nyuuzyou/wikis huggingface dataset:
Style Dominance

== Factors ==
Thing 	Style Dominance
Small sculpture 	10
Large sculpture 	20
Grand sculpture 	40
Stool 	5
Dining chair 	5
Table (1x2) 	5
Table (2x2) 	10
Table (2x4) 	20
Table (3x3) 	20
Torch lamp 	5
Wall torch lamp 	5
Standing lamp 	5
Shelf 	5
Small shelf 	2.5
Bookcase 	6
Small bookcase 	3
Column 	10
Psychic animal pulser 	10
Psychic soothe pulser 	10
Darktorch 	5
Fungus darktorch 	5
Morbid stone tile 	1
Spikecore stone tile 	1
Totemic stone tile 	1
Mindbend carpet 	1
Morbid carpet 	1
Hex carpet 	1
Spikecore plates 	1
Totemic boards 	1
Hex tile 	1
Small altar 	10
Medium altar 	20
Large altar 	40
Grand altar 	50
Ideogram 	20
Christmas tree 	10
Cannibal platter 	10
Effigy 	10
Sacrificial flag 	10
Pyre 	10
Burnbong 	10
Incense shrine 	10
Pew 	5
Kneel sheet 	5
Kneel pillow 	5
Morbid slab (medium) 	30
Morbid slab (broad) 	40
Totemic slab (medium) 	30
Totemic slab (broad) 	40
Spikecore floor-star (medium)	30
Spikecore floor-star (broad) 	40
Rustic rug (medium) 	30
Rustic rug (broad) 	40
Animalist slab (medium) 	30
Animalist slab (broad) 	40
Blood torch 	5
Shard animal pulser 	10
Biomutation pulser 	10
Void sculpture 	10
== Offsets ==
* Reliquary holding Relic: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:StyleDominance
* Label:style dominance 	How much this object contributes to overall style dominance in an area.	
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 0
* Min Value: 0
* To String Style: FloatMaxThree
* Hide At Value: 0
* Hide In Classic Mode:	
* Parts:
** StatPart_HasRelic:
*** Offset:	6000
== Version history ==
* Ideology (DLC) Release - Added.
Styling station

A styling station is a station used to aesthetically edit your pawns added by the Ideology DLC. It allows the styling of hair and beards, as well as the dyeing of apparel, hair and beards.
To use the styling station, select the pawn then right click on the styling station, selecting the "Change style" option.
== Acquisition ==
== Summary ==
You will need to grow tinctoria to get dye to change the color of your pawn's apparel and hair. Some pawns have a favorite color, and ideoligions have an associated color - dyeing more than 60% of a pawn's equipped clothing items in either of these colors will give them a mood boost of . Which specific items are dyed is not important, only the total number of items equipped and how many of them are dyed.
If a pawn has the same favorite color as their ideoligion color, they will get both buffs for a total of .
Apparel made from materials that have a similar color to their desired color(s) will not satisfy them. For example, elephant leather clothes will not give a buff for pawns desiring dark grey. This is because colors have to be nearly identical in shade to be considered indistinguishable by the game, and no material in the base game is indistinguishable from the available desired colors. 
=== Available colors ===
== Analysis ==
Outside of its obvious aesthetic benefits, use of styling station is of questionable mechanical utility, providing at most mood with a minor but not negligible investment of time and resources. However, it can be helpful to make specific pawns identifiable by the player without having to make suboptimal apparel or material choices. 
The styling station gains a bit more use if the player regularly converts prisoners. If the pawn's hairstyle does not match one approved by their ideology, they will gain a mood penalty until they can change their hairstyle. Pawns will automatically attempt to change to a valid hairstyle when possible, or the player can manually order them to do so.
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3067 - Dyeing hair now requires dye
* 1.3.3072 - You can no longer change the color of lodgers' apparel if they refuse to change their apparel at all. Added darker black hair color option. Fix: Women constantly using the styling station to get a beard that they are not allowed to have. 
* 1.3.3074 - Allow black color to be selected for apparel coloring.
* 1.4.3523 - Now requires Complex furniture research. Moved from Misc to new Ideology architect tab.
* 1.4.3613 - Fix: Styling station can instantly change hair and tattoo styles by pressing Escape or Enter while the dialog is open.
* 1.5.4062 - Styling stations now display favorite and ideoligion colors with a small icon.
Category:Ideology (Buildings)
Subcore

