nyuuzyou/wikis huggingface dataset:
Human leather

== Acquisition ==
The following animals provide human leather.
== Summary ==
Inflicts a mood bonus/penalty when wearing items made from it. Pawns with the psychopath trait or the Inhumanized hediff are not affected.
* 1 item: 
* 2 item: 
* 3 item: 
* 4+ item: 
Nullified by the Bloodlust, Cannibal trait.
* 1 item: 
* 2 item: 
* 3 item: 
* 4+ item: 
Require the Bloodlust or Cannibal trait.
The moods listed above can be modified by the Cannibalism precept.
== Usage ==
Human leather can be used to craft and build the following things:
== Analysis ==
Human leather is an abundant and valuable resource. But in ordinary circumstances, using it comes with several downsides:
* Simply butchering a human corpse gives mood to all colonists. This does not stack, so butchering 50 corpses has the same moodlet as butchering one.
** The butcher gets further mood for the bill, which does stack up to 20 times.
* Seeing a human corpse gives another moodlet.
* Actually wearing human leather gives a moodlet per item. 
* Creating items out of human leather, or using human furniture at all, does not upset anyone.
Pawns with the Bloodlust, Cannibal, or Psychopath traits are immune to all mood penalties. Bloodlusted and cannibal pawns get a mood boost for wearing human leather clothing. These penalties are also negated by a pro-Cannibalism ideoligion. For colonists bothered by human butchering, their mood isn't too difficult to handle. Possible ways to offest the moodlet includes fine meals, impressive dining room/bedrooms, and more time for Recreation.
As clothing items, human leather is one of the worst textiles in the game. It joins the 4thd place for most Hit Points Factor (alongside most leathers), 22nd for Sharp Armor (or 8th worst), 6th for Blunt Armor, 3rd for Heat Armor (alongside all leathers excluding Patchleather). It also has terrible insulation, being the 3rd and 4th worst against cold and heat, respectively. As these clothes can please certain pawns - use it for innerwear like t-shirts, which have a small impact on protection. 
As furniture, it has a poor beauty value, but is great for bulk projects due to how common it is.
Human leather has an oddly high market value, which makes it a valuable trade good. As with all fabrics, corsets/formal vests are the most economical use of leather; without the Royalty DLC, dusters and armchairs are the best. Human leather remains quite profitable when sold raw, so cannibal colonies are able to quickly accumulate wealth.
== Gallery ==
Humanleather a.png|One human leather
Humanleather b.png|Stack of human leathers
Category:Material Category:Textile Category:Leather
Hunt

left Hunt is an order used to mark wild animals to be automatically hunted and killed by hunters. Once a hunter's target is downed, they will finish it off at point-blank range by cutting its throat. Hunters will only hunt animals inside their allowed areas. If a properly configured stockpile zone is present and has room, the hunter will then haul the corpse back before resuming hunting. These corpses can then be butchered by cooks to yield meat and leather, with type and quantity of both depending on the animal hunted.
Animals can be marked for hunting in the Wildlife menu. Multiple animals can be selected clicking and dragging the mouse down the "Mark animals for Hunting" column. This tab also shows the revenge chance for each animal and has a special icon for predators. All wild animals on the current map are shown there. If an animal is injured or downed, it will be highlighted as such. Such animals may be 'finished off' for easy meat.
Hunters only hunt when equipped with a ranged weapon, when their Hunting task is active in the Work menu, and when all other jobs of a higher priority are finished.
Some animals have a chance to "revenge" when harmed, that is turn manhunter and attack any nearby humans. Each time an animal is injured, a check whether the animal will turn manhunter is performed. When an animal turns manhunter there is a chance that any nearby animal of the same species will also turn manhunter. When marking an animal for hunting with a chance to turn manhunter, a warning will be displayed. 
Hunters are coded to shoot marked animals from a maximum distance to minimize the risk of injury should the target turn manhunter. However, animals will flee from nearby gunshots and may inadvertently move closer to the hunter. Weapons with a long range and high damage per shot are the safest for hunting weapons, such as the greatbow and bolt-action rifle, while short-range weapons, low damage weapons and weapons that predominantly get their from low-damage but high rates of fire, such as the machine pistol are poor choices. The hunting stealth of the hunter directly scales the chance of manhunting.
== Version history ==
* 0.14.1234 - Projectiles fired by hunting colonists no longer intercept random targets.
* 1.4.3523 - Pawns no longer hunt animals outside their allowed area.
Category:Orders
Husky

