Hair 	
Spent acid 	
Steel slag chunk 	
Stone chunk 	
Fungal gravel 	
Dried blood 	
Scattered documents 	
Ragged uniform 	
Pod slime 	
Oil smear 	
Flammable bile 	
Floordrawing 	
Void metal 	
Bioferrite plate 	
Flesh 	
Bioferrite shaper 	
Serum lab 	
Revenant smear 	
Revenant gore pool 	
Loose ground 	
Gray flesh 	
Twisted flesh 	
Fleshmass debris 	
Dark blood 	
Dark blood smear 	
Metalhorror debris 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Cleanliness
* Label:cleanliness 	How much an object contributes to an area's cleanliness score.	
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 0
* Max Value: 1000
* Min Value: -1000
* Hide At Value: 0
* To String Style: FloatOne
* Apply Factors If Negative:	- 	3000
Cleanliness (Stat)

== Bases ==
Thing	Cleanliness
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Cleanliness
* Label:cleanliness 	How much an object contributes to an area's cleanliness score.	
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 0
* Max Value: 1000
* Min Value: -1000
* Hide At Value: 0
* To String Style: FloatOne
* Apply Factors If Negative:	- 	3000
== Version history ==
Climate adjuster

Climate adjusters are mechanoid cluster and quest condition causers added by the Royalty DLC that change the temperature of the world around them. 
== Occurrence ==
?
== Summary ==
It affects a 10 world-tile radius, and the effects of multiple climate adjusters can stack.
A climate adjuster will increase or decrease temperature by 10 degrees, randomly. The direction is determined when the adjuster spawns and does not change afterwards.
== Analysis ==
?
== Version history ==
* Royalty DLC release - Added.
Category:Miscellaneous
Cloth

== Acquisition ==
Cloth is primarily obtained by growing the cotton plants in a growing zone. Each mature plant yields light gray cloth, depending on the harvester's Plant Harvest Yield stat and the storyteller's Harvest Yield setting, which varies by difficulty. 
Alternatively, it can also be acquired through trading or the cargo pod event. Note that colored cloth can only be bought, not grown, crafted, or dyed.
== Usage ==
Cloth is a textile and can be used as a Fabric-type material for stuffable clothing, armchairs, and other items.
Also, cloth is specifically used in the following crafting recipes:
Cloth will deteriorate when left outside.
=== Color ===
While players can only grow cotton to harvest light grey cloth, bulk goods traders or faction bases offer coloured cloth for sale. Using different colors of cloth changes the color of some item(s) crafted with it. E.g. flak vests will be the same color as the cloth used to make it.
== Analysis ==
Any analysis for cloth needs to be broken down into two main sections; using it as a material for stuffable items and using it for the items it is required for.
=== As stuff ===
Cloth is the worst protective textile in the game, with the weakest sharp and heat armor of all textiles, and zero blunt protection (a trait shared with wools). Cloth is alright against temperature, being 9th place against heat, and 17th against cold.
 Sharp protection by cloth duster, shirt, and pants; with marine armor for reference
Cloth's main redeeming quality is that it comes from a plant, so it doesn't rely on animals or traders. In a temperate or tropical biome, colonies can easily farm cotton on a large scale, useful for the early and mid-game. Any clothing at all may be used to prevent negative moodlets for tattered or nonexistent clothes, and cloth at least gives decent temperature regulation. As furniture, cloth provides no beauty value, but its ease of production make it useful for bulk projects. Just watch out for fire, as cloth is a very flammable substance.
=== Unique recipes ===
Cloth also has another purpose: it is required to create items like medicine, carpets, flak vests, and poker tables. No other textile may be used to create such items.
This means that despite its poor utility as stuff, very few colonies will forgo using cloth entirely. Even in colonies where grow space is limited, a small growing zone or a few hydroponics basins dedicated to its production allows a colony to transition to key mid and late game technologies. For colonies engaging significantly with trade, purchasing is also feasible if less reliable.
== Gallery ==
Cloth a.png|One cloth
Cloth b.png|Partial stack
Cloth c.png|Full stack
Category:Material Category:Textile Category:Fabric
Club

The club is a neolithic melee weapon that does a moderate amount of blunt damage and has a moderate-long cooldown. As a blunt weapon, it doesn't cause bleeding (unless a body part gets destroyed), and generally do more damage against armor when compared to sharp weapons.
== Acquisition ==
 
