nyuuzyou/wikis huggingface dataset:
Fennec fox

Fennec foxes, called fennec fox puppies as babies, are small, carnivorous animals. They are one of several different types of fox.
== Taming ==
Fennec foxes can be tamed wild in , randomly join your colony in an event, or bought pre-tamed from a trading ship.
== Attacks ==
Fennec foxes have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for .
== Training ==
== Health ==
== Gallery ==
Fox fennec east.png|Facing east
Fox fennec north.png|Facing north
Fox fennec south.png|Facing south
Dessicated fox fennec east.png|Decaying
Category:Animals
Category:Wild animal
Fermenting barrel

The fermenting barrel converts wort into beer over a lengthy process.
== Acquisition ==
Fermenting barrels can also generate inside of enemy Faction bases. These barrels will typically be partially filled with wort, and in the middle of the fermentation process. These barrels can be carried off by a caravan for the player to use. If the barrels are properly preserved during transit, then they can be reinstalled to continue the fermenting process.
== Summary ==
Fermenting barrels convert wort into beer, at a ratio of 1 wort per 1 beer. Each barrel can hold up to 25 wort at a time. Haulers fill barrels with wort and remove beer when complete. Lifter mechanoids will not interact with fermenting barrels. Note that wort will only be added when the barrels are in the correct temperature range.
After wort has been loaded, it must ferment. The fermenting process takes 6 days. This begins as soon as the first wort is planted. Adding more wort later does not reset the timer entirely, but rather delays it proportional to the wort added. For example, adding 5 wort to a 5-wort barrel would halve existing progress. During the fermenting period, the room temperature must be maintained between for progress to continue.
If the barrel is kept below or above , for too long, the fermentation will be ruined, and no wort or beer can be recovered.
Temperature	Effect
 	Ideal fermenting temperature range
 	Temporarily halts fermentation processProcess continues when ideal temperature restored
> < 	Freezing or "too hot" for too long ruins fermentation.If left too long in this state, no product can be recovered
On the barrel, there is a bar that serves as both the progress bar and the contents bar. The length of the bar is dependent on the amount of wort that is inside, while the color indicates how close it is to completion- brown means it has just started, and yellow means it has finished.
A fermenting barrel can be moved and reinstalled without resetting the fermenting process, however an uninstalled barrel halts the timer (apparently) indefinitely.
== Analysis ==
In order to make beer, you must grow hop plants, use a brewery to turn hops into wort, then use a fermenting barrel to convert wort into beer. The barrel is the 3rd step in the beer production process.
It is wise to put your fermentation barrels near your breweries, to minimize the hauling work required. Since hops lasts a long time before spoiling (30 days), it can be safely stored in a warm room.
If the temperature is too hot/cold when a solar flare disables your electric devices, you can use campfires or passive coolers to save your beer.
== Version history ==
* Beta 19/1.0 - Beer fermenting time 10 days -> 6 days.
Category:Production Category:Drug Production
Fertility

== Factors ==
=== Base Factors ===
* Sterile gene: 
* Fertile gene: 
* Inbred gene: 
* Lactating: 
* Vasectomy: 
* Implanted IUD: 
* Tubal ligation: 
=== Age ===
Fertility
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3530 - Fertility stat is no longer capped at 100%.
* 1.4.3555 - Update the fertility stat to read back any hediffs that are modifying fertility.
Fibercorn

