nyuuzyou/wikis huggingface dataset:
Barricade

Barricades can be placed to provide pawns cover, sheltering them from gunfire.
== Acquisition ==
== Summary ==
Barricades provide cover effectiveness, meaning that bullets aimed at targets behind barricades have a chance to hit the barricades, leaving only a chance to hit anything behind them. Cover won't shelter pawns from melee attacks, thrown projectiles, or explosions. Both colonists and enemies benefit from cover, as do turrets. They provide identical cover to sandbags. 
Barricades are placed on the ground. They slow down pawns walking over them, and do not allow a pawn to "stop" to fire or take cover if they are standing on one.
They take damage from bullets and explosions.
Barricades are largely interchangeable with sandbags, as they both have identical cover, base , and similar material costs. However, sandbags are made of textiles and are always nonflammable, while barricades are made of metal, wood, and stone materials and their flammability depends on the material chosen. Sandbags also require much less work to make, but barricades are somewhat more beautiful. Unlike sandbags, barricades will also enclose a pen, similar to the fence.
== Analysis ==
Barricades and sandbags are, in most respects, identical. The material affects the building's health, but not its defensive properties. Barricades are easier to build in the early game, where access to textiles in bulk quantities is difficult. As they are slightly more beautiful, but require more work to make, they are marginally better at permanent defenses, while sandbags are better when attacking. Just remember that raiders will use cover to the same effect, so deconstruct unneeded buildings when you can.
Either building can be combined with walls for more cover. Walls provide superior cover, but a full wall will block line of fire. Having a wall with a 1-2 tile gap of barricades will give more cover than simply using barricades, while still allowing pawns to fire through.
Other than their use for cover, barricades and sandbags can be used in killboxes. Enemies that funnel in from a hallway will normally use a wall's corner or side for cover. But as pawns cannot path directly to a cell containing a sandbag, they will likely enter the killbox itself. They will also slow down pawns. Fences are cheaper for both purposes, but have almost no health and are easily destroyed from missed shots. Enemies standing on a sandbag or similar directly non-pathable object can stop and fire from that object if they take damage or bump into other enemies.
== Material table ==
As barricades and sandbags are largely interchangeable except for their aesthetics and material properties, both are included in the following table for convenience. 
Note that cover effectiveness is regardless of material or structure choice.
Type	Material	Beauty	Work to Build	HP	Flamma­bility	Terrain Affordance	Market Value
== Version history ==
* 1.1.0 - Added.
* 1.3.3066 - Fill percent (i.e. cover) reduced from 57% to 55%.
== See also ==
* Sandbags
* Defense tactics
* Defense structures
Category:Security
Basic subcore

A basic subcore is a crafting ingredient used in the gestation of mechanoid workers. They are added by the Biotech DLC.
== Acquisition ==
Basic subcores can be created in the subcore encoder once has been researched. Each basic subcore requires and of work. Unlike the other subcores, creating a basic subcore is just an ordinary work bill.
In addition, The Mechanitor starting scenario begins with 5 basic subcores.
Basic subcores can be obtained whenever disassembling a friendly mechanoid. The subcore will always be retrieved, along with some of the mech's original cost.
== Usage ==
Basic subcores are used in the following crafting recipes:
== Version history ==
* Biotech DLC Release - Added.
Category:Crafted Resource
Beam graser

The beam graser is an mechanoid-only ranged weapon added by the Biotech DLC. It is the main armament of the tesseron. 
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Beam grasers spawn on all tesserons, 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 ==
*This weapon has a minimum range of 3.9. It has special damage rules and an instant projectile.
*Creates a physical beam that sweeps from one end to another in a line. It hits everything that remains in its way, except for the intended target.
*The intended target is immune to the physical beam, but is hit directly, using regular accuracy mechanics.
*Checks heat armor. Has a 50% to light enemies on fire.
*Bypasses area shields. Personal shields block projectile, but not ignite chance.
<buildingDamageFactorImpassable>0.4</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>0.2</buildingDamageFactorPassable>
== Analysis ==
== Melee attacks table ==
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3555 - Armor Penetration of Beam increased to 50% from 1%
Category:Weapons Category:Mechanoid Weapons
Category:Unobtainable items
Bearskin

== Acquisition ==
The following animals provide Bearskin.
== Usage ==
Bearskin can be used to craft and build the following things:
== Analysis ==
Bearskin ties with elephant leather for 6th most protective textile against sharp and blunt, and 3rd against heat. They are very good candidates for dusters and other protective clothing - especially in temperate biomes. 
But even bearskin should be replaced by better materials, like devilstrand, once available. Dusters and other protective apparel receives priority; using the best textiles on dusters has the most impact on protection. If you are limited on better textile, use extra bearskin for pants or button-down shirts.
For use in furniture, it has a middle-of-the-road beauty factor. But more beautiful textiles like thrumbofur are in high demand as clothing. So, once bearskin is made redundant as clothing, it is a decent choice for furniture beauty.
== Gallery ==
Bearskin a.png|One bearskin
Bearskin b.png|Stack of bearskins
Category:Material Category:Textile Category:Leather
Beauty (Pawn)