They can also be purchased from any combat supplier or war merchant, or obtained from melee raiders drops.
== Analysis ==
Clubs are generated without a quality level - in essence, all clubs are "normal." This makes them worth considering if you have no competent crafters yet. With underwhelming damage output, clubs only make sense as melee options in the early game; once you have craftsmen capable of reliably producing better than normal quality weapons, there is little reason to ever build a club again. 
Although uranium clubs are effective weapons for use against armored foes, maces are clearly superior weapons, especially when high quality, for only 10 more material.
== 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.
Club.png|Base variant
HoraxianClub.png|Horaxian
== Version history ==
* 0.7.581 - Added
* Beta 18 - clubs no longer generate with a quality value.
* 1.1 - Wooden club is burnable now and the metallic variants are smeltable
* 1.5.4062 - Texture recreated with higher quality
* Anomaly DLC Release - Received a new style, Horaxian.
Club Old.png|Texture prior to 1.5
Category:Equipment Category:Weapons Category:Neolithic Weapons
Category:Melee Weapons Category:Blunt Weapons Category:Clubs
Cobra

Cobras are predatory and ovivorous snakes found only in tropical rainforests and tropical swamps. They eat smaller animals, and sometimes people if they don't find a smaller prey in time.
As it uses the toxic bite attack type, it inflicts toxic buildup on its target. This property does not apply when hunting, to prevent rotting their would-be prey and leaving them unable to eat it. 
== Analysis ==
In a tropical biome, cobras are a persistent threat to your small animals, children, and possibly to unarmed adults. When fighting a single cobra, its toxic bite is unlikely to make a difference, at least with adult colonists. However, the toxins can add up when fighting a manhunter pack of cobras. It can also matter when a cobra fights smaller targets.
There's not much reason to tame a cobra, or keep a tamed cobra. Cobras cannot be trained to attack, and even if you use allowed areas to force a cobra to fight, it is one of the weakest predators in the game. In the tropics, you have access to elephants. Elephants are one of the strongest animals in the game, can be trained to attack, can graze on grass, and are just as easy to tame. In addition, elephants will not go manhunter on a failed taming attempt. For meat, tortoises are strictly better.
== Training ==
== Health ==
== Gallery ==
Cobra east.png|Facing east
Cobra north.png|Facing north
Cobra south.png|Facing south
Dessicated cobra east.png|Decaying
== Version history ==
* 0.7.581 - Added
* 0.12.906 - Can now lay eggs
* 0.18/1.0 - Now provides the new lizardskin, which merged its previous leather type, cobraskin, with tortoise leather and iguana skin.
* Somewhere between 1.2.2719 and 1.3.3200 - Cobras no longer use their venom when hunting. Previously, cobras had a tendency to inadvertently destroy entire ecosystems when hungry. Predators hunt when hungry, but the cobra's bite inflicted toxic buildup which caused the prey's corpse to rot. This prevented the cobra from being able to eat the corpse, which left them hungry, so they'd go hunting again and the cycle repeated. Eventually they'd leave a string of rotting animals corpses and still end up malnourished.
Category:Animals
Category:Wild animal
Cobra egg (fert.)

Cobra eggs are a type of egg laid by female cobras.
Only fertilized cobra eggs are laid, so all cobra eggs are displayed "Cobra egg (fert.)". Fertilized eggs are edible to colonists and ovivorous animals.
== Gallery ==
Egg oval a.png|One cobra egg
Egg oval b.png|Stack of cobra eggs
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (fert.)
Cochlear implant

A cochlear implant is an artificial body part that replaces a pawn's ear and partially its replicates hearing functionality.
== Acquisition ==
They can also be purchased from traders or occasionally found installed on raiders
== Summary ==
Cochlear implants replace the user's organic ear. They are universal and can be installed on either the left or right side. The cochlear implant has a part efficiency of 65%, which impacts Hearing. Cochlear implants also removes the disfigurement from having a missing ear, removing the opinion penalty and returning the effect of any pawn beauty above 0.
The more capable ear is responsible for 75% of Hearing. If the implant is the most capable part, it results in restoring 48.75% hearing, or a loss of 26.25% when replacing a healthy ear. If it is not, it restores 16.25%, or a loss of 8.75% when replacing a healthy ear. Hearing, in turn, affects the following stats: . For full details, see those pages.
For a pawn at 100% quality, the first prosthetic ear results in a 4% reduction in character quality, and a second further reduces it by 14% for a total reduction of 18%. Each implant increases the pawn's wealth by a flat $220 per prosthetic in addition to the character quality reduction.
As an artificial part, cochlear implants will give a mood buff to anyone with the Body modder trait, and a mood penalty to anyone with the Body purist trait.
=== Installation === 
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 4.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the part will be destroyed.
== Analysis ==
The hearing capacity only affects two different work types: 
# Social - Wardening and Trade; and
# Animals - Taming and Training
Hearing also affects social ineraction between pawns, so an implant will slightly increase their chances to share a double bed. Pawns that don't perform either of these work types can largely ignore Hearing entirely. For the pawns that do perform those tasks, using a cochlear implant to replace a damaged, ill, missing ear is obviously recommended if a bionic ear cannot be obtained. Furthermore, no Hearing dependent stat is affected by Hearing above 100%. As such, when replacing both ears, a single bionic ear and a single cochlear implant totally remedies all hearing based issues, at a lower cost than two bionic ears. 
There is also a niche use for Body modder pawns - as the penalties only affects two work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent mood buff to body modders / transhumanists even in the early game, so long as they are never expected to do anything social or train animals.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Cocoa tree