Fibercorn is a plant added by the Ideology DLC as a way to harvest wood if your ideology disapproves of trees being cut down or if harvesting proper trees is infeasible.
== Growing ==
== Light ==
Most plants typically require at least 51% light to grow, Fibercorn oddly only requires 30%, similar to decorative plants. Most artificial light sources only provide 50% light.
== Analysis ==
Fibercorn is a labor-inefficient source of wood compared to most trees, coming 10th of 15 in terms of wood per work, including the mostly decorative bonsai tree. How poorly it performs depends partially on the biome in question, and consequently the other trees available for sowing. For example, fibercorn offers only 42% of the wood per work when compared to teak trees, but 123% when compared to the saguaro cactus, the only tree option in extreme deserts. 
In terms of space efficiency, it is similarly lackluster. Fibercorn's low wood-per-plant yield is partially made up for by being able to be planted side-by-side unlike regular trees, which must have a one-tile gap between each tree, but this only brings it up to 10th of 15 in terms of space efficiency.
Despite these weaknesses, fibercorn has a number of benefits over trees that can make it exceptionally useful in certain situations. It requires no skill or research to plant, and it matures quickly. It can be grown indoors, and unlike most plants can grow under the light of a torch or standing lamp - this similarly means that a field of fibercorn can grow year-round, while a grove of trees will stop growing during particularly hot or cold seasons. On maps with little soil, it can be grown in hydroponics basins, although it gains almost none of the fertility bonus. It can be planted in one-row strips when necessary, allowing far more flexibility in field shape. Finally, for certain ideoligions, fibercorn provides a reliable source of wood that doesn't incur mood penalties.
== Food production ==
Unlike actual corn, fibercorn does not yield any human-edible products. The plant itself provides no nutrition for animals, either.
== Economy ==
Fibercorns' 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.
== Gallery ==
Fibercorn.png|Fibercorn variant A
FibercornB.png|Fibercorn variant B
FibercornC.png|Fibercorn variant C
== Version history ==
* Ideology DLC release - Added
Category:Plants
Category:Domesticated plants
Fibrous mechanites

Fibrous Mechanites is a mechanite disease that dramatically boosts a pawn's efficiency, but brings pain and tiredness. This disease does not kill the patient. 
== Overview ==
Fibrous Mechanites give massive boosts to various stats, but also give a large modifier to Sleep Fall Rate. The pain's Consciousness reduction will slightly reduce a pawn's actual effectiveness, and gives negative moodlets to most colonists. However, this "disease" remains a net positive, if you can handle the sleep.
Treatment does not cure the disease, it only prevents the pain from worsening. The mechanites will only be cured with time, and will remain for the same length regardless of what you do.
Note that the pain will incapacitate pawns with the Wimp trait. You can install the painstopper implant, inject them with Go-juice, or use the Painblock psycast to negate the pain, making them mobile.
== Symptoms ==
Stage 	Severity	Symptoms
Mild 	0 - 0.49	
* Sleep Fall Rate: 
* Mild pain: 
* Manipulation 
* Moving: 
* Blood pumping:
Intense	0.5 - 1 	
* Sleep Fall Rate: 
* Intense pain 
* Manipulation 
* Moving 
* Blood pumping
Note: The second stage is only an increase in pain and sleep fall rate, there are no additional stat boosts over early stages
== Progression ==
Severity increases when left untended, and slows or regresses once tended.
* Minor - Severity: 0 - 0.49
* Major - Severity: 0.5 - 1
=== Humans ===
* Severity increases by 0.25 per day when not tended
* Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality
== Treatment ==
The only cure for this disease is time; it will fade in 1-2 quadrums. 
Treatment can be applied every 48 ingame hours (2 days, or ). Treatment will slow progression or prevent pain from increasing, but will not reduce the duration or positive boosts. 
Because of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Planting healroot or making other long term plans might be wise at the first sign of this disease.
== Version history ==
* 0.13.1135 - Added.
Category:Disease
Filth Multiplier

== Factors ==
Floor 	Factor
Straw matting	
The following filth types ignore the Filth Multiplier stat:
* Blood
* Bugblood
* Machine bits
* Amniotic fluid
* Vomit
* Firefoam
* Chemfuel puddle
* Corpse bile
* Ash
* Hair
* Spent acid
* Scattered documents
* Ragged uniform
* Flammable bile
* Floordrawing
* Twisted flesh
* Fleshmass debris
* Metalhorror debris
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:FilthMultiplier
* Label:filth multiplier 	How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth.	
* Display Order:13
* Def Name:Terrain
* Label:terrain
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Show On Pawns: 
* To String Style: PercentZero	- 	-
Filth Rate