Beauty only affects pawns' opinions of each other.
Beauty has a base of 0, a maximum of 4 and a minimum of -4. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by / 20 and is capped at / 40 meaning anything more than 2 beauty, either positive or negative, has no effect on gameplay. The beauty of worn equipment has no effect on pawn beauty. Each step of beauty adds /20% to the market value of a pawn, up to /40%, in addition to any increases from installed Bionics.
Ascetic, kind, and blind pawns do not gain nor lose any opinion for any other pawn based on their beauty stat. Psychopaths do not gain any opinion boost from talking so it's worth trying to improve the beauty stat of pawns in regular contact with psychopaths to avoid constant social fights and insults.
Romance success chances increase with beauty scores above 0, and decrease with beauty below 0 due to the effects on opinion. Positive beauty stats give an additional boost to the chances of forming a new romance. Negative beauty scores do not inflict any additional penalty beyond lower opinion.
== Factors ==
All beauty modifiers are cumulative meaning a pawn with Beauty from the Pretty trait and Beauty from the aesthetic nose will have a total beauty of +2. 
Disfigurement adds -15 opinion and while it doesn't affect the beauty stat of a pawn, it disables the effect of positive beauty on the pawn. Disfigurement stacks with the effect of negative beauty possibly leading to -55 opinion on a pawn with less than or equal to -2 beauty.
Effect 	Type 	Beauty Change	Opinion Change
Beautiful 	Trait 	 	+40
Pretty 	Trait 	 	+20
Ugly 	Trait 	 	-20
Staggeringly ugly	Trait 	 	-40
Stoneskin gland 	Artificial body part	 	-40
Armorskin gland 	Artificial body part	 	-20
Aesthetic nose 	Artificial body part	 	+20
Aesthetic shaper 	Artificial body part	 	+20
Very attractive 	Gene 	 	+40
Attractive 	Gene 	 	+20
Unattractive 	Gene 	 	-20
Very unattractive	Gene 	 	-40
Flesh tentacle 	Artificial body part	 	-20
Flesh whip 	Artificial body part	 	-20
== Version history == 
* 1.3.3159 - Pawn beauty stat is now visible even when the value is zero.
Beauty (Stat)

== Bases ==
Click to 
Thing	Beauty Base
== Factors ==
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
Here is a table of all objects with beauty multiplied by quality:
Click to 
Thing	BeautyBase
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Beauty
* Label:beauty 	How enjoyable an object is to look at.Beautiful objects fulfill characters' need for beauty.	
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 0
* Min Value: -1000
* Hide At Value: 0
* Round Value: 
* To String Style: Integer
* Round To Five Over: 100
* Apply Factors If Negative:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
** StatPart_ContentsBeauty	3000
Bed Hunger Rate Multiplier

It is a hidden stat only used by facilities to control hunger rate of sleeping pawns.
== Offsets ==
* Sleep accelerator: 
This value is added to the base 100% value for beds, for a multiplier on hunger rate after additional factors.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:BedHungerRateFactor
* Label:bed hunger rate multiplier	- 	- 	
* Always Hide: 
* Min Value: 
* To String Style: PercentZero
* Default Base Value:	- 	-
Beggars

Beggars is a temporary faction that appear as part of the beggar quest.
== Summary ==
Raid Loot Value From Points Curve:
Raid Points	Loot Value
35 	
100 	
1000 	
2000 	
4000 	
== Ideoligion ==
Disallowed memes:
* Raider
* Blindsight
== Pawns ==
=== Pawn Kinds ===
=== Xenotypes ===
== Gallery ==
Category:Factions
Beggars/Pawns

Pawn Kind	Image	Combat Power	Gear	Apparel	Weapons	Tech	Inventory	Additional Info edit
Beggar 	 	35 	
* : 10~30%
* Quality: Awful	
* Budget: 45~190 
* Allow Headgear Chance: 20%
* Available:	
* Budget: 60~200 
* Available:	
* Budget: 50~50 
* 15% chance to have one of the following:	
10% chance for one of:
* 10~25 
* 1	
* Age Range: Any
* Race: Human
* Default Faction: Beggars
* : 0~1
* : 4~8
Category:Pawnkind tables
Beret