Huskies, like labrador retrievers, can periodically haul items and rescue downed pawns, making them useful pets to have.
== Analysis ==
Huskies and labrador retrievers are strong candidates for hauler animals. Both are easy to tame, don't require a minimum skill to train, and don't ever lose training over time. With 0 wildness, they do not generate filth. As omnivores, they can eat meals, kibble, or any food you have lying around. A downside is that they can be hunted by predator animals, as opposed to cougars and bears.
Compared to the labrador retriever, a husky is more combat effective ( vs ), eats more ( vs ), carries slightly more ( vs ), and has slightly fewer puppies per litter ( vs ).
Huskies are one of the few animals that can nuzzle colonists, giving a Nuzzled moodlet to colonists.
== Training ==
== Health ==
== Gallery ==
Husky east.png|Husky facing east
Husky north.png|Husky facing north
Husky south.png|Husky facing south
Dessicated husky east.png|Husky decaying
== Version history ==
* 0.12.906 - Added
* Beta 19/ 1.0 - Body sizes reduced slightly.
Old warg and husky.png|Legacy texture used before version A14. Reused from an older version of the warg.
Category:Animals
Category:Pet
Hyperweave

== Acquisition == 
Hyperweave cannot be grown or manufactured, instead it is only available through trading, the cargo pod event or offered as a quest reward.
Additionally, some raiders and outlanders will occasionally come wearing hyperweave apparel.
== Usage ==
Hyperweave can be used to craft and build the following things:
== Analysis ==
Hyperweave is one of the two most protective and insulative textiles in the game and is the premier choice for dusters and other protective clothing. Of all the other textiles, only thrumbofur is comparable. The question of superiority is not a simple one however. Thrumbofur offers slightly better sharp armor and exceptional cold insulation, while the hyperweave offers better blunt armor, significantly better heat armor and slightly better heat insulation. Due to the low blunt armor offered by clothing in general, the difference in blunt armor is only likely to be relevant at high quality levels and only on dusters, as the AP of most blunt weapons will completely nullify the little protection offered by the items. The heat armor is significant though, offering good protection against inferno cannons that become common in the late game. 
Thus, while Thrumbofur will perform slightly better against the most common damage type, hyperweave is a better generalist. The difference is likely moot however, as both materials are uncommon enough that the player will rarely have to choose between them. Hyperweave is especially uncommon.
Hyperweave should be preferentially turned into dusters to fully exploit its protective stats, and only if there is a significant surplus should it be turned into pants and button-down shirts. That said, even as less protective items of clothing, hyperweave still offers decent protection. Even a pair of Normal Hyperweave Pants have a 12% chance to outright nullify a bullet from an assault rifle, and another 12% chance to half the damage. 
For use in furniture, hyperweave's exceptional beauty factor and market value make for very good buffs to room quality, however this is a waste of its potential. Sculptures are a better way to improve room quality, while the hyperweave itself is better used to protect pawns as clothing. 
It is also the least flammable textile, tied with Devilstrand.
 Sharp protection by hyperweave duster, shirt, and pants; with marine armor for reference
== Gallery ==
Hyperweave a.png|One hyperweave
Hyperweave b.png|Partial stack
Hyperweave c.png|Full stack
== Version history ==
* Version/1.1.0 - Apparels made from hyperweave can no longer be burnt.
Hyperweave old.png|Old texture
Category:Material Category:Textile Category:Fabric
IED EMP trap

