nyuuzyou/wikis huggingface dataset:
Caravan hitching spot

A caravan hitching spot designates a place for caravans to gather around when forming. Pack animals will be led and roped to the Caravan hitching spot. Other Animals that have been designated to be brought along with the caravan will be tied to the caravan hitching spot to await the finishing of the packing. They may also be used on Event and Caravan Ambush maps to keep animals from wandering. 
== Acquisition ==
Caravan hitching spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.
== Summary ==
When forming a caravan, colonists will first lead animals to a tile and rope them in. A caravan hitching spot isn't required for this, but placing a spot allows you to control where they park. Once roped, animals have an observed radius of 6 tiles that they can wander and will graze if there is food (grass, dandelions, crops, etc) within reach. 
If there is no suitable pen, then handlers will also automatically tie pen animals to the spot.
As the grazing radius is fairly short, extensive periods tied to the spot may cause malnutrition to animals involved.
Multiple hitching spots may exist, where colonists will choose one at random.
== Analysis ==
When forming a caravan with pack animals, you should place the hitching spot as close to the main stockpile as possible, even inside it. This minimizes travel time. However, be aware that this location can quickly accumulate animal filth if placed indoors without straw matting. You should only have one hitching spot at a time, to minimize the case where pawns choose the "wrong" spot; it takes no time to deconstruct the old one and place it where you now want it.
When traveling, such as when entering a quest site, you can form a hitching spot convenient to near where you enter, and then move it later once any immediate danger has been resolved. Be aware that any "unknown threat(s)" can enter from the map edge from any direction, and predator wildlife tends to lurk along the edges of any map, so leaving your animals near the edge long-term could be a bad plan.
== Version history ==
* 1.3.3159 - Renamed from caravan packing spot to caravan hitching spot and functionality significantly expanded. Caravan hitching spot now can be used to keep animals in place on temporary maps. Animals will eat and sleep within their rope area if they're roped to a spot. Added an alert that shows when hungry animals are tied to hitching spot.
 CaravanPackingSpot.png|Texture of the original caravan packing spot
=== Trivia ===
In the 1.3.3136 unstable build, the caravan packing spot was replaced with a caravan hitching post that required wood and work to be constructed but functioned similarly to the hitching spot. This construction requirement was abandoned in the 1.3.3144 unstable, and spot implementation that would eventually come to the stable was used instead. This is why several entries in the version history refer to the post.
Category:Miscellaneous
Caribou

The Caribou, called caribou calves as babies, is a large herbivorous animal that provides meat, plainleather and, if tamed, milk.
== Taming ==
Caribou can be tamed wild from , randomly join your colony in an event, or bought pre-tamed from a trading ship.
== Summary ==
A caribou can be milked for up to units of milk (depending on your pawn's Animal Gather Yield).
== Analysis ==
Caribou are animals to be hunted in colder biomes, and serve little other purpose. They are one of the few animals to come in herds and that have a manhunter chance, meaning the entire herd can revenge on a bad shot.
As tamed animals, caribou are almost entirely inferior to yaks, as 2 caribou produce less milk and eat more than 1 yak. Yaks are also pack animals while caribou aren't.
===Milking===
Female caribou produce per day, or nutrition in milk per day. A caribou consumes nutrition per day. This results in a nutrition efficiency of from milk alone (or per day per 1 nutrition consumed).
Yaks produce more milk than caribou on average, but eat only more food.
== Training ==
== Health ==
== Gallery ==
Caribou east.png|Facing east
Caribou north.png|Facing north
Caribou south.png|Facing south
Dessicated caribou east.png|Decaying
Category:Animals
Category:Wild animal
Carnivore fine meal

