nyuuzyou/wikis huggingface dataset:
Ceremonial hood

The ceremonial hood is an item of clothing added by the Anomaly DLC.
== Acquisition ==
== Analysis ==
Since the ceremonial hood is not stuffable with bioferrite, but rather uses it as a set ingredient, it does not grant bioferrite's bonuses to psychic sensitivity and neural heat. Its function is limited to protection and style.
The hood can be set as an ideoligion's preferred apparel, granting a mood bonus while offering respectable protection. In this role, it's strictly better than a broadwrap, granting more armor with a smaller wealth footprint.
Without being favored by an ideoligion, a devilstrand ceremonial hood can still be used as combat armor. It can't realistically protect a pawn's brain from more powerful weapons such as charge lances, but it's much cheaper than power armor helmets that can, and still boasts full-face coverage. Death refusal is highly accessible and can absorb an occasional unlucky hit while the hood reduces most combat injuries. When considering coverage and stats, a devilstrand ceremonial hood offers superior sharp and heat protection to a plasteel simple helmet of the same quality, or inferior sharp in exchange for coverage and heat armor when compared to a steel flak helmet. In both cases, the blunt protection of the hood leaves something to be desired however.
As an alternative to the hood, the bioferrite could be fashioned into a simple or kid helmet, which lack full-face coverage but have bioferrite's psychic bonuses and an even smaller wealth footprint.
== Styles ==
Random style - whisperer mask and ceremonial dreadcap
Ceremonial hood.png|Whisperer Mask
Ceremonial dreadcap.png|Ceremonial dreadcap
== Version history == 
* Anomaly DLC Release - Added.
Category:Clothing
Character Types

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Throughout your play of Rimworld you will come across several different types of characters. Some of these characters will be friendly such as drifters who just wander through your colony and other hostile, such as the mechanoids, looking to destroy you.
==Animals== 
==Colonists== 
Colonists are characters that are under your control. Colonists are human in vanilla, but can be different species if mods are in use. With the Ideology DLC, Colonists can have different Ideoligions depending on which faction they originate from.
==Mechanoids==
Mechanoids are hostile autonomous robots of ancient origin. Mechanoids are stronger than most biological creatures, and are very commonly the downfall of lategame colonies. Mechanoids can be encountered in raids, mechanoid clusters, ancient dangers, and crashed ship parts.
==Prisoners==
==Raiders==
== Visitors ==
Occasionally an event is triggered that spawns a group visitors from a friendly faction at the edge of the map that comes and mills about the colony. 
A visiting group's arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present. See Events - Visitors.
When leaving, visitors will carry away wounded members of their faction.
=== Trade ===
Trade isn't available for some visitors. Sometimes one member of the group has items to trade, indicated by a question mark over the pawn.
==Version history==
 traders, visitors, raiders, kidnappers, animals, etc. will now escape if surrounded by walls with no way out. 
 rescued people (especially space refugees etc.) should sometimes join the colony. If the environment isn't survivable (e.g. bad temperature, toxic fallout) they should always join the colony.
Category:Characters
Charge blaster turret

The charge blaster turret is an mechanoid-only ranged weapon added by the Biotech DLC. It is the main armament of the centurion and war queen, and is also carried by the diabolus. 
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Charge blaster turrets spawn on all centurions, diaboli, and war queens, including those gestated by a colony. However, it is not possible to obtain it directly in normal play. Pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.
== Summary ==
* Unlike other unobtainable weapons, it does not appear on the gear screen.
* Can be fired while moving. 
* Automatically aimed. Players can turn their mech's turret on or off, but can't choose a target.
* Same damage, range, and accuracy as needle gun, but fires about 80% faster and has less armor penetration. Zero aiming time.
* While fairly weak for such large machines, each mechanoid has their own unique properties on top of the turret.
== Version history ==
* Biotech DLC Release - Added.
Category:Weapons Category:Mechanoid Weapons
Category:Unobtainable items
Chemical (Need)