Cocoa trees are trees that can be grown to produce chocolate. 
Cocoa trees aren't native to any biomes. Unlike most trees, cutting them down does not yield any useful wood. Harvesting cocoa trees requires cutting down the entire tree, unlike the berry bush or other similar plants. However, the Chopped stump left behind from cutting down the tree can produce a low quantity of wood. Also when exposed to extreme temperatures, instead of going dormant like most other plants, they will die. Cocoa trees cannot be grown under a roof, which makes cultivation difficult in cold biomes however they can be grown in open roofed greenhouses.
Planting cocoa trees requires the Cocoa research to be completed.
== Growing ==
== Gallery ==
Cocoa tree immature.png|Immature cocoa tree
Cocoa tree.png|Mature cocoa tree
== Version history ==
* 1.0.0 - Added.
* 1.3.3066 - Nutrition increased from 1.25 -> 1.5
* 1.3.3101 - Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.
Category:Plants
Category:Domesticated plants
Category:Trees
Cold Containment Bonus

== Explanation ==
Cold Containment Bonus is applied as a multiplier to the escape interval of an entity.
This factor scales linearly with the temperature of the containment facility, with ×100% at , and a max of 150% at . Note that this is regardless of a pawn's Minimum Comfortable Temperature, depending only on the absolute temperature of a room.
Temperature	ColdContainmentBonus
 	×150%
 	×100%
This stat is displayed as the above factor - 100%, for a range of 0% to 50%.
== Values ==
The following pawns are affected by this stat:
Pawn	Gets ColdContainmentBonus
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ColdContainmentBonus
* Label:cold containment bonus	This entity is less likely to escape if kept in a very cold room.	
* Display Order:600
* Def Name:Containment
* Label:Containment
* Display All By Default:	
* Worker Class: StatWorker_ColdContainmentBonus
* Overrides Hide Stats: 
* Default Base Value: 
* To String Style: PercentZero	- 	-
== Version history ==
* Anomaly (DLC) Release - Added.
Collapsed rocks

Collapsed rocks fall from above when support for a roof with overhead mountain is removed, such as when a rock wall is mined or otherwise destroyed. 
== Summary ==
These roofs have the same maximum range from a supporting structure as normal roofs, 6 tiles.
All tiles without support will immediately spawn collapsed rocks and collapsing rocks does not remove the overhead mountain, however they will provide support to potentially prevent further collapses once the collapse that generated them has completed.
As the roof is not removed, mining the collapsed rocks without adding sufficient support will keep causing more rocks to fall indefinitely.
Collapsed rocks can also happen when pods impact a rock roof.
This collapse is independent from support, and so long as there is still sufficient support, they can be mined without issue. 
When rocks fall, anything below it is immediately destroyed and can never be recovered.
This may kill your colonists, but if used carefully, you can make a trap to instantly kill incoming threats.
== Analysis ==
== Gallery ==
Collapsed rocks mining.png
== Version history ==
* Release - Added.
Category:Environment
Colony