The filth rate is set by the property of the pawn in question and has no further modifiers. It therefore effectively ranges from Effective Minimum::1, the default value, up to Effective Maximum::24 for elephants and megasloths.
Note that as mentioned above how much filth is actually deposited also depends on the filth multiplier of the floor, however straw matting is the only floor that has a value other than 100%.
== List of animals ==
Animal	Filth Rate	Type
== See also ==
* Filth
* Filth multiplier
* Straw matting
Fine floor

Fine floors are floors that meet the requirement of being used in high-rank Throne Rooms and Bedrooms for Nobles. They typically are beautiful, but work and resource expensive.
Note that while the concept of 'fine floors' is only relevant in the Royalty DLC, not all fine floors require Royalty to build.
== Comparison table ==
The following floors count as fine:
Name	Variants	Fine	Resources per tile	Work to Build	Beauty	Move Speed Modifier	Flammability	Cleanliness	Cleaning Time Factor	Filth multiplier	Wealth
== Analysis ==
* Fine stone tiles cost the most work to make, but stone is extremely plentiful. They are also the least beautiful, and have the least wealth. Note that colonies may run out of stone chunks to cut without relying on deep drills.
* Fine carpet is faster to create than stone, but flammable, and takes longer to clean. Depending on climate, biome, and Plants proficiency, you can easily produce cloth in the thousands. A firefoam popper can lessen fire-related concerns, but some damage is still likely and the firefoam itself will likely tank a room's Impressiveness until it's cleaned up. Fine carpet is the slowest to clean.
* Silver tile are much quicker to lay than fine stone/carpet, only require a Construction skill of 3, and are not much more expensive than cloth. It also gives a Cleanliness bonus and is faster to clean. Depending on your trade situation, silver may be easier to obtain than cloth, or at least easy enough to justify using silver.
* Gold tiles are the most beautiful and most wealthy, but they are generally inferior to gold sculptures combined with another fine floor.
Most floors introduced in Ideology are reskins of the above floors. The following are different:
* Hex tiles and spikecore plates are made of steel. They increase wealth slightly more than fine stone tiles, add the same beauty, are similarly non-flammable, and require the same work to place. Their advantages are adding a style, which can increase the mood of nearby colonists, not requiring stone blocks which are time consuming to manufacture, and the lack of a research-requirement. Primarily useful if steel is abundant, or fine flooring is needed without research.
* Totemic boards are made of wood. They increase wealth slightly more than hex tiles or spikecore plates. Being made of wood, they are flammable, but not as flammable as carpets. Other than that, and the different style, they are identical to hex tiles and spikecore plates. Primarily useful if wood is abundant, or fine flooring is needed without needing research.
Category: Game mechanics #Fine floor
Fine stone tile

Fine stone tile is a type of floor added by the Royalty DLC. They can be constructed with a choice of Sandstone, Granite, Limestone, Slate or Marble.
== Acquisition ==
== Summary ==
Each fine stone tile gives beauty. All types of fine stone tile have the same stats and texture, but differ in color. It has a cleaning time of 80%. Fine stone tiles do not slow movement and are not flammable.
It is considered fine flooring for the purposes of nobility.
== Analysis ==
As a general use floor, fine stone floors are trivial to defend, quite beautiful, but work and resource intensive. This could make it useful for combat zones, where the high beauty keeps fighters happy, and non-flammability makes it safe from raids. However, sculptures and another floor are usually much more efficient for beauty.
A granite large sculpture of normal quality provides beauty and costs 100 stone blocks; other stones are more beautiful. 5 fine stone tiles gives beauty for the same cost. It takes to create 1 sculpture, and to create just 5 stone tiles. Note that this is before skill: if you have great constructors, but lack a high skill Artist, then fine floor may be favorable. Sculptures also take a tile of space - for small rooms, fine tile may be preferred.
In addition, fine tiles are a good way to train Construction skill. Besides failure, there is no penalty for using low skill constructors, and the beauty can be useful.
=== Fine flooring ===
All fine floors are resource intensive, but one is required for creating rooms for non-Ascetic nobles.
Fine stone tile requires more work to construct than fine carpet, the stone blocks require more work to create, and only have a beauty of 3 compared to carpet's 4. However, stone is not flammable, and only adds about half as much wealth to the colony. Carpet also takes 200% work to clean, rather than fine stone's 80%. A firefoam popper can negate fire concerns, but the firefoam itself will make a room very dirty (and therefore not impressive) until cleaned up. Stone is better if a room sees a lot of foot traffic or filth, and roughly equal to carpet otherwise.
Silver tiles are suprisngly competitive. Silver is naturally more expensive, but has a higher beauty, cleanliness bonus, has a clean time factor of 60%, and is much faster to create. Silver tiles are just over twice as expensive in Market Value, but the work saved in stone cutting, build time, and cleaning can be made up by doing profitable tasks.
For gold tiles, using gold sculptures with silver or fine stone tiles is typically superior. Gold itself is not easy to obtain, negating most of the benefits of the tile.
Hex tile has the same stats as stone tile, but are of the Techist style and use rather than 20 stone. When steel is plentiful, such as with a deep drill operation, you may prefer hex tiles over stone tile.
== Gallery ==
== Version history ==
* Royalty DLC release - added.
* 1.4.3523 - Cleaning time factor added.
Category:Floor
Category:Fine floor
Fingerspike

