nyuuzyou/wikis huggingface dataset:
Crawl Speed

== Factors ==
* Capacities
** Manipulation: 100% importance, No max
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:CrawlSpeed
* Label:crawl speed	Speed of crawling in cells per second.	
* Display Order: 11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 0.6
* Min Value: 0
* To String Style: FloatTwo
* Show On Animals: 
* Show On Mechanoids: 
* Show On Entities: 
* Format String:"{0} c/s"	
* Capacity Factors:
** Capacity: Manipulation
*** Weight:	2499
== Version history ==
* 1.5.4062 - Added.
Crib

The crib is a furniture item added by the Biotech DLC
== Acquisition ==
== Summary ==
Babies spend most of their time in a crib. Nursing mothers or pawns with the Childcare labor enabled will remove them to engage in breastfeeding or play, replacing them when done. Babies receive a mood bonus from being inside a high-quality crib. Cribs do not turn a bedroom into a barracks.
Thought 	Description 	Mood effect
Good crib 	This crib is comfy. 	
Excellent crib 	This crib is very comfy. 	
Masterwork crib	This crib is amazing. So comfortable. 	
Legendary crib 	This crib is wonderful. So very comfortable. Perfect for naps.	
When a child outgrows their crib, it will automatically be unassigned, causing them to seek a more suitably sized bed when they next rest.
Unlike normal beds, cribs don't have owner types and don't change when other beds in the room change.
== Analysis ==
Cribs are cheaper than a bed, easily afforded for the vast majority of colonies, and 1 tile smaller. As babies have few moodlets available to them, a high-quality crib can have a great impact on their mood, and thus a whole colony's mood. As they are smaller and don't create barracks, cribs can be placed where it is most convenient.
Note that babies can also sleep in beds. If a crib is not at least of good quality, then using a regular bed would have no difference on the baby. Cribs are still cheaper to create while retaining their other advantages, but if you have a spare bed, it can be used in a pinch. It is also better to use a hospital bed if your baby gets a disease.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3555 - Cribs no longer require any research, so tribal colonies can use them in the early game. Previously they required Complex furniture.
* 1.4.3641 - Unassign beds from pawns that have grown too large to fit in them. Don't display owner types for cribs since cribs don't have their owner types changed as the room changes.
Category:Furniture
Crown

The Crown is a clothing item added in the Royalty DLC. It provides a +20% increase to Social Impact, but despite its similarity to other headwear and seeming place in the progression, no nobles can wear the crown.
== Acquisition ==
Crown can also be purchased or found on nobles.
== Summary ==
== Analysis ==
Crowns are a luxurious headgear that offers a significant boost to social impact (+20%), but provides no armor or insulation. Although the social impact bonus is larger than that of the bowler hat, this bonus is also met by the top hat and ladies hat which also provide some small amount of insulation and armor. As such they should be replaced by other options as soon as possible.
Oddly, while able to be crafted and equipped, it doesn't fulfill the requirements of any title requirement, including those ranks only achievable by NPCs.
== Potential bug ==
It is currently unknown if the lack of utilization of the crown is intended or not. There is some evidence towards it being a bug however: 
# NPC Dukes and Consuls all spawn with the coronet but the ranks themselves require the stellic crown. This leads to the default gear of these nobles causing them to have a mood penalty. No matter which of the three types of headwear they are intended to wear, this is clearly improperly implemented. 
# The crown's position as a middle ground between in cost between the coronet and the stellic crown, which implies it is intended to occupy the space between the two ranks.
# The crown's tag of royalTier6 compared to the coronet's royalTier5 and the stellic crown's royalTier7 further cements that its intended to be between the two ranks.
Category:Clothing
Cut plants

left Orders your colonists to take cut and remove plants. This will harvest any resources possible from the plant before destroying it. It is possible to click and drag this tool to order your colonists to remove plants from a large area. This tool can also be used to remove trees that are not fully grown and therefore are not able to be selected with the "chop wood" order. Trees that are not fully mature and are cut down using this tool will not yield the full amount of logs.
Only colonists assigned to plant cutting will cut plants.
The speed of cutting plants depends on the colonist's plants skill.
== Version history ==
CutPlantsOld.png|Old Cut Plants icon
Category:Orders
Damage