Chemical need is the game mechanic that controls the need of Characters with the Chemical interest or Chemical fascination traits to consume social and hard drugs of any kind, distinct from addictions. A character with a higher chemical value has consumed drugs recently, and has fulfilled that need more than another character with a low chemical level. Only pawns with those traits have the need. You can view the chemical need of any affected human by viewing the "Chemical" bar and the corresponding mouseover text in the Needs tab.
Pawns with this need that spend too long without consuming drugs will become increasingly unhappy, while satisfying the need provides a mood bonus.
== Need changes ==
The chemical need is fulfilled by consuming certain drugs:
* Social drugs satisfy the need by . Social drugs include: .
* Hard drugs satisfy the need by . Hard drugs include: .
* Medical drugs have no effect. Medical drugs include: .
The need satisfaction decreases at a base rate of per day, it does not change while the pawn is sleeping, however. The actual rate the need ticks down is dependent on two factors; the trait causing the need, and the current value of the need. The value decreases every .
Chemical interest: 
 50% * (1 * num) / 60000f * 150f
Where num is defined by 
Multiplier by Current Need
Chemical fascination: 
 50% * (1.25 * num) / 60000f * 150f
Where num is defined by
Multiplier by Current Need
The end result is that Chemically Fascinated pawns need
== Need thresholds ==
A character's chemical need level is divided by five thresholds: "Chemical starvation", "Chemical hunger", "Chemical want", "Chemical comfort", and "Chemical satisfaction". These thresholds determine when the mood buffs and penalties are applied. The thresholds are indicated by small notches on the "Chemical" bar in the tab of pawns with this need.
The location of each threshold and the magnitude of the mood effect is dependent on whether the pawn in question has the Chemical Interest or Chemical Fascination trait.
=== Chemical interest ===
Chemical interest 	Chemical interest	Chemical interest
Label 	Saturation 	Mood modifier
Chemical starvation 	0% - 1% 	
Chemical hunger 	2% - 15% 	
Chemical want 	16% - 30% 	
N/A 	30% - 60% 	0
Chemical comfort 	60% - 75% 	
Chemical satisfaction	75% - 100% 	
Taking one social drug every days or one hard drug every days should be more than enough to keep a pawn with chemical interest above the chemical satisfaction threshold.
=== Chemical fascination ===
Chemical fascination 	Chemical fascination	Chemical fascination
Label 	Saturation 	Mood modifier
Chemical starvation 	0% - 10% 	
Chemical hunger 	11% - 25% 	
Chemical want 	26% - 40% 	
N/A 	41% - 70% 	0
Chemical comfort 	71% - 85% 	
Chemical satisfaction	85% - 100% 	
Taking one social or hard drug every days should be more than enough to keep a pawn with chemical fascination above the chemical satisfaction threshold.
Category:Status Level
Chess table

The chess table is a piece of recreation furniture that provides cerebral recreation when used by colonists, as well as small trickle of intellectual skill experience. 
It is the equivalent to the neolithic Game-of-Ur board, and only available to factions of Medieval tech level or above.
== Acquisition ==
 Chess tables can only be constructed by New Arrivals. New Tribes can never construct chess tables, and instead have the exclusive ability to construct game-of-Ur boards.
They are also available from Outlander traders and faction bases, and as quest rewards.
== Summary ==
Chess tables must have chairs directly adjacent to it to be used. Up to two colonists at a time can sit in these chairs to play at the chess table, and gain comfort from the chairs as normal. The rate at which colonists gain Recreation from playing chess depends on the quality of the table, but the rate of gain is constant as long as the game is played. Note that a colonist playing chess alone gives the same recreation as playing at the same time as another. 
Playing chess also improves the player's Intellectual skill at a meager rate of 0.002 XP per tick, or XP per real-time second. 
== Analysis ==
Chess tables are one of the early recreational items, built once the colony has outgrown the Horseshoe pin alone. They are relatively cheap and effective and should be built early to provide variety to your colonists.
Compared to other recreation items, the chess table uses twice the materials of it's tribal equivalent, the game-of-Ur board, but has a significantly higher base recreation power ( vs. ). It also provides 33% more Intellectual skill XP than the Game-of-Ur board. It is advisable to replace any game-of-Ur boards with a chess table as soon as possible, so long as the boards are not of a sufficiently higher quality to make up for the deficit. 
The chess table is a very cheap option for intellectual play and gives a significant amount of recreational power at higher crafting levels, but does not produce as much cerebral play value as a poker table. It does not require cloth, however, and is an acceptable substitute until cloth can be grown or traded for a poker table. Once poker tables are available however, they should replace chess tables entirely.
== Version history ==
* 0.10.785 - Added with the addition of the Joy system.
Category:Recreation
Chicken egg (fert.)