== Acquisition ==
Carnivore fine meals can be cooked at a or . Each meal requires 0.75 units of nutrition from meat or animal products (milk or eggs), of work to make, and a skill of .
== Summary ==
A fine meal can be eaten by humans or animals for 0.9 nutrition. As it takes 0.75 nutrition of raw food to create, carnivore fine meals provide 120% nutrition efficiency, less than regular fine meals.
Eating a fine meal or its variants gives the . This replaces the from lavish meal if present. If the meal was made out of insect meat or human meat, their respective moodlets will be applied. If Ideology DLC is active and the meal was made out of raw fungus, its normal moodlet will also be applied.
== Analysis ==
Carnivore fine meals can be useful for giving the fine meal moodlet when vegetable ingredients are not available, such as in an Ice Sheet biome. Plants are generally easier to harvest than meat, and carnivore meals are less efficient for nutrition than regular fine meals.
They can also be used to make insect meat useful for colonists that dislike it. The Ate cooked insect meat is counteracted from the Ate fine meal for a net mood buff compared to simple meals. The "wasted" food from making carnivore meals matters little if you wouldn't have used insect meat in the first place. Carnivore lavish meals can be used for a greater mood buff (net +9), but provides less food.
Carnivore meals are especially powerful for Cannibal traited or cannibal ideoligion pawns, as raider corpses are usually so prevalent that the decreased nutritional efficiency is irrelevant, making it an easy mood buff.
== Gallery ==
Carnivore fine meal a.png|One carnivore fine meal
Carnivore fine meal b.png|Partial stack
Carnivore fine meal c.png|Full stack
== Version history ==
* 1.3.3066 - Added
* 1.3.3074 - New graphics.
Carnivore fine meal Old.png|Texture between version 1.3.3066 and 1.3.3074
Category:Food Category:Processed Food Category:Meal
Carnivore lavish meal

== Acquisition ==
Carnivore lavish meals meals can be cooked at a or . A carnivore lavish meal requires 1.25 units of nutrition from meat, of work to make, and a Cooking skill of 8.
== Summary ==
A carnivore lavish meal can be eaten by humans or animals for 1 nutrition. As it takes 1.25 nutrition of raw food to create, carnivore lavish meals provide 80% nutrition efficiency, so preparing one loses food (even compared to regular lavish meals).
Eating a lavish meal or its variants gives the . This replaces the from fine meal if present. If the meal was made out of insect meat or human meat, their respective moodlets will be applied.
Lavish meals will also satisfy the food requirements of any conceited noble.
== Analysis ==
Carnivore lavish meals provide a very powerful mood buff when combined with usually undesirable meat. 
Insect meat and human meat can typically be acquired in large quantities, where the "wasted" food from making lavish meals does not matter. Insect meat only gives mood when cooked, for a net mood buff for any colonist. Human meat usually gives mood (plus for several days for butchering), but those with the Cannibal trait will be incredibly pleased, for a net mood of . A colonist's ideoligion can make them enjoy either meat on their own, while getting the full boost from the lavish meal.
== Gallery ==
Carnivore lavish meal a.png|One carnivore lavish meal
Carnivore lavish meal b.png|Partial stack
Carnivore lavish meal c.png|Full stack
== Version history ==
* 1.3.3066 - Added
* 1.3.3074 - New graphics.
* 1.3.3387 - Changed the nutrients needed for lavish carnivore meals to 1.25 (previously 2.5)
Carnivore lavish meal old 2.png|Old sprite from version 1.3.3074
Carnivore lavish meal old.png|Texture between version 1.3.3066 and 1.3.3074
Category:Food Category:Processed Food Category:Meal
Carpet

Carpet is a type of flooring that is beautiful and available in a range of colors, but is flammable and hard to clean.
== Acquisition ==
 Color is chosen when the blueprint is laid, and incurs no additional cost.
== Summary ==
When carpet burns it leaves burned carpet behind.
== Analysis ==
With a Beauty of 2, carpets can quickly upgrade a "mediocre" room to an "impressive" one, perfect for those troublesome greedy colonists.
Carpet can be particularly useful in the desert where wood is hard to come by or when you might not want to use up all your precious metals. Starting a cloth farm is pretty easy, especially if you have hydroponics researched, and if you don't have the time to spare or the skill to smooth floors, it's a nice substitute. Players also use this to color code rooms, for their own benefit.
It is important to consider the cleaning time of , which doubles the time needed to clean it.
== See also ==
* Fine carpet - Fancier carpets introduced in the Royalty DLC.
== Version history ==
* 0.12.906 - Added
* 0.17.1546 - Can now burn.
* 1.4.3523 - Cleaning time added, and color system overhauled. Previously there were only 5 different colors with independent descriptions. Red, Plush carpet in a lovely rose hue, Green, Naturalistic-feeling green carpet. Earth tones, dude., Blue, Toe-hugging plush carpet in a cool blue color, Cream, Inviting cream-colored carpet, and Dark, Professional-looking dark gray carpet. Now there is one description: Soft carpet made from fibers dyed a single color. It's welcoming, cozy, and boosts the beauty of the room it's in. It's also quite flammable, and cleaning it is a laborious process.
Category:Floor
Carrier dryad