The beret is a clothing item added in the Royalty DLC. It provides a +10% increase to Social Impact, and meets the headwear requirements of nobles between Acolyte and Praetor rank.
== Acquisition == 
Berets can also be purchased from traders or found on Empire Pawns.
== Summary ==
To consider themselves properly dressed and avoid a -4 "Want <TITLE>-specific apparel" moodlet, nobles between the ranks of Acolyte and Praetor must wear a or one of the following alternative pieces of headwear:
Note that female nobles will receive a -5 "Wearing male apparel" mood debuff from wearing a top hat, while male nobles will receive the same penalty for wearing a ladies hat.
== Analysis == 
Berets are luxurious headgear that offers a boost to social impact of +10%, but provide no armor or insulation. Only providing the same social impact bonus as the cowboy hat, berets are thus outstripped in that regard by every other social head wear. Additionally, it provides no armor and only a small amount of insulation. As such they are only useful for meeting the needs of nobles that specifically require a beret or worse, and even then it is outperformed at the social impact bonus by 2 times by the top hat/ladies hat. Its only advantages are that it costs only 35 material rather than 50, and that it is unisex, which makes using hand-me-downs easier. If you're bothering to use a social impact hat over a helmet however, this is likely not significant. 
== Version history ==
* 1.2.2753 - Added.
Category:Clothing
Berry bush

== Growing ==
Berry bushes are functionally similar to agave, with the minor differences being that berries don't produce a negative thought when eaten raw, and agave plants can grow in 30% fertile ground and above. The latter currently makes no real gameplay difference though, as the soil below gravel in terms of fertility is sand with a 6% rating.
== Gallery ==
Berry bush immature.png|Immature berry bush
Berry bush.png|Mature berry bush
Berry bush leafless.png|Leafless berry bush
== Version history ==
* Version ? - Renamed from raspberry bush. Now takes longer to grow.
raspberry bush.png|Raspberry bush sprite.
Category:Plants
Category:Wild plants
Category:Resource plants
Berserk

Berserk can refer to one of two related things:
* The Berserk mental break.
* The Berserk psycast which inflicts the Berserk mental break.
Related: 
* The Berserk pulse psycast which inflicts the Berserk mental break in an area of effect.
Unrelated:
* Berserker are a tribal pawnkind but only share a similar name
Berserk (psycast)

Berserk is a level psycast that drives a single target violently insane. 
== Acquisition ==
== Summary ==
== Analysis ==
* Berserk forces an enemy to attack nearby targets indiscriminately, including their allies.
** Have enemies aggro on each other while your ranged fighters pick them off.
** Cause friendly fire as enemies fire at the berserker.
** Offers an alternative way to hunt dangerous animals like Thrumbos. Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired. Damage incurred from each other also will not cause them to go manhunter.
** Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2571 - Cost reduced from 35 to 40, range reduced from 25 to 15, duration reduced from 30 to 15.
Category: Psycasts
Berserk pulse

Berserk pulse is a level psycast that drives pawns insane in its area of effect. 
== Acquisition ==
== Summary ==
All creatures within a 5-tile-by-5-tile square go berserk, attacking the nearest creature regardless of previous affiliation.
Duration scales with target's Psychic Sensitivity
−75 Faction Relations when used on allies.
== Analysis == 
Berserk Pulse causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump (or are willing to risk heat overflow).
Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.
Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall. This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it. Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it. Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area. Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2571 - Cost increased from 60 to 65, range reduced from 25 to 15, duration reduced from 60 to 15.
Category: Psycasts
Billiards table

A billiards table is a Recreation building that provides dexterity play while slowly increasing their Shooting skill.
== Acquisition ==
They can also be bought from Outlander or Empire faction bases.
== Summary ==
The billiards table has a nominal area of 3x2 tiles, however it also requires a 1-space-wide area around it (total 5x4) which needs to be clear for it to be placed and remain usable. Chairs/stools/thrones do not block this exclusion zone, however they will slow a billiards player down as they move around the table and so slow recreation gain.
The billiards table can be used by 1 or 2 players at a time. The quality of the billiards table affects the entertainment strength factor, but it has a base value of 130%. The displayed recreation power of the billiards table is deceptive however. Pawns will change position occasionally while playing by walking around the outside edge of the table, but they cease gaining recreation while moving. This results in a loss of approximately 25% of the recreation gain per unit time versus a recreation item of the same power as all other recreation items are used continuously.
A pawn must have Sight and Manipulation capacities above 0% to play.
Playing billiards increases a player's shooting skill at a meager rate of 0.004 XP per tick, or XP per real-time second. Similar to recreation, this only increases while actually playing so this rate is somewhat deceptive.
Quality 	Awful	Poor	Normal	Good	Excellent	Masterwork	Legendary
Rec Power 	% 	% 	% 	% 	% 	% 	%
Effective Rec Power	% 	% 	% 	% 	% 	% 	%
== Analysis ==
Compared to other recreation items, the billiards table is tied with the poker table with a recreation power of 130 percent, however due to the inefficiency mentioned above, it is actually significantly inferior to it. In fact, it is inferior to a chess table of the same quality and an Excellent quality billiards table is required to compete with the Tube television. However, due to the Recreation Boredom mechanic, rather than replacing these other items, it supplements them as they have different Recreation Types. 
The only other contenders for the Dexterity Play that billiards offer are the horseshoes pin and hoopstone ring - notably due to the inefficiency this means that a Good quality billiards table or better is required to replace these most basic recreational items. Thus, billiards should only be made once a skilled constructor is available and given the relatively small improvement over the alternatives, focus should be placed on acquiring other Recreation Types before bothering to build a billiards table.  
== Version history ==
* 0.10.785 - Added with the addition of the Joy system. 
Category:Recreation
Bioferrite generator