:Main article: Damage
Damage is made up of 3 major components:
*Armor Categories, which define what apparel protects against it.
*Damage Types, which defines what damage does what injury.
*Health Difficulties, which defines that the consequences are of an injury.
Your colonists are likely going to get injured at some point in RimWorld (or suffer a horrific death).
== Armor penetration ==
Attacks have an "armor penetration", often abbreviated as , value associated with them. The armor penetration reduces the effective armor of the target. For further information about this system, see Armor categories below. The armor penetration of the attack always reduces the target's armor value of the armor category that corresponds to the damage type of the attack. It does not apply to damage over time from attacks, such as being lit on fire.
The armor penetration of an attack depends on a number of factors. If it is calculated, then it is equal to 1.5x the base damage (i.e. before any reductions from armor). Damage types can also have armor penetration multipliers. For example, flame damage attacks have an AP multiplier of 0, meaning they do not have any AP. Quality also imposes a multiplier on AP. For melee attacks where the AP is calculated, the melee damage factor of the also modifies the AP as a result. 
AP can also be set manually in the game code, which overrides all other calculations and multipliers except quality but including from damage type and melee damage factor. There is no in-game indication when this occurs, but it can generally be identified by the AP not following the 1.5x rule.
== Armor categories ==
Apparel protects against different types of damage to different extents. There are three categories of armor that each apparel can have: Sharp, Blunt, and Heat. Cross-reference these with the damage types table to see what's category protects what.
How much protection armor gives is determined by its armor rating. In-game this protection is calculated as follows:
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating"
#The effective armor rating is then compared against a random number from 0 to 100:
#*If the random number is under half the effective armor rating, the damage deflects harmlessly.
#*If the random number is over half the effective armor rating, but not higher than the armor rating, the damage is halved.
#*If the random number is greater than the effective armor rating, the armor has no effect.
#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.
If Sharp damage is mitigated at any point, it is converted to Blunt damage after all calculations for all layers of apparel are complete.
==Damage Types==
==Health Difficulties==
===DPS===
Main Article: DPS
Damage per Second

Damage per second (a.k.a. DPS for short) is a measure of how much damage a given weapon does per second.
== Disclaimer ==
These DPS formulas don't account for a pawn's shooting skills.
It's just a calculation of raw, total output damage (on a single target).
== Calculation ==
 
The DPS of weapons on the weapons page have been calculated using the following formula:
=== Optimal DPS ===
This is the maximum potential damage, ignoring accuracy.
Max DPS = (Damage × Burst Shot Count) ÷ (Ranged Cooldown (ticks) + Warm-up (ticks) + (Burst Time (ticks) * (Burst Count - 1)) × 60 
For example:
Charge rifle max DPS = ( × ) ÷ ( ticks + ticks + ticks × ( - 1)) × 60 = 
Category:Game mechanics
#Damage per Second
Dandelions

Dandelions are a common beautiful flower that can be sown but also grows naturally in . 
== Acquisition == 
Dandelions can be sown by growers in growing zones. Sowing requires of work. Unlike roses and daylilies they cannot be planted in plant pots. 
== Analysis ==
Dandelions are modestly beautiful, and they can be grown indoors. While they provide comparatively little beauty per plant, each dandelion lasts for 20 days, which cuts down on work. If you have a big room with a dirt floor and open roof, they can be viable for raising the rooms beauty. In smaller rooms, the higher beauty per tile of roses or daylilies will be preferred.
Dandelions can also be used as quick-growing feed for grazing animals. However, unless food is urgently needed, growing and harvesting crop plants such as corn and haygrass are far more work efficient.
Plant 	Lifespan(Days)	SowingWork	Min Light	Beauty/Tile	Beauty-Days/Work
Dandelions 	 	 	 	 	
Rose 	 	 	 	 	
Daylily 	 	 	 	 	
Bonsai tree	 	 	 	 	
== Gallery ==
Dandelion a.png| Dandelion variant A
Dandelion b.png| Dandelion variant B
Dandelion c.png| Dandelion variant C
Category:PlantsCategory:Decorative plants
Darklight brazier