Carrier dryads are a caste of Dryads, a type of animal added by the Ideology DLC. These chunky helpers will haul things where they need to go.
== Summary ==
thumb|left|Carrier dryads will dwell for a short time before moving to the next item to haul
Carriers will haul any and all items that are valid for regular hauling. Unlike human haulers and lifters, dryads will dwell for a short time before moving to the next item. They have a carrying capacity of 50kg and move roughly half as fast as a human.
== Analysis ==
Dryads have no need for food or recreation and aren't held back by pesky things such as missing legs and ugly corpses. Pruning can be a way to make even very disabled pawns useful for a colony.
Compared to Lifters, carrier dryads move slower, and their need to rest means that they haul for less time than the robot. Lifters also require no further maintenance once built, as opposed to pruning time for carrier dryads. However, lifters require Electricity to be researched and create pollution. It's also less expensive, but slower, to create 4 carrier dryads than 4 lifters.
== Training ==
Carrier dryads start fully trained in Haul and have no training decay. While their trainability is advanced, carrier dryads cannot be taught any other skills.
== Health ==
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3076 - Fix: Dryads are affected by disease incidents.
Category:Animals
Category:Dryad
Carrying Capacity

== Factors ==
Carrying Capacity has a base value of 75. This is multiplied by the following factors:
* Manipulation: 100% importance, No max.
* Body Size 100% importance, no max.
Since manipulation can effectively range from to for humans and they have a body size of 1, the carrying capacity ranges from (the absolute minimum) to .
== Pawn Carrying Capacities ==
Pawn	Carrying Capacity
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:CarryingCapacity
* Label:carrying capacity 	The amount of stuff this creature can carry in its hands, mouth, or other manipulators.This is separate from the ability to carry cargo on long cross-world trips.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Show On Entities: 
* Default Base Value: 75
* Min Value: 1
* To String Style: Integer	
* Parts:
** StatPart_BodySize
* Capacity Factors:
** Capacity: Manipulation
*** Weight:	2203
Cassandra Classic

Cassandra Classic is the default storyteller. In the beginning, Cassandra will always send a single mad animal, followed by a single raider. The single raider will appear on Day 5 hour 15 unless a different minor event appears at that exact time. In that case, the single raider will appear the following day. Challenges remain consistent, ramping up in difficulty as you progress, but with breaks every 1-2 raids.
===Analysis===
Many players find Cassandra to be more difficult than Randy, since her raids are consistent and more frequent (on average). While Randy is often quiet for months or even years at a time, Cassandra is forced to send major threats on a semi-regular basis. At the same time, players can take advantage of her hardcoded breaks. When playing with Randy, a raid can happen at any time, so players can never be 100% secure. 
In addition, Randy could send multiple 1.5x size raids back-to-back, potentially creating situations that are harder than what Cassandra can possibly dish out.
== Code specifics == 
 