The IED EMP trap is a landmine that explodes into a wide EMP blast when triggered, stunning mechanoids and breaking shields.
== Acquisition ==
== Summary ==
When triggered, the trap will begin to spark and emit a hissing sound for before exploding, dealing 50 EMP damage in a 10.9-tile radius. This will stun mechanoids and turrets for 25 seconds, break or temporarily disable shields, and inflict brain shock or vomiting on pawns with certain implants. For a full list of effects, see EMP. 
Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.
== Analysis ==
Many mechanoid encampments will start dormant, including crashed ship parts and mech clusters. These mechanoids won't wake up until something is built within a 2-tile radius of any mechanoid (unless there is a proximity activator). Therefore, you can place EMP traps instead of launching them from a mortar; traps can be planted precisely, and have a larger blast radius.
EMP traps are too niche to be placed where regular raiders will walk through. Either build them as mechanoids are arriving, or place traps to be shot at (rather than walked on). Either way, the large blast radius will often stun mechs from far away, causing them to adapt before colonists can attack.
== Version history ==
1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
Category:Security Category:Trap
IED antigrain warhead trap

The IED antigrain warhead trap is Security building that explodes when stepped on, detonating in a massive explosion powerful enough to instantly kill all enemies in-game except for the Thrumbo, Centipede, and shield belt-wearing enemies.
== Acquisition ==
== Summary ==
When triggered, the trap will begin to spark and emit a hissing sound for before exploding, dealing "Bomb Super" damage in a 15 tile radius of itself, dealing 550 damage at the center and damage at the extreme edge of the radius and linearly interpolated in between, and setting fires to roughly 22% of the affected tiles. 
Nearby non-drafted pawns, colonists and NPC alike, will attempt to clear the blast radius once the spark starts however the short wick time and large radius make success unlikely.
== Analysis ==
Regular antigrain warheads are already accurate, due to their massive blast radius. Antigrain shells have a radius of 14.9 tiles, and a mortar has a base miss radius of 9 tiles. A launched warhead can hit the intended tile and every tile within a 5-tile radius, with a force stronger than a doomsday rocket launcher, with 100% certainty. This makes antigrain traps more niche than regular IED traps.
Antigrain traps have the advantage of being placed in a precise location. Bulkier mechs like centipedes are able to survive the edge of an antigrain shell, but not the center. The trap can provide a more precise, and thus, more powerful, blast against these targets.
Great against stationary threats like crashed ship parts and mech clusters without proximity activators. They will let you place down a trap nearby - so long as it isn't too close to a mech/structure. 
Good against mechanoid commanders, such as the apocriton. Whenever a mech boss is summoned, all of its escorts will follow the boss, rather than rushing ahead like with regular mech raids.
Finally, the antigrain shell must actually be fired from a mortar, forcing players to lead their shots against moving targets. Therefore, the trap can help prevent some human error, if you know exactly where raiders will go to. Note that industrial factions will often have raiders using go-juice, who will run ahead of the group and trigger the trap early.
If the Classic Mortars storyteller setting is turned on, the mortar miss radius is increased to 12 tiles, reducing the launched shell's effectiveness. This makes the IED a more effective option.
==Version history==
* 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
* ? - texture updated. Before 1.3.3159 and presumably sometime after 1.0.2096 to correspond with antigrain warhead texture change.
IED antigrain warhead trap old.png|Original texture
Category:Security Category:Trap
IED deadlife trap

The IED deadlife trap is a building added by the Anomaly DLC that explodes into a sizable cloud of dust raising any nearby human or animal corpses as non-enemy shamblers when triggered.
== Acquisition ==
== Summary ==
== Analysis ==
IED deadlife traps can be utilized near corpse stockpiles to reanimate them into Shamblers either triggered by a bullet shot or by an enemy, creating a "corpse trap" drawing the victim's attention and converting more enemies as they succumb to the horde, otherwise they can synergize with other traps such as regular IED traps to reanimate what was freshly killed albeit at the cost of rotting the corpses and forfeiting any leathers and meat that would have been gained, and any survivors could have further risk of a Metalhorror implantation if captured. 
Properly prepared and sufficiently large corpse rooms can end entire raids by themselves, even at high difficulties. The cost of per raid can be steep in the early game, but it is easily affordable in the late game, which further synergizes with larger end game raids providing more and more powerful corpses to raise as shamblers.
== Version history == 
* Anomaly DLC Release - Added.
Category:Security Category:Trap
IED firefoam trap