Bioferrite generator is a Building which uses Bioferrite to generate Power.
== Acquisition ==
== Summary ==
A bioferrite generator consumes bioferrite per day and generates a constant 4000W as long as it is switched on and fueled. It can hold up to 60 bioferrite at a time, for a maximum run time of 10 days. Bioferrite consumption is not dependent on how much power is actually drawn. Bioferrite has to be delivered to the generator by a hauler colonist or lifter. It can be switched off; in the off state it will neither consume bioferrite nor produce power. 
Pawns that are near the generator will gain a "Bioferrite Generator" mood thought in a 8.9-tile radius. Despite the description, Psychic Sensitivity does not affect the mood penalty, and even Psychically Deaf pawns will experience the debuff.
Generators are temporarily disabled by sources of EMP, with downtime scaling to the EMP damage dealt. During this time, it will not generate any power. Unlike mechanoids, generators do not adapt to EMP and thus can be continuously restunned.
== Analysis ==
Once available, bioferrite generators are capable of sustaining significant power operations, producing x4 the power of other fueled generators.
The Bioferrite Generator can be considered an upgrade to the Electroharvester in terms of generating power from any captive entities, as it can generate more potential power without increasing the chance for escape or risk outright killing the entity through occasional damage, even for entities that produce very little Bioferrite for their mass, like shamblers and sightstealers. However, this comes comes at the cost of consuming some of the Bioferrite being produced, while the Electroharvester only effects Anomaly Research. Thus it might be better to wait until you can acquire later entities like revenants, devourers and/or fleshmass nucleus, which produce more Bioferrite for their mass, before making the switch.
== Version history ==
* Anomaly DLC Release - Added.
Category:Power
Bioferrite plate

Bioferrite plate is a buildable floor type added by the Anomaly DLC. Its primary purpose is for strengthening containment of nearby holding spots and holding platforms.
== Acquisition ==
== Summary ==
Bioferrite plates improves the containment of a room that is directly proportional to the percentage of the room covered by the plates, up to a maximum of containment strength with the entire room covered. For example, a 30-tile room with 20 tiles floored with bioferrite plate would receive containment strength.
Bioferrite plates boost cleanliness by , meaning an entire room of bioferrite plate will have Cleanliness. In addition, they only take of the time to clean, but have beauty per tile. 
Bioferrite plate is flammable and it leaves behind burned bioferrite plate when it burns.
== Analysis ==
Bioferrite plates designed specifically for the purpose of strengthening your containment cells. 
Immediately covering every cell fully in bioferrite plates are not necessary, as early on in anomaly studies your bioferrite supplies are liable to be slim, and level 1 entities are generally easy to contain. It is advisable to upgrade to such as soon as is convenient, however, as a fully plated room provides a bonus that perfectly offsets the decrease in strength from using a Bioferrite harvester in the cell.
== Gallery ==
Bioferrite plate floor colored.png|Normal colored texture
Burned bioferrite plate floor colored.png|Burned colored texture
BioferritePlating.png|Normal base texture
BurnedBioferritePlateFloor.png|Burned base texture
== Version history ==
* Anomaly DLC Release - Added.
Category:Floor
Bioferrite shaper

The bioferrite shaper is a building added by the Anomaly DLC that allows for the production of a variety of items from that DLC.
== Acquisition ==
== Summary ==
Pawns will do ??? work at a bioferrite shaper. If a job is interrupted for any reason, the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored. 
Up to two nearby tool cabinets can be connected to a bioferrite shaper to increase work speed.
=== Bills ===
The following items can be crafted at the bioferrite shaper.
== Analysis ==
== Version history ==
* Anomaly DLC Release - Added
Category:Anomaly (Buildings)