The darklight brazier is an alternate form of the brazier that pleases those who like darklights.
== Acquisition ==
 You do not need the Lighting: Darklight Preferred precept to construct darklight braziers.
== Summary ==
A lit darklight brazier outputs light in a 10 tile radius, with the nearest tiles at or above 30% light level and considered "Lit", to a maximum of 50%. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff "In darkness". However, braziers are not bright enough to grow most crops indoors, which require 51% illumination. Light does not "stack", so no amount of braziers will ever give more than 50% illumination (e.g. for rice plants, etc).
The brazier consumes 1.5 wood per day as long as it is lit. It can hold up to 30 wood at a time, for a maximum run time of days. Fuel is delivered to the brazier by haulers as long as refueling is enabled. If under the rain and unroofed, it consumes an additional 0.0006 wood per , or wood per day. It therefore lasts for days if in constant rain. An uninstalled brazier both stops consuming fuel and retains its fuel level when reinstalled.
Lit darklight braziers will also heat enclosed rooms to a maximum temperature of at a rate of heat per second.
Two lit braziers of any type are required in the throne room of every noble of "Acolyte" rank or above. Other than the fuel cost, it is exactly the same as the regular brazier - including light radius - except that it pleases ideoligions with the Lighting: Darklights Preferred precept.
== Analysis ==
Superior to the regular brazier, even if your colonists do not prefer darklight. It consumes less fuel, costs the same material to make, and pleases nobles all the same.
== Trivia ==
The darklight brazier is rare in that it requires two DLC to be present in-game - it is included as part of the Royalty DLC files, but only appears if the Ideology DLC is active.
== Version history ==
* 1.3.3101 - Added.
* 1.5.4062 - Increased work to build from 100 to 1000. Hide meditation focus radius ring from torches and braziers.
Category:Furniture Category:Lamp
Darktorch

The darktorch is a piece of furniture that burns wood to light an area with darklight, while also generating a small amount of heat.
== Acquisition ==
== Summary ==
The darktorch outputs light in a 7 tile radius, with the nearest tiles being above 50% light level and considered lit. It heats the room to a maximum temperature of at a rate of heat per second.
It consumes 1.5 wood per day as long as it is lit. It can hold up to 20 wood at a time, for a maximum run time of days. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a haulers as long as refueling is enabled. It cannot be "turned off" or paused, only deconstructed, in which case no wood is recovered, regardless of any "fuel" remaining.
If under the rain and unroofed, it consumes an additional 0.0006 wood per , or wood per day. It therefore lasts for days if in constant rain.
The darktorch differs from the torch lamp in that it does not count as "bright light" for the Lighting: Darklight Preferred precept. Instead, it gives those with the precept a moodlet, and prevents surgery penalties for being in darkness. It is identical to the fungus darktorch except in that it burns wood instead of raw fungus.
== Analysis ==
It is generally not resource and work-time efficient to use once Electricity has been researched, however its grid independence and immunity to power outages and solar flares make it very useful in niche applications even beyond this point.
It consumes wood at a 3/4 the rate of a regular torch lamp - if the area requiring lighting is not large enough to require the additional radius of the torch lamp, this makes it more efficient to use the darktorch. 
== Version history ==
* Ideology DLC initial release - Added.
Category:Furniture Category:Lamp
Daylily