Subcore refers to one of three different crafted resources used in the creation of mechanoids. These are:
* Basic subcore, created at a subcore encoder.
* Standard subcore, created from a human subject at a subcore softscanner.
* High subcore, created by killing a human subject at a subcore ripscanner.
Each mechanoid requires one subcore of the correct type, with the exception of the war urchin.
Subcore Encoding Speed

== Factors ==
* Skill Needs
** Crafting : 75% plus 10% per skill level.
CraftingLevel	EncodingSpeed
0 	75%
1 	85%
2 	95%
3 	105%
4 	115%
5 	125%
6 	135%
7 	145%
8 	155%
9 	165%
10 	175%
11 	185%
12 	195%
13 	205%
14 	215%
15 	225%
16 	235%
17 	245%
18 	255%
19 	265%
20 	275%
== Explanation ==
Although all three subcore types (Basic subcore, Standard subcore, High subcore) are technically affected by Subcore Encoding Speed, the basic subcore is the only one whose Work To Make time is modified, since it is the only one of the three that is a traditional bill crafted at a work station (a Subcore encoder). A basic subcore has a Work To Make of .
Subcore Encoding Speed is calculated as:
Subcore Encoding Speed = Default Base Value × (0.75 + (Crafting Skill Level × 0.1) )
Here are the Work To Make times for a basic subcore for every crafting skill level:
CraftingLevel	EncodingSpeed	Work To Make
0 	75% 	
1 	85% 	
2 	95% 	
3 	105% 	
4 	115% 	
5 	125% 	
6 	135% 	
7 	145% 	
8 	155% 	
9 	165% 	
10 	175% 	
11 	185% 	
12 	195% 	
13 	205% 	
14 	215% 	
15 	225% 	
16 	235% 	
17 	245% 	
18 	255% 	
19 	265% 	
20 	275% 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:SubcoreEncodingSpeed
* Label:subcore encoding speed	A multiplier on how fast a mechanitor can create subcores.	
* Display Order:105
* Def Name:Mechanitor
* Label:Mechanitor
* Display All By Default:	
* Worker Class: StatWorker_Mechanitor
* Min Value: 
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids: 
* Show If Undefined: 
* Default Base Value: 
* To String Style: PercentZero	
* Skill Need Factors:
** SkillNeed_BaseBonus:
*** Skill: Crafting
*** Base Value: 
*** Bonus Per Level:	2000
== Version history ==
* Biotech (DLC) Release - Added.
Subcore encoder

The subcore encoder is a building added by the Biotech DLC that allows for the creation of basic subcores.
== Acquisition ==
== Summary ==
The subcore encoder takes 150 W of power. Its only purpose is to form a basic subcore, an ingredient used for the gestation of the following mechanoids:
A basic subcore requires to create. Unlike the other subcore production buildings, this is done via regular bill.
== Analysis ==
Basic subcores are responsible for 4 worker mechs: all of which can be useful for the entire game. Building the encoder and subsequent mechs can be highly worth it, even if you didn't begin the game with a mechanitor. Each basic mech costs steel and components, plus steel and components for the combination of encoder, mech gestator, and mech recharger. If you feel like you've gestated enough labor mechs, you can deconstruct the encoder and get some of its resources back.
In return, agrihands can grow at least 10 colonists worth of food entirely on its own, cleansweepers can keep a large base cleaned, lifters save the trouble of having to haul everything, and constructoids can build large sections of a large base. Militors are also potent combat bots that are cheap to create. These benefits, at least for the former 3 mechs, will last indefinitely until the mech is killed - and subsequently resurrected for only 25 steel. The pollution cost can be managed - especially when you are sticking with just a few labor mechs.
The Mechanitor starting scenario begins with 5 basic subcores, in addition to a lifter and constructoid. Until you need to create more than 5 additional basic mechs, you can delay building the subcore encoder.
== See also ==
* Subcore softscanner - Creates standard subcores.
* Subcore ripscanner - Creates high subcores.
== Version history ==
* Biotech DLC Release - Added.
Category:Biotech (Buildings)
Subcore ripscanner