Colonies are the core of RimWorld. They are the central base of operations for all colonists, allowing them a safe place to sleep, grow food, stockpile resources, trade with outside parties, research new technologies, and defend themselves from attackers. Without a well-designed colony to support them, your colonists will be left to the mercy of hunger, disease, marauding raiders, and even worse threats.
== Types of bases ==
In RimWorld, there are three types of colonies: underground bases, open ground colonies, and hybrid colonies.
* Underground bases are colonies which have been built into a mountainside. The most prominent benefit of this is that enemies can only approach the base from its exterior entrance(s). It also means less exposure to the outside elements when dealing with especially hot or cold biomes. However, it also makes it trickier to obtain certain resources such as food and wood -- you may be forced to rely on hydroponics in certain inhospitable conditions.
* Open ground colonies are built out in the open. The benefit of this is that they can be built anywhere, rather than requiring specific natural features to be built into. It also allows freedom in planning your colony out and expanding, as building walls around an area is many times faster than mining out the same space. However, you must plan to defend from any direction, and be very mindful of wildfires if using wooden walls.
**Superstructure colonies are a type of open ground colony that features a large building with multiple small structures inside.
**Settlement bases are multiple small buildings laid over a large area.
* Hybrid bases have some features of the two previous styles, mixing and matching according to the builder's needs and the natural features of the map. For example you might build a wall between two large sections of rock, joining them into one larger barrier to enemies.
== Multiple Colonies ==
Since Alpha 16, you can have up to 5 colonies running at the same time (available in Options > Gameplay). The larger you extend the more benefits and difficulties you will gain. There`s no need to make them all primary bases but keep just one as main and the others as resource specific locations, for example to gather components only. However you will be susceptible to have all your colonies raided simultaneously.
Besides that, another inconvenience will rise regarding foreign affairs, other faction's visitors and traders will only enter one out of all your bases when your settlements are next to each other. The problem that this generates is that your sale stock may not all be in the arriving location as well as your funds, making it difficult to buy. This is still possible to overcome by sending your colonists on an immediate caravan to better interact with the others. There is no "bank transfers" that can wire your money to a central bank deposit or towards branches.
Once all aimed resources have been depleted out of an area, abandoning them to create additional bases will leave ruins on the map. These ruins cannot be resettled.
 
Category:RimWorld game
Column

== Acquisition ==
== Summary ==
Columns can hold roofs up to 6 tiles away in all directions, like a wall. Destroying all of a roof's supports will cause it to instantly fall, injuring and possibly killing anything below. Columns also provide a minor beauty increase.
Columns can't usually be stood on, similar to a fence or barricade. Columns do not block LoS, can be walked through without slowing anyone down, and provide 25% cover for pawns shooting behind them.
=== Requirements ===
Columns are needed to satisfy the requirements of a ritual room or throne room (for nobles Knight and above). If a room's requirements are not met, then colonists demanding them will become unhappy.
== Analysis ==
For holding up a roof, it's usually better to just create a lone wall, which supports the same number of roof tiles and costs 4x less. Columns provide less cover for raiders, can be walked over, and don't block the radius of orbital trade beacons. Columns also have much less health than a wall, which can be helpful when creating a falling roof trap.
Like sandbags, barricades, and fences, it is not possible to stand on top of a column (however, it is still possible to shoot while passing on it). Unlike the structures mentioned above, columns do not slow down pawn movement.
== 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.
Column.png |Base variant
Spikecore column.png|Spikecore variant
Morbid column.png |Morbid variant
Rustic column.png |Rustic variant
Totemic column.png |Totemic variant
Techist column.png |Techist variant
== Version history ==
* ? - Added.
* Ideology DLC Release - Received styles via new Ideoligion style system. 
* 1.5.4062 - Fix: Column style variants are visually squished.
Category:Structure
Compacted machinery

Compacted machinery is a natural structure that can be mined to obtain Components. 
== Summary ==
Compacted machinery tiles have 2,000 health each, making them slower to mine than stone or many ores, but still significantly faster than uranium and plasteel ore. They can be found in small veins, ranging from 3 to 6 tiles in size. Each mined block has a base yield of 2 components, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn. 
== Analysis ==
== Gallery ==
Compacted machinery.png|Compacted machinery
Component.png|Component
== Version history ==
* Release - Added.
Category:Natural wall
Compacted plasteel

Compacted plasteel is a natural structure that can be mined to obtain plasteel. 
== Summary ==
Compacted plasteel tiles have 8,000 health each, making it the slowest ore to mine and the toughest object in-game. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 plasteel, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.
== Analysis ==
Excellent for containment if you can hollow out a vein, even if parts of it have to be filled with less strong regular walls.
== Gallery ==
Compacted plasteel.png|Compacted plasteel
Plasteel a.png|Stack of one plasteel
Plasteel b.png|Stack of multiple plasteel
Plasteel c.png|Full stack of plasteel
== Version history ==
* Release - Added.
Category:Natural wall
Compacted steel

Compacted steel is a natural structure that can be mined to obtain steel. 
== Summary ==
Compacted steel tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in larger-sized clusters, ranging around 30+ tiles in size. Each mined block has a base yield of 40 steel, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.
== Analysis ==
== Gallery ==
Compacted steel.png|Compacted steel
Steel a.png|Stack of one steel
Steel b.png|Stack of multiple steel
Steel c.png|Full stack of steel
== Version history ==
* Release - Added.
Category:Natural wall