Daylilies are a decorative plant that have relatively high beauty, but need to be replanted often. They can be grown indoors, simply using the light from a torch or standing lamp.
== Acquisition ==
Daylilies can be sown by Growers in plant pots or in Growing zone. Sowing requires of work. 
== Analysis ==
Daylilies are a quick and cheap way to increase a room's beauty, and therefore, impressiveness. A plant pot is unnecessary; simply keeping a section, or even all, of the floor as dirt saves on having to build a pot in the first place. 
In essence, they are a way to turn work time into positive moodlets, before you can build sculptures for a more permanent mood increase. Daylilies take more work to maintain than roses. However, daylilies have a higher beauty. With a higher beauty per time sowing, they are better if you are growing multiple flowers in a single, centralized area. (Roses would be better if you have to plant flowers in separate areas, as they reduce walking time).
As shown in the picture, planting daylilies can have a large impact. With this example, colonists will gain a net mood from the room bonuses alone - each for the room as a dining room and as a rec room, in addition to mood from a full beauty need. Filth would quickly lower this room back down to Somewhat impressive. But the simple addition of 3 dining chairs will bring this room up to 94 Impressiveness, which is enough to prevent small specks of filth from lowering it further.
Later on, you will want to switch to sculptures, as they don't require constant maintenance, can be placed on regular floor, and are significantly better at filling the beauty need. Sculptures increase wealth but this amount is trivial outside of 500% difficulties - see Wealth for a more detailed analysis. Sculptures also unlock the "Viewing Art" solitary recreation activity, however the effect of this is usually minor.
Plant 	Lifespan(Days)	SowingWork	Min Light	Beauty/Tile	Beauty-Days/Work
Dandelions 	 	 	 	 	
Rose 	 	 	 	 	
Daylily 	 	 	 	 	
Bonsai tree	 	 	 	 	
== Gallery ==
Daylily a.png|Daylily variant A
Daylily b.png|Daylily variant B
==Version history==
* Beta 19/ 1.0 - Sow work 440 -> 600. Lifespan reduced
Category:PlantsCategory:Decorative plants
Deadlife shell

The deadlife shell is a type of mortar shell that explodes into a cloud of dust, raising any nearby human or animal corpses as shamblers.
== Acquisition ==
== Summary == 
When fired from a mortar, deadlife shells explode in a radius of 4.1 tiles. The explosion raises nearby human, animal, and entity corpses as shamblers for 6 hours. Shamblers raised by player-fired deadlife shells are non-hostile towards the colony, but will attack enemies.
They are also used in the construction of IED deadlife traps.
== Analysis ==
 
Deadlife shell give you an alternative for "corpse disposal". Instead of disposing corpses like a bunch of humans, you can build a pile of corpse at the entrance of your base and an IED deadlife trap in the middle. When raiders come, it will explode and unleash a wave of shamblers upon them. The corpses of these raider will further enlarge the corpse pile, making it even easier to fight the next raid
This works well with pawns with inhuman ideoligions, who don't mind the corpses at all.
== Gallery ==
Deadlife shell a.png|One Shell
Deadlife shell b.png|Partial stack
Deadlife shell c.png|Full stack
== Version history == 
* Anomaly DLC Release - Added.
Category: Mortar shells
Death acidifier

The death acidifier is an artificial body part that destroys all equipped weapons and apparel equipped by the installed pawn upon their death.
== Acquisition ==
It cannot be crafted but can be purchased from traders and installed normally, although it is more or less useless for your colonists.
It is installed on all Empire soldiers but cannot be removed from them.
== Summary ==
Upon death, a death acidifier destroys held weapons and worn apparel on a pawn. All other items carried in the dead pawn's inventory drop normally, including weapons and apparel not currently equipped. It does not prevent downed pawns from dropping their weapons or items, it only destroys weapons held and apparel worn at the time of death. It also does not prevent the stripping of apparel from a downed pawn.
It then applies chemical burns on the corpse, relative to where it destroyed items. It does not deal damage to anything else around the user on activation. 
It will still be triggered upon the death of pawns with death refusal, but will not trigger on pawns saved from death by deathless.
=== Installation ===
Installing the part requires of work, 2x medicine of Herbal quality or better, and a Medical skill of 5.
It cannot be removed once installed.
If the operation fails, the part will be destroyed.
== Analysis ==
The death acidifier merely serves as a way to prevent players from easily acquiring weapons and armor that would make the early game too easy. Installing the death acidifier on your pawns has no use, except for destroying equipment that could have been smelted for resources.
Downing a pawn does not cause the implant to activate. As long as the pawn is downed by blood loss or Psychic shock lances the forced death on down chance will not apply, which can be used to recover the Empire's gear freely.
== Trivia ==
Animals with death acidifiers are immortal and cannot be killed by any means, including slaughtering, due to a bug that interrupts the death function. However without dev mode animals can never spawn with death acidifiers.
== Version history ==
* 1.1.0 - Added.
* 1.5.4062 - Fix: Fix death acidifier applying chemical burn to missing part.
Category:Medical Item Category:Body Part Category:Implant
Death pall