The subcore ripscanner is a building added by the Biotech DLC that allows for the creation of high subcores by ripscanning human pawns.
== Acquisition ==
== Summary ==
The subcore ripscanner takes 150 W of power. Its only purpose is to form a high subcore, an ingredient used for the gestation of the following mechanoids:
A high subcore requires 50 steel and 4 components to create. Then, a non-baby human must sit in the scanner for . The pawn then dies from destruction of the brain. This is considered an execution for all intents and purposes.
== Analysis ==
The primary way to get participants for the ripscanner are prisoners, taken from the constant supply of raiders. It is also possible to use colonists who you would've banished in the first place.
High subcores are used for a variety of advanced mechanoids, which all have their niches. Solo mechanitors in particular will value the paramedic, which can rescue its master and perform surgery on them. If you want to make any of the listed mechs, then the ripscanner is an essential investment. If don't want any ripscanner mechs for the time being, then you can skip on the ripscanner.
The Subcore ripscanner does not take pawns with scanning sickness.
If used in tandem with a pawn capable of death refusal, it is possible to obtain a high subcore while keeping the pawn alive after the fact. This incurs the typical penalties associated with death refusal revival, but can be especially useful when looking to ripscan cultist raiders as they can then be sold, organ harvested, or ripscanned a 2nd time.
===Human resources===
A high subcore requires silver of non-human material and is worth silver, for a Market Value profit of . When used on guilty prisoners, there isn't a mood penalty.
Selling prisoners directly to a slaver or faction base often is more profitable; this only gives a moodlet per prisoner. However, human market value is dependent on a pawn's quality; sufficiently bad traits like brain damage, a peg leg, or previous organ harvests can make a high subcore more valuable. 
Organ harvests in general are more profitable: a heart or liver is worth and requires 2 medicine of any type to extract. However, this usually gives mood for organ harvesting and another for organ-murder.
== See also ==
* Subcore encoder - Creates basic subcores.
* Subcore softscanner - Creates standard subcores.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3534 - Added more feedback to subcore scanners.
* 1.4.3555 - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'. Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%. Subcore scanners: Added confirmation dialog when cancelling a scan that can kill the occupant.
* 1.4.3580 - Fix: Typo in colonist ripscanned thought description.
Category:Biotech (Buildings)
Subcore softscanner

The subcore softscanner is a building added by the Biotech DLC that allows for the creation of standard subcores by scanning human pawns.
== Acquisition ==
== Summary ==
The subcore softscanner takes 150 W of power. Its only purpose is to form a standard subcore, an ingredient used for the gestation of the following mechanoids:
A standard subcore requires 50 Steel and 4 Components to create. Then, a human must sit in the scanner for . The person then receives scanning sickness.
=== Scanning sickness ===
A person scanned in a subcore softscanner to produce a standard subcore is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day. This has the following effects:
* Consciousness: (Post factors)
* Manipulation: (Post factors)
* Moving: (Post factors)
* Vomiting : 
* Mood: 
== Analysis ==
Prisoners don't do work, so using them for the subcore scanner carries few penalties. Barring that, almost any colonist is suitable, but bear in mind that scanning sickness comes with a debuff of x75% for counciousness, manipulation and moving and since a lower counciousness will further lower manipulation and moving, you will be looking at a colonist with almost 50% debuff for all work and moving for 4 in game days.
Standard subcores can create a variety of useful mechs, such as the tunneler for mining ore deposits or scyther for general melee combat. Some players may not prefer or need any of the standard subcore mechs, and can safely skip building the softscanner. However, the softscanner is not terribly expensive; you shouldn't hesitate to build one if you desire any of its component mechs.
Note that every mech that requires a standard subcore is created at a large mech gestator and uses the large mech recharger. These two buildings cost steel and components. This is in addition to costs of the softscanner itself and the actual mechs.
== See also ==
* Subcore encoder - Creates basic subcores.
* Subcore ripscanner - Creates high subcores.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3534 - Added more feedback to subcore scanners.
* 1.4.3541 - Fix: Softcore scanner tooltip formating.
* 1.4.3555 - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.
Category:Biotech (Buildings)
Suppression Power