Fingerspikes are entities, and type of fleshbeast, added by the Anomaly DLC. 
== Occurrence == 
Fingerspikes show up at any and every flesh beast attack/event and can also be found in ancient dangers.
== Summary ==
They are incredibly weak and most colonists can even kill them in melee by ranged fighters or unarmed.
== Analysis ==
The biggest danger comes from the fact that they spawn in the explosion of trispikes and fly behind the melee lines of your colonists potentially stoping the ranged colonists from shooting at dangerous targets. While harmless, it is also barely worth holding them due to extremely low yields.
== Version history == 
* Anomaly DLC Release - Added.
Category: Entities
Category: Fleshbeasts
Firefoam

Firefoam is a flame-retardant foam that extinguishes fire on contact and prevents fire from spreading on tiles it covers. It also gives the Covered in firefoam status to pawns standing inside, reducing Flammability to 0%. This status lasts for after being applied, if applied again, the timer resets to 15 seconds and doesn't stack.
Firefoam is considered filth, creating a significant beauty and cleanliness penalty. Colonists will automatically clean firefoam in the home area, and it will be washed away with rain or snow.
The following release firefoam:
* Firefoam popper
* Firefoam shell
* IED firefoam trap
* Firefoam pop pack
* Foam turret
* Paramedic 
* Foam spray gene ability 
Firefoam is generally released in an explosion. This explosion does no damage. The explosion will put out pawns and animals that are on fire, though the foam coating the ground does not actually extinguish fires.
== Analysis ==
Firefoam can be left in place long term as a defense against inferno cannon and other incendiary weapons. To do so the area must be roofed and be removed from the home zone to prevent pawns cleaning it. 
== Trivia ==
* To create firefoam in development mode, use the "T: Explosion" command and select extinguisher.
== Gallery ==
The following images show the Area of Effect for each firefoam source. Note that the popper, IED, and a single shell cooking off, all have the exact same radius. 
Firefoam ied radius.png|IED firefoam trap radius
Firefoam shell radius.png|Firefoam shell radius when fired, when a single shell cooks off, and when a stack cooks off, from smallest to largest.
Firefoam popper radius.png|Firefoam popper radius
Firefoam pop pack radius.png|Firefoam pop pack radius
== Version history ==
* 0.13.1135 - Added, alongside the firefoam popper.
* ? - No longer slows pawns by 25%, nor depletes shield belts.
* 0.18.1722 - Firefoam shell added.
* Biotech DLC Release - Paramedic and Foam spray added.
* 1.4.3523 - Standing in firefoam now causes the Covered in Firefoam hediff, reducing flammability of a pawn. Firefoam pop pack and foam turret added.
 Category: Game mechanics
Firefoam pop pack