IED firefoam traps are landmines that harmlessly explode, spreading firefoam in a radius when tripped.
== Acquisition ==
== Summary ==
When triggered, the trap will begin to spark and emit a hissing sound for before exploding, spreading firefoam in a 9.9-tile radius, extinguishing fires and covering both the floor and nearby pawns in firefoam, preventing re-ignition. For a full list of effects, see Firefoam.
Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.
== Analysis ==
Extinguishing your enemies isn't a particularly useful combat tactic. However, they can be useful for protecting your colony from fire.
IED firefoam traps are cheaper than firefoam poppers, but must be manually triggered. Firefoam pop packs are manually triggered and completely mobile, but have a smaller radius. Therefore, the firefoam trap is a cheaper alternative to protect large, stationary areas from fire. For dousing colonists, the pop pack is cheaper and more convenient to use.
They do have a rare combat niche for Sightstealer swarms and Revenant hunting, IED Firefoam traps can be used preferably in conjunction with Proximity detectors to reveal them, do note that Sightstealers and Revenants do not trigger traps so the IED must be shot.
==Version history==
* 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
* 1.3.3066 - Fix: Firefoam IED radius is larger than drawn.
Category:Security Category:Trap
IED incendiary trap

The IED incendiary trap is a trap that sets pawns on fire.
== Acquisition ==
== Summary ==
When triggered, the trap will begin to spark and emit a hissing sound for before exploding, dealing 10 Flame damage in a 3.9-tile radius and potentially igniting flammable pawns, buildings, and flooring in the area. For a full list of effects, see Flame. 
Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.
== Analysis ==
IED incendiary traps can be a highly effective crowd control measure when used in conjunction with non-flammable barricades or walls, and a straw matting floor. They can be shot to create a wall of fire igniting melee attackers. Enemies on fire will run around wildly and not attack.
They are also a good tool to capture enemy raiders or kill infestations. They can be used in an enclosed room to quickly increase the temperature inducing heatstroke on raiders and insects alike.
== Version history ==
* 0.11.877 - Added as Incendiary IED Trap
* 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
Category:Security Category:Trap
IED smoke trap

IED smoke traps are landmines that harmlessly explode into a cloud of non-damaging blind smoke when tripped.
== Acquisition ==
== Summary ==
When triggered, the trap will begin to spark and emit a hissing sound for before exploding, creating a cloud of blind smoke in a 8.6-tile radius. The explosion and resulting cloud deal no damage but multiplies the accuracy of ranged attacks through it by and prevents turrets, both friendly and enemy, from targeting pawns in or behind it. The cloud dissipates after approximately 30 seconds. 
Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.
== Analysis ==
Smoke IEDS rarely see use both outside and inside of combat, mostly due to cost and that IED tox traps accomplish the same effect of reducing accuracy of only those in it while also being lethal with the sole exception of any pawns that would be immune to it, such as Mechanoids and Wasters, this is where smoke traps come in to protect any colonist wandering into a dangerous area, place them near cover traps for areas colonists may stumble into during raids so they can make a getaway with less chance of getting shot.
==Version history==
* 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
Category:Security Category:Trap
IED tox trap