Death palls are an entity and weather event added by the Anomaly DLC that causes corpses exposed to it to be raised as shamblers. 
== Occurrence ==
Death pall is an entity event that reanimates the dead. It can be triggered by performing the Void Provocation ritual, or it can occur as a Major Threat. Unlike Grey Pall, its arrival is signified by a red event box.
This event cannot fire before day 15, and once fired, can only fire again after 30 days.
== Summary ==
Death pall will fall over the map tile for 1-3 days, and resurrect any non-mechanoid corpses which are not indoors and under a roof as Shamblers. This includes corpses that have already risen as Shamblers and have died for any reason, including metabolic exhaustion. Corpses will not reanimate during a Death pall if they are burnt or otherwise destroyed. 
Death pall can reanimate any and all corpses, including entities, desiccated corpses, and corpses missing vital body parts or organs (such as the head, torso or heart). Reanimated corpses will regenerate vital body parts, but non-vital body parts such as eyes/arms/etc will stay damaged/destroyed.
Death Pall blocks standard weather transitions. While Death Pall is active rain will not occur to put out fires.
== Analysis == 
The only threat Death pall serves to your colony is the creation of shamblers, in the form of humanoid and animal corpses. Megasloths, Timber wolves, Thrumbos and other dangerous animals can be bought back from the dead as aggressive shamblers if left outdoors. It is best to butcher or burn corpses which are laying around outdoors, in order to prevent any accidental shambler creation.
An alternate tactic could be to leave corpses outside of your base, in order for them to rise during the Death pall and attack your enemies. However, this will leave your base surrounded by shamblers that will also be aggressive to you.
A corpse simply being under a roof will not prevent it from reanimating during a death pall. To prevent reanimation, a corpse must be under a roof and inside a fully enclosed room. Corpses that are under a roof outdoors, or are not under a roof indoors will still reanimate. The room containing the corpse does not have to be entirely roofed - reanimation will not occur as long as it is enclosed and the corpse itself is under a roof tile.
Corpses that are being butchered at a Butcher table or Butcher spot located outside will reanimate during a death pall.
Category: Entities
Death refusal

Death refusal is a hediff that revives a pawn shortly after they die.
== Aquisition ==
Death refusal can be applied to a pawn after researching the death refusal research project through the imbue death refusal psychic ritual after discovering an unnatural corpse. This lowers the target's skills by a certain amount depending on how bad the quality of the ritual is.
Attacking members of the horax cult also can have 0-1 death refusals on them.
When choosing the embrace the void Anomaly ending, the pawn you send gains four instances of death refusal.
== Summary ==
A few seconds after a pawn with at least one death refusal dies, the message "NAME is using death refusal to self-resurrect" appears, they shake for a few seconds, and then they are revived. Any vital organs that were destroyed are replaced, although non-vital organs, like eyes or arms, are not.
=== Death refusal sickness ===
Death refusal sickness Hediff
After using death refusal, a pawn gains death refusal sickness.
Label(Noun)Pretty Label	Description(Short) 	Details 	Stages
Death refusal sickness 	After-effects of death refusal. This person has returned from the dead.	Disappears After Ticks: Show Remaining Time:	Pain Offset: Consciousness Post Factor:
== Analysis ==
== Version history ==
* Anomaly DLC Release - Added.
Category: Game mechanics