Chicken eggs are a type of egg laid by female chickens (hens).
Unfertilized chicken eggs are displayed as "Chicken egg (unfert.)", while fertilized chicken eggs are displayed "Chicken egg (fert.)". Both fertilized and unfertilized eggs are edible to colonists and ovivorous animals.
It has a hatching duration of 3.5 days.
== Gallery ==
Egg small a.png|One chicken egg (fert.)
Egg small b.png|Stack of chicken eggs (fert.)
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (fert.)
Chicken egg (unfert.)

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

== Acquisition ==
The following animals provide Chinchilla fur. 
== Usage ==
Chinchilla fur can be used to craft and build the following things:
== Analysis ==
Chinchilla fur is one of the least protective textiles in the game, 3-way tied for 18th most protective. However it also has an exceptional market value and beauty factor, and offers very good cold insulaton. 
Its poor protection means its utility as clothing is negligible outside of cold biomes. Chinchillas themselves are fairly rare and have a very small leather yield, so almost any other leather or textile will likely be both more available and more protective. In cold biomes however, chinchilla fur tribalwear can allow a pawn to survive without having to sacrifice the greater protection from a duster of a strong material for something warmer. In very cold biomes, very warm materials on all items may be required to survive. 
For use in furniture, its beauty factor, beaten only by thrumbofur and hyperweave, makes it a good choice for improving furniture beauty. However sourcing enough material to use this commonly will be difficult, as to gather enough fur for even a single armchair would require butchering of 8 chinchillas. You monster. 
Chinchilla fur's high market value also make it a valuable commodity, especially if processed into a high quality item of clothing or furniture first, however the efficiency of raising chinchillas for the slaughter is unknown.
== Gallery ==
Chinchillafur a.png|One chinchilla fur
Chinchillafur b.png|Stack of chinchilla furs
Category:Material Category:Textile Category:Leather
Chop wood

left Chop wood is used to mark trees or Saguaro cacti to be cut down, dropping wood in their place. It will only mark trees that have achieved at least 40% growth.
There are two variations: 
* Click Chop Wood then click one or more trees individually. 
* Click Chop Wood then click and drag to select multiple trees.
Trees marked in this way are marked with yellow shears.
Trees, even if they have not achieved 40% growth, can be harvested by using Cut Plant instead of Chop Wood. Trees marked in this way are marked with a yellow machete.
Trees bear an amount of wood based on their growth.
Only colonists assigned the plant cutting job will chop down trees.
A colonist may be directly ordered to chop down a marked tree. Select a colonist assigned to plant cutting, right-click a marked tree, click Prioritize cutting. The time it takes a colonist to chop down a tree it determined by their Plant Work Speed.
== Tips ==
* Chop 3 tiles wide to help stop spread of fire early on near Growing area or something important
Category:Orders
Chopped stump