The firefoam pop pack is a utility item that releases a non-damaging explosion of firefoam on command, putting out fires, preventing the spread of other fires, and reducing the flammability of pawns in the area to 0%.
== Acquisition == 
They can also be purchased from traders and found on Outlander and Pirate raiders.
== Summary ==
Firefoam pop packs are worn on the utility slot. When used, it creates a 5.9-tile radius of firefoam when used, and extinguishes any existing fires in that radius. The pop pack can deploy 1 charge at a time. Once used, it must be reloaded with 30 chemfuel.
Pyromaniacs have no objections to wearing or using the firefoam pop pack.
== Analysis ==
As fire extinguishers, the pop pack is much cheaper than a firefoam popper (which requires per use), but has a much smaller radius. The popper is automatically triggered when near fire, but the pop pack must be activated by a pawn. In general, the popper is best at protecting your warehouses, while the pop pack can be deployed anywhere, a trait helpful in combat. 
Note that firefoam pop packs require chemfuel. For many colonies, this means researching Biofuel Refining alongside the actual firefoam research.
=== Combat ===
Firefoam packs are useful in any combat situation involving fire. Pawns lit on fire will stop shooting and run around wildly, all while taking damage. An unlucky inferno cannon shot can lead to the death of several pawns, through direct injury, reduced DPS output and the ignited pawns running out of cover and into enemy fire. Deployed firefoam sets flammability of nearby pawns and tiles to 0%, which prevents fire from happening at all. Unless it is raining, the firefoam will stay on the ground until a colonist actually cleans it up. Additionally, a single pack carrying pawn can cover several nearby pawns so they can carry other utility items. 
Enemies can also wear firefoam pop packs, using the pack whenever they are near or on fire. This can lead to the amusing situation where enemies will constantly try to light your crops on fire, just for it to be extinguished by the firefoam.
=== Firefighting ===
Pop packs deploy enough firefoam to completely douse small fires, such as from lightning, short circuits or even incendiary shells, so long as the fire hasn't spread. As long as you can get a colonist to the fire quickly, then the pop pack can act as a full replacement to the more expensive popper. 
However, colonists are still colonists - vulnerable to injury, mental breaks, and the heatstroke from the fire itself - so are less reliable in practice. The firefoam popper is automatically triggered. The pop pack also takes up the utility slot, which can potentially be an issue.
== Gallery == 
Gizmo firefoam.png|Pop firefoam gizmo
== Version history ==
* 1.4.3523 - Added.
* 1.4.3523 - Fix: Firefoam popper apparel items can pop during surgery.
Category:Utility
Firefoam popper

The firefoam popper is a one-time use misc building detects and extinguishes nearby fires in a cloud of firefoam.
== Acquisition ==
== Summary ==
A firefoam popper is a one-time use, uninstallable device. When triggered, either manually or when fire comes within a 3 tile radius, it will spark for about 2 seconds before creating a 10-tile radius burst of firefoam. This burst can extinguish walls and other impassible objects on fire, though they will block further foam from spreading.
The burst immediately extinguishes pawns and objects on fire, temporarily coats pawns in foam making them non-flammable, and spreads firefoam filth over the area preventing fires for items and floors in those tiles. Firefoam indoors has beauty of -25; outdoors it has beauty of -7. It is considered filth, so rain will clear it, and colonists will clean it up if it is in the home area.
== Analysis ==
The firefoam popper is best used when put in warehouses, as it will prevent your valuable items from catching fire and burning. It can also protect against inferno cannons and other fiery weapons.
You can keep a few uninstalled poppers to be re-installed near a fire, though a firefoam pop pack or foam turret is usually better for this purpose. Compared to the pop pack, the popper has a much larger radius and does not use the utility slot, but the firefoam pop pack is re-usable. Each pop pack requires only 30 chemfuel per use, but firefoam poppers must be fully replaced after each use.
Temporary enemy bases and encampments often have one or two firefoam poppers in them, depending on the base size and technology level of the inhabitants. Especially early game, this can be a cheap way to get poppers, effectively only costing travel costs and the risk of colonist injury.
== Version history ==
* 0.13.1135 - Added.
* 1.0 - Firefoam poppers will now pop whenever there's a fire in a 3-cell radius
* ? - no longer fully depletes all shield belts 
* 1.5.4062 - Added auto rebuild option on firefoam poppers.
Firefoam popper radius.png|Effective area of a firefoam popper.
Category:Miscellaneous