== Factors ==
* Social : 5% plus 2.25% per skill level.
* Authority cap: Adds +10% of the pawn's base Suppression Power.
Social Skill Level	Suppression Power	Suppression Power	Suppression Power
Social Skill Level	Base 	+Authority cap 	
0 	% 	% 	
1 	% 	% 	
2 	% 	% 	
3 	% 	% 	
4 	% 	% 	
5 	% 	% 	
6 	% 	% 	
7 	% 	% 	
8 	% 	% 	
9 	% 	% 	
10 	% 	% 	
11 	% 	% 	
12 	% 	% 	
13 	% 	% 	
14 	% 	% 	
15 	% 	% 	
16 	% 	% 	
17 	% 	% 	
18 	% 	% 	
19 	% 	% 	
20 	% 	%
Surgery Success Chance Factor

This stat is applied to beds and other sleep furniture.
* Note that this stat is specific to the base Surgery Success Chance Factor of a given type of sleep furniture.
* When placed in-world, the Surgery Success Chance Factor of a specific item of sleep furniture changes. It is additionally weighted by environmental factors.
In other words, "Surgery Success Chance Factor" is the stat of the bed item and its location. 
* For the surgery success stat of a specific colonist, see Medical Surgery Success Chance. 
* For the "true" chance of a surgery succeeding, where this factor is one part of the equation, see Surgery.
== Formula ==
When placed in-world, the specific item of Sleep furniture has its Surgery Success Chance Factor stat adjusted based on its environment. 
This is calculated as:
Surgery Success Chance Factoritem = (Base stattype + Facility Offset) × Room Cleanliness Multiplier × Light Multiplier × Outdoors Multiplier × Quality Multiplier
=== Base stat ===
Every type of sleep furniture's Surgery Success Chance Factor has a base value stat assigned as follows.
=== Facility Offset ===
In addition, facilities placed adjacent to the head of the item of sleep furniture can adjust the stat of the placed item.
The result of these additional factors are displayed under the Facilities heading within the Stats tab of the information page.
Facility Type 	Offset
Vitals monitor	
=== Room Cleanliness Multiplier ===
The room cleanliness factor for performing surgery is a determined by the value displayed on the room's cleanliness by the following curve:
Roomcleanliness	RoomCleanlinessMultiplier	Graph
-5 	0.6 	
0 	1 	
5 	1.15 	
This can be translated into the following formulas:
Range 	Formula
Room cleanliness < 0	Room Cleanliness Multiplier = 1 + Room cleanliness × 0.08
Room cleanliness > 0	Room Cleanliness Multiplier = 1 + Room cleanliness × 0.03
The value is limited to a minimum of for -5 cleanliness and a theoretical maximum of for 5 cleanliness, which is practical limited to by the highest available cleanliness of of the sterile tile.
If the surgery is performed outside (i.e. not in a room at all), the cleanliness factor is treated as the minimum ().
=== Light Multiplier ===
Extremely low levels of light negatively affect the resulting value.
In complete darkness, this can be as little as . At 50% light level and above, a factor of is applied.
This is referred to as Multiplier for light within the Stats tab of the information page.
Multiplier for Light = 0.75 + Light Level × 0.5
=== Outdoors Multiplier ===
If the item of sleep furniture is placed performed outdoors (i.e. there is no room of which the cleanliness may be assessed), an additional multiplier of is applied to the resulting chance of surgery success.
Environment Type	Multiplier
Indoors 	1
Outdoors 	
=== Quality Factor ===
A multiplier based on the quality of the specific item is applied. This is referred to as the Quality Multiplier within the Stats tab of the information page.
Quality 	Multiplier
Awful 	
Poor 	
Normal 	1
Good 	
Excellent 	
Masterwork	
Legendary
Synthread