A chopped stump is what remains after a tree has been chopped down by a pawn. It blocks planting a new tree until it's removed, either by manually cutting it or waiting for it to naturally decay, an automatic process with a variable time of around 2-5 days. For the necessary of work it yields only a comparably few . Also it provides only relatively low cover.
Cutting them does not give a mood penalty to those with a precept against cutting trees.
Despite not growing, it has growdays and lifespanDaysPerGrowDays values set. It is unclear what effect, if any, this has.
== Gallery ==
Stump chopped a.png|Chopped stump variant A
Stump chopped b.png|Chopped stump variant B
=== Chopped anima stump ===
Stump chopped anima a.png|Chopped anima stump variant A
Stump chopped anima b.png|Chopped anima stump variant B
=== Chopped gauranlen stump ===
Stump chopped gauranlen.png|Chopped gauranlen stump
=== Chopped polux stump ===
Stump chopped polux a.png|Chopped polux stump variant A
Stump chopped polux b.png|Chopped polux stump variant B
=== Chopped polluted stump ===
StumpChoppedPollutedA.png|Chopped polluted stump variant A
StumpChoppedPollutedB.png|Chopped polluted stump variant B
StumpChoppedPollutedC.png|Chopped polluted stump variant C
== Version history ==
* 1.4.3523 - Added chopped and smashed stump types for trees.
Category:Plants Category:Tree stumps
Christmas tree

A Christmas tree is a ritual focus added by the Ideology DLC.
== Acquisition ==
Christmas trees can be constructed by pawns with an ideoligion that has them as a building.
== Summary ==
Christmas trees are used in the Christmas tree ritual. Once the ritual is completed, the tree is destroyed.
== Analysis ==
Christmas trees are a poor focus object for rituals. They require steel, which is generally in high demand. It is almost strictly inferior to the effigy, which costs slightly more wood but does not require steel and requires less work to construct.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings)
Chunk

Chunks, also called Debris, comes in two forms: Steel slag chunk and various stone chunks, which can both be used to make usable resources. They can also be used as low-cover, with both variants providing a cover effectiveness of 50%. This makes chunks significantly better than bushes or trees (25%), but worse than sandbags (57%). 
As a low-lying object, any pawn that passes over them will have slower movement as they 'climb' onto the chunk, but they won't move much slower after climbing as they run along it - this makes large clumps of debris less effective as to hinder enemy movement. Both types of chunk can be made into resources too: stone chunks can be cut at a stonecutter's table to make 20 stone blocks per chunk, which can be used to build durable structures, and steel slag chunks can be smelted at an electric smelter to make 15 pieces of usable steel.
By strategic use of (temporary) stockpiles, chunks can also be used to discourage enemies from attacking a particular place or wall by making it easier/faster to reach the target via a different route, rather than moving over all the chunks that you put in the way. A pawn has to be behind cover to make use of it, so a field of solid chunks only offers cover where it starts.
== Stone chunks ==
Stone chunks can be found randomly scattered in various clusters generated across the map, with stone types corresponding to the stone types available on your landing spot. A stone chunk will also randomly be spawned with a thudding noise when mining rocks - the chunk corresponding to the stone it came from.
Stone chunks can be made into stone blocks at a stonecutter's table.
== Slag chunk ==
Steel slag chunks drop when steel structures are destroyed (excluding doors and walls), and from crashed drop pods / cargo pods upon impact. 
They can be smelted for steel at an electric smelter.
== Mechanoid slag chunk ==
Mechanoid slag chunks initially spawn on a world map, scattered around the same as the other chunk types. They also have a chance of dropping upon the death of a mechanoid.
They can be smelted for steel at an electric smelter.
Category:Resources
Clawer dryad