Major Threats
Cassandra's cycle begins on day 11. Cassandra begins in her 4.6 day "On" phase. During the "On" phase, there is a 50-50 chance either 1 or 2 major threats will be sent. There will be at least 1.9 days between major threats. Cassandra alternates between 4.6 day "On" phases and 6 day "Off" phases. The dates of these phases are always the same. Cassandra always begins the first "On" phase on day 11 and the first "Off" phase begins on day 15.6. Rimworld days begin at hour 6. Day 15.6 is on day 15 hour 20. 
Cassandra averages about 8.5 major threats sent per Rimworld year.
These On and Off cycles are the same after saving and reloading the game, on multiple map tiles, and when changing storytellers.
On Cycle Start	On Cycle End
11 	15.6
21.6 	26.2
32.2 	36.8
42.8 	47.4
53.4 	58
Previous +10.6	Previous +10.6
 <minDaysPassed>11.0</minDaysPassed>
 <onDays>4.6</onDays>
 <offDays>6.0</offDays>
 <minSpacingDays>1.9</minSpacingDays>
 <numIncidentsRange>1~2</numIncidentsRange>
Misc. Events
 <mtbDays>4.8</mtbDays>
Category:AI
Cassowary

The Cassowary is a large, flightless bird found in tropical rainforests and tropical swamps.
== Taming ==
Cassowaries can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship or trade caravans.
== Summary == 
A female cassowary produces cassowary egg every day when fertilized. Cassowary will not lay unfertilized eggs.
== Analysis ==
Cassowaries are one of many egg-laying animals that are inferior to chickens. 2 hens eat less food, and each hen lays eggs for every cassowary egg. While an cassowary egg is worth chicken eggs, a single hen remains superior for egg production, let alone 2. Hens do not need to be fertilized, which adds a further advantage.
They can be found in the wild, unlike chickens. In tropical biomes, the cassowary is the only native egg-laying animal, other than the carnivorous cobra. However it is not worth the effort and risk to tame a cassowary, when you could ranch other, more efficient animals, or make vegetarian fine meals and vegetarian lavish meals instead.
== Training ==
== Health ==
== Gallery ==
Cassowary east.png|Facing east
Cassowary north.png|Facing north
Cassowary south.png|Facing south
Dessicated cassowary east.png|Decaying
Category:Animals
Category:Wild animal
Cassowary egg (fert.)

Cassowary eggs are a type of egg laid by female cassowaries.
Only fertilized cassowary eggs are laid, so all cassowary eggs are displayed "Cassowary egg (fert.)". Fertilized eggs are edible to colonists and ovivorous animals.
== Gallery ==
Cassowary egg (fert.) a.png|One cassowary egg (fert.)
Cassowary egg (fert.) b.png|Stack of cassowary eggs (fert.)
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (fert.)
Casting Time

Ability	Casting Time
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Ability_CastingTime
* Label:casting time 	How long it takes to perform this ability.	
* Display Order:60
* Def Name:Ability
* Label:Ability
* Display All By Default:	
* Default Base Value: 1
* Min Value: 0
* Format String: {0} s
* To String Style: FloatOne
* Show If Undefined:	
* Show If Mods Loaded:
** Royalty	1004
== Version history ==
* Royalty (DLC) Release - Added.
Cat

Cats, called kittens as babies, are small carnivorous animals. Unsurprisingly, you can't get them to do anything. On the upside, they don't eat much, and cheer up your colonists with their nuzzles.
== Analysis ==
Cats often start bonded with your colonists as a random pet at the start of the game. Cats are one of the few animals that can nuzzle colonists, giving a Nuzzled moodlet to colonists.
Other than their nuzzles, these cats are more of a nuisance than anything. If you don't have meat, they can feed off meals (vegetarian or not), corpses, and are also able to hunt small game like rats and squirrels.
== Training ==
== Health ==
== Gallery ==
Cat east.png|Facing east
Cat north.png|Facing north
Cat south.png|Facing south
Dessicated cat east.png|Decaying
Category:Animals
Category:Pet
Cataphract

Cataphract can refer to a number of different things, including:
* Empire cataphracts: Heavily armored Empire troops
* Cataphract armor: The heavy power armor worn by Cataphracts and named for them.
** Prestige cataphract armor: A noble and psycaster focused variant of the above
* Cataphract helmet: The heavy power armor helmet worn by Cataphracts and named for them.
** Prestige cataphract helmet: A noble and psycaster focused variant of the above
Though it does not bear the name, phoenix armor is another variant of cataphract armor with an integrated incendiary launcher and a focus on protection from on fire.
Category Portal