== Acquisition == 
Synthread cannot be grown or manufactured, instead it is only available through trading or through the cargo pod event.
Additionally, the starting gear on any New Arrivals scenario is a synthread T-shirt and pants, and occasionally a jacket or parka as well. Some raiders and outlanders will occasionally come wearing synthread apparel, as well.
== Usage ==
Synthread can be used to craft and build the following things:
== Analysis == 
The difficulty in sourcing sufficient synthread for use is not rewarded by its stats. It is the 9th most protective of the 31 textiles in the game against sharp damage, and the tied for second worst against heat damage, only beating patchleather. It has middling cold and heat insulation and provides the same item health as most leathers. Thus, if it should be found in the early game it is a decent candidate for dusters and other protective clothing. But it should be replaced by the better leathers or even devilstrand by the mid-game. 
For use in furniture, it has a middle-of-the-road beauty factor. It is not worth sourcing synthread just for furniture beauty. But as synthread becomes redundant for clothing, excess synthread can be used to improve furniture beauty.
Its one advantage over other textiles is that it, and its products, are 30% less flammable than normal textiles. It is still more flammable than hyperweave or devilstrand, which are both 60% less flammable than normal.
== Gallery ==
Synthread a.png|One synthread
Synthread b.png|Partial stack
Synthread c.png|Full stack
Category:Material Category:Textile Category:Fabric
T-shirt

The T-shirt is one of two shirts available in core RimWorld. Compared to its alternative, the Button-down shirt, slightly reduced labour and material requirements at the cost of inferior coverage and cold insulation.
== Acquisition ==
T-shirts can also be purchased from traders or stripped from Outlanders, Pirates and Empire pawns.
== Analysis ==
T-shirts are not particularly useful, given that button-down shirts are a strict upgrade with only a minor increase in cost. Comparing the two options:
* T-shirts have the same armor values, but don't cover the arms or neck
* T-shirts offer slightly worse insulation from cold (22% vs. 26%)
* T-shirts require fewer textiles to craft (40 vs. 45) and take less work (27 vs. 45)
In fact, the combination of a t-shirt and pants is actually worse than tribalwear. Compared to a t-shirt and pants:
* Tribalwear offers identical armor and coverage, except they don't cover the shoulders
* Tribalwear has better insulation - cold (55% vs. 42%)
* Tribalwear has much better insulation - heat (55% vs. 18%)
* Tribalwear requires fewer textiles to craft (60 vs. 80) and takes significantly less work (30 vs. 54)
== See also ==
* Button-down shirt - a more expensive but more protective alternative.
* Formal shirt - a more expensive version required by Nobles
* Eltex shirt - an uncraftable shirt that improves Psycasting
* Kid shirt - a smaller version for Children
Category:Clothing
Table

__NOTOC__
Tables are one of the two types of furniture necessary for creating a dining room. They come in four sizes:
* Table (1x2)
* Table (2x2)
* Table (2x4)
* Table (3x3)
== Mechanics ==
When placed adjacent to a stool, dining chair, or armchair, colonists will eat their meals at the table. This avoids giving them the "Ate without table" bad thought that non-ascetics will get otherwise, and gives them good thoughts if your dining room has high impressiveness.
Colonists more than 31 tiles away from a table at the moment they decide to eat something will ignore the table and eat where they stand, suffering a -3 mood hit. Larger colonies may benefit from building a second dining room, or have scattered tables, especially next to a killbox, mining site, or anima tree (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns in a more favorable position).
Tables (and campfires) are set by default as gather spots. Colonists will gather here to socialize for recreation, especially when idle. This should be toggled off on all tables except for the one in a dedicated dining or recreation room. Not toggling can cause people to recreate and have parties in the middle of an ugly, dirty mining site, making everybody unhappy.
The maximum number of diners a table can support at a time is limited only by the number of chairs that can fit around it. Multiple meals can overlap on the same section of table without issue.
== Acquisition ==
Tables can be built from Stuff (Wood/Metals/Stone). Tables can also be bought from traders and found in ruins.
== Comparison ==
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.
If you don't want to build multiple tables, you can stagger the recreation schedule of colonists to make sure they don't take all of the space on a table.
Name 	Cost	Work to build	Beauty	Market value	Seats	Mass	Max hit points
Table (1x2)	 	 	 	 	6 	kg 	
Table (2x2)	 	 	 	 	8 	kg 	
Table (2x4)	 	 	 	 	12 	kg 	
Table (3x3)	 	 	 	 	12 	kg 	
== Version history ==
Prior to Beta 18, tables only came in two forms: short table (2x2) and long table (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.
#Table