Clawer dryads are a caste of Dryads, a type of animal added by the Ideology DLC. Vulnerable but fearsome, the clawer dryad specializes in damage dealing. 
==Summary==
=== Attacks ===
Thanks to the Melee Verb system, clawer dryads will only ever use their two best attacks, their front claws, unless they're missing body parts. This attack stuns for 5.33 seconds on first hit and has strong damage, with 80% armor penetration on a fast attack interval. If both claws are somehow destroyed, then they will resort to biting and headbutting.
Melee Attacks	Damage Amount	Cooldown	Chance
Cut 	18 	1.5 sec 	100%
Bite 	9 	2.0 sec 	0%
Blunt 	4 	2.0 sec 	0%
In terms of overall DPS, clawer dryads are some of the strongest melee combatants in the game. They outstrip both the scyther and thrumbo, though the latter two can hit harder with individual attacks.
== Analysis ==
Clawer dryads are glass cannons, make no mistake. Having about 28% the health of a Grizzly bear, individual clawer dryads are weak combatants. However, with a dedicated tank or swarm of other clawer dryads, they'll put up an impressive (and quick) fight. A pack of four can take down a Thrumbo on their own and only receive a handful of hits in the process. Their excellent DPS and armor penetration helps against any foe.
As far as combat animals go, clawer dryads excel not only because of their combat capabilities, but also because they are arguably the most disposable pawn in the game. A leg shot off normally means a forever crippled warg, and a crushed jaw results in your bear no longer able to haul. Animals also take effort to train. All this is before considering that colonists can bond with them. While animals will bleed out, downed dryads can safely sit on the floor without risking death, and hop in a pod for 3 days to come out good as new. Even if killed, it will be replaced naturally by the tree after 13 days; 8 for the tree to grow, and 5 for the dryad to grow up.
With the ability to take Go-juice or even Luciferium in a pinch and shrug off any unlucky side effects with a healing pod, clawer dryads push their endurance to their limit, making them devastatingly effective forays into melee range. They have two main costs. A connected pawn gets a small -2 mood debuff per dryad death, but if the connected pawn tends to the dryad, then they can bond. The bigger drawback is that maintaining a gauranlen tree takes a significant amount of time to prune (using Plants skill) - possibly more than training animals. Overall, if you expect frequent combat and can play to their strengths, clawer dryads can be extremely competitive combatants.
== Training ==
Clawer dryads spawn fully trained in Guard and Attack and have no training decay. 
== Health ==
==Version history==
* Ideology DLC Release - Added.
* 1.3.3076 - Fix: Dryads are affected by disease incidents.
* 1.3.3101 - Change: Dryad Healing Pods now remove all negative hediffs in addition to restoring lost body parts. 
Category:Animals
Category:Dryad
Cleaning Speed Multiplier

== Factors ==
Pawn 	Factor
Cleansweeper	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:CleaningSpeed
* Label:cleaning speed multiplier	A multiplier on how fast this cleans up filth from the ground.	
* Display Order:140
* Def Name:PawnWork
* Label:Work
* Display All By Default:	
* Default Base Value: 
* Hide At Value: 
* Min Value: 
* Show Developmental Stage Filter: Child, Adult
* Show On Player Mechanoids: 
* To String Style: PercentZero	
* Show On Pawn Kind: Cleansweeper	2500
Cleaning Time Multiplier

== Factors ==
Floor 	Factor
Concrete 	
Paved tile 	
Steel tile 	
Silver tile 	
Gold tile 	
Sterile tile 	
Carpet 	
Sandstone tile 	
Granite tile 	
Limestone tile 	
Slate tile 	
Marble tile 	
Sandstone flagstone 	
Granite flagstone 	
Limestone flagstone 	
Slate flagstone 	
Marble flagstone 	
Fine carpet 	
Fine sandstone tile 	
Fine granite tile 	
Fine limestone tile 	
Fine slate tile 	
Fine marble tile 	
Morbid sandstone tile 	
Morbid granite tile 	
Morbid limestone tile 	
Morbid slate tile 	
Morbid marble tile 	
Morbid carpet 	
Sandstone spikecore tile	
Granite spikecore tile 	
Limestone spikecore tile	
Slate spikecore tile 	
Marble spikecore tile 	
Spikecore plates 	
Totemic sandstone tile 	
Totemic granite tile 	
Totemic limestone tile 	
Totemic slate tile 	
Totemic marble tile 	
Mindbend carpet 	
Diamond mindbend carpet 	
Purple mindbend carpet 	
Green mindbend carpet 	
Blue mindbend carpet 	
Yellow mindbend carpet 	
Hex carpet 	
Hex tile 	
Void metal 	
Bioferrite plate 	
Flesh 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:CleaningTimeFactor
* Label:cleaning time multiplier	A multiplier on how long it takes to clean filth from this surface.	
* Display Order:13
* Def Name:Terrain
* Label:terrain
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Show On Pawns: 
* To String Style: PercentZero	- 	-
== Version history ==
* 1.4.3523 - Added.