This page shows all the categories on the RimWorld Wiki. They are automatically generated, so there is no need for maintenance. To show sub-categories, click on the arrow to the left of the category you want to inspect, and its subcategories will be listed. 
A counter for (sub)categories (C), pages (P) and files (F) is listed in parentheses.
== RimWorld Wiki categories ==
RimWorld Wiki
Category:Wiki maintenance
Cecropia tree

== Growing ==
Cecropia trees have a base growing time of 14 days, need a minimum soil fertility of 30%, and have a fertility sensitivity rating of 50%. The following table details how long it takes for cecropia trees to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
Cecropia trees have the lowest yield per day out of any tree in the game, thus making them the worst tree to farm for wood. By contrast, the poplar tree only takes 1.05 more (baseline) days to grow, but yields 50% more wood - but that's still enough to make it the best tree to farm for wood in the game.
== Food production ==
Cecropia trees don't yield any human-edible products.
== Economy ==
The cecropia tree's raw product is wood, which has a market value of 1.4 silver. The refined product with the largest profit margin is a grand sculpture, having a 51.25%110% sell price multiplier and assuming normal quality. Your mileage may vary; see quality for more information on skill level's impact on the average market value of produced goods. profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown; the market value of the products; and the yield per day:
Ground Type	Gravel	Soil	Rich Soil	Hydroponics
Raw 	0.49 	0.58	0.69 	-
Refined 	0.74 	0.88	1.05 	-
== Gallery ==
Cecropia tree.png|Cecropia
Cecropia tree leafless.png|Leafless cecropia
Category:Plants
Category:Trees
Centipede burner

Centipede burners are a variant of centipede that wield the inferno cannon.
== Acquisition ==
Dead, friendly s can also be resurrected at the using the "Resurrect heavy mechanoid" bill. This requires the corpse of the friendly , steel, and 1 gestation cycle taking to initiate.
== Summary ==
As mechanoids, centipedes are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks and will "adapt" for , starting from the stun, rendering them immune to further EMP strikes.
Centipedes have a Psychic Sensitivity of 75%, reducing the duration of certain psycasts. However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.
Dead centipedes may be shredded at the machining table or crafting spot for steel and plasteel, though these values are affected by mechanoid shredding efficiency as well as missing parts on the centipede.
=== Combat ===
Centipede burners are always equipped with a inferno cannon. It creates explosions of fire, which can ignite pawns. They are also able to engage in (less effective) melee combat with colonists.
Melee Attacks	Damage Amount	Cooldown
Blunt 	11.7 	2.6 sec
The inferno cannon has a Forced Miss Radius of 3.5 tiles, where blasts will always land. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.
=== As an ally ===
Mechs under player control require power: centipedes use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a large mech recharger (constant 400W), for 50% power/day, creating 20 wastepacks whenever the recharger's waste is filled up.
== Analysis ==
Centipede burners are high-tier threats due to the fire they create. Fire causes pawns to run around wildly, ignore orders, and get out of cover, which can all lead to death. Firefoam pop packs are helpful to protect against their attacks.
As mechanoids are not hurt by fire damage, centipede burners are not great targets for psychic insanity lances. However, using one will still take the burner out of combat for an extended time.
== Health ==
=== Body parts ===
== Gallery ==
CentipedeBurnerClean east.png| Age 0-99 Centipede burner facing east
CentipedeBurnerClean north.png| Age 0-99 Centipede burner facing north
CentipedeBurnerClean south.png| Age 0-99 Centipede burner facing south
CentipedeBurner east.png| Age 100+ Centipede burner facing east
CentipedeBurner north.png| Age 100+ Centipede burner facing north
CentipedeBurner south.png| Age 100+ Centipede burner facing south
== Version history ==
* 1.4.3523 - The base centipede, which could wield both the charge blaster and inferno cannon, was split into blaster, burner, and gunner.
* Biotech DLC Release - Introduced ability to create and control centipedes. 
Category:Mechanoids