The IED tox trap is a building added by the Biotech DLC that explodes in a cloud of tox gas when walked over.
== Acquisition ==
== Summary ==
When triggered, the trap will begin to spark and emit a hissing sound for before exploding, creating a cloud of tox gas in a 8.9-tile radius. The explosion and resulting cloud deal no damage but the gas causes tox gas exposure as well as toxic buildup to those not immune. See Tox gas for details. 
Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.
== Analysis ==
IED tox trap can serve to punish any unfortunate enemy attempting to take cover without causing any unintentional damage that any regular IED traps would, due to rimworld's AI not attempting to move away from any danger they will continue trying to hide behind cover, enduring significant accuracy penalties with their sight and breathing stats being reduced, eventually succumbing to the toxic buildup or onslaught of bullets, unlike spike traps this affects more targets at a time, while being cheaper in steel cost if wood is not used. 20 Steel and Chemfuel compared to 45 steel for one spike trap that punishes only one pawn.
However their true purpose shines in killboxes through gas mazes and being incredibly cheap, using fences to slow down pawns however this is not without fault, as toxic buildup outright doesn't affect Wasters, Mechanoids, and Shamblers and can lead to Cancers and Dementia for any pawn that survived, but most importantly rots their corpses forfeiting resources and causing rot stink making the aftermath hazardous to replace the traps and get rid of bodies, fortunately this can be negated by making the killbox a Freezer as corpses do not create rot stink while frozen. Despite vents being able to transfer tox gas, the rate that they do being about 3 tiles combined with raiders tending to attack them and set them on fire makes them very inefficient for use in killboxes.
File:ToxGasMaze.png|A example of a trap maze designed to compensate for 50% toxic resistance from Animals, Hussars, and Devourers, 
File:ToxGasMazeDevourers.gif|The same trap maze being utilized to fully clear a devourer assault.
== Version history ==
* Biotech DLC Release - Added.
Category:Security Category:Trap
IED trap

IED traps ("improvised explosive device" traps) are artisanal landmines made out of high-explosive shells.
== Acquisition ==
== Summary ==
When triggered, the trap will begin to spark and emit a hissing sound for before exploding, dealing 50 Bomb damage in a 3.9-tile radius. Bomb damage has additional damage multipliers depending on the target, see Bomb for details. 
Non-drafted pawns will attempt to run from an activated IED trap.
== Analysis ==
It is inadvisable to place them in the open, as manhunting animals could trigger them. Colonists, friendlies and sane animals are aware of placed traps and will walk around them, but only if another short route is available. Pawns will not be able to avoid traps placed in a long continuous line, or in choke points like a narrow hallway. A trap is less likely to be triggered by a colonist or friendly (0.4% chance).
Placement requires some forethought by guessing positions where the enemies will be stuck for a couple of seconds such as cover spots (rocks or walls) and choke points on the side where enemies would take cover when engaging your colonists. Example: an IED trap surrounded by a tile or two of sandbags will explode while victims are still close due to the reduced movement speed to walk out over them.
=== As a detonator === 
IED traps can be triggered by shooting at them, so they can be placed near other high-explosive shells to make a bigger explosion, to destroy larger targets (e.g. crashed ship parts - see example, right).
Unfortunately, one large stack of 12 shells doesn't make the same damage as a dozen stacks of 1 shell each, so individual stacks have to be made. (In fact, using the example to the right, a stack of 25 shells exploding brings the defoliator to 725/1200, not even half the damage for more than twice the amount of shells). 
It requires a bit of micro-management to place individual stacks of shells (make the shell at a machining table, carry it to a 1×1 stockpile zone, delete this zone to avoid having more shells on it, repeat), and a careful placement of the trap (placing it too close to a mecha will wake it up), but the explosion will destroy the defoliator outright. The pawn shooting at the IED trap should be ready to run very fast, or better: wear a jump pack to avoid being sliced up by the waking mechas.
This technique works well to destroy ship parts, or possibly sleeping scythers that accompany it, but killing centipedes would require much more shells and is clearly not the best method: kiting them is much easier.
=== Roof Fall Trap ===
Since the IED deals bomb damage, building a large roof supported by a single wooden wall within range of an IED can cause a roof collapse when the IED is triggered, which can deal additional damage in a much larger area for a low additional cost.
== Version history ==
* 0.11.877 - Added.
* 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
Category:Security Category:Trap