nyuuzyou/wikis huggingface dataset:
Blunt weapons

Blunt weapons are melee weapons that inflict mainly blunt and poke damage.
== Comparison table ==
The following table assumes a baseline human is wielding the weapon.
Feature	Toggle
Name	Name 	Material	Awful	Awful	Poor	Poor	Normal orno Quality	Normal orno Quality	Good	Good	Excellent	Excellent	Masterwork	Masterwork	Legendary	Legendary	Averagecooldown	Damagetype	Valuein
Name	Name 	Material	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Averagecooldown	Damagetype	Valuein
 	Unarmed human	– 	– 	– 	– 	– 	 	% 	– 	– 	– 	– 	– 	– 	– 	– 	2 s 	Blunt 	–
: These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. All but the Eltex staff come in "persona" variants that cannot be wielded by anyone other than the bonded pawn unless it has the "freewielder" trait, so make sure you choose a good pawn to use them.
== Descriptions ==
#Blunt weapons
Body Size

The main factors of body size are species and age. Younger pawns will be smaller until they reach adulthood. Adult humans have a size of 1.
== Affected stats ==
* Ranged hit chance 
Body size applies a multiplier to the shooter's accuracy equal to their body size from 0.5 to 2.0. The effect is proportional to the body size within that range, any target smaller or larger has the 0.5 or 2.0 effect applied respectively. 
This means animals with body sizes less than 0.5 such as Hares are not harder to shoot than animals with 0.5 body size such as Tortoises. Similarly a 2.4 body size Horse is just as easy to hit as a 4.0 body size Elephant.
This effect ONLY applies to being shot by ranged attacks, and has no impact on receiving melee attacks.
*Meat Amount/Leather Amount
Explained on their own pages. They're both multiplied directly by body size.
* Drug tolerance
* Toxic buildup from toxic bite, scratch, and bullet damage is inversly proportional to body size i.e. a body size of 2 takes twice as much build up severity as a bodysize of 1.
* Staggering from attacks with stopping power > body size
* Saturation capacity
* Weight
* Probably more
* Body heat
== List of pawns and their body size ==
Pawn	Body size	Type
Bond Chance Factor

== Factors ==
* Precepts
** Animal connection:
*** Strong: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:BondAnimalChanceFactor
* Label:bond chance factor	A multiplier on the chance to bond with an animal when interacting with it.	
* Display Order:120
* Def Name:PawnSocial
* Label:Social
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Hide At Value: 
* To String Style: PercentTwo	- 	1890
Bonsai tree

Bonsai trees are decorative trees added by the Ideology DLC. They must be grown in bonsai pots. Both tree and pot are available when the Tree sowing research is completed. With a much longer lifespan than either roses or daylilies and similar beauty, bonsai trees may be a good alternative for decorating your base. They also satisfy the requirements of the Trees: Desired precept, giving followers a positive / "Mini Tree"/"Mini Trees" moodlet even with no natural trees available. Cutting them also does not give a mood penalty to those with a precept against cutting trees.
Like decorative plants, they only require 30% light to grow, allowing them to grow in the light of a torch or standing lamp, instead of requiring a sun lamp. However, they will grow slower in light levels below 100%. 
== Growing ==
== Analysis == 
=== As a wood source ===
Bonsai trees are a very poor source of wood. They have the lowest wood-per-work of all trees, being over 3x more work inefficient than even the lowly fibercorn, which takes no research at all. They're also very middle of the road when it comes to wood per day, coming 10th overall. They also must be planted in bonsai pots, and cannot be planted directly into the ground, requiring an additional resource investment. Finally, they will not be auto-harvested when fully grown, so the player must manually designate them for chopping, adding inconvenience on top of their inefficiency.
That said, bonsai trees do have a few advantages over other sources of wood. Like fibercorn, they only require 30% light, and can be grown under roofs. In situations where the soil cannot be planted on at all (such as in the sea ice biome or on hard rock), they can still be planted into the pots and grow normally. While fibercorn is similar in this aspect, as it can be planted in hydroponics basins, bonsai trees provide a superior wood-per-day (at the cost of an inferior wood-per-work) and do not require power to grow. Finally, its beauty means that, when resources are scarce, they can double as both a source of beauty and a source of wood.
Please note that when grown in a 50% light level (such as under a standing lamp), bonsai trees will only grow at 29% of their normal speed. To achieve their optimal growth speed, they must be planted in sunlight or under a sun lamp.
== Gallery ==
Bonsai tree.png|Bonsai tree variant A
BonsaiTreeB.png|Bonsai tree variant B
BonsaiTreeC.png|Bonsai tree variant C
== Version history ==
* Ideology DLC release - Added
* 1.3.3069 - Bonsai trees no longer are auto-harvested on reaching max growth
* 1.4.3523 - Fix: Bonsai tree reminds of unharvested resources even though it's a decorative plant.
Category:Plants
Category:Domesticated plants
Category:Trees
Category:Decorative plants
Boomrat

== Summary ==
On death, boomrats explode, doing 10 Flame damage in a 1.9 tile radius. This explosion does not itself set fires nor create chemfuel puddles to burn but the Flame damage might ignite surrounding objects and pawns.
Boomrats have 90% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.
== Tactics ==
They are a smaller version of the boomalope and spawn in areas where the ground is mostly flammable. Like the boomalope, they are a punishment for being in an area with a long or year round growing season, and are very dangerous to settle near for a permadeath settlement as a manhunter pack of them can create a devastating fire with no hope of being stopped, that will eventually melt through steel. It is very hard for your colony to put the fire out until it rains. They will also eat your crops if given the chance.
Consider avoiding them, and keeping them healthy. Boomrats are best hunted in the rain, which will extinguish the fire. Alternatively, you can use a firefoam pop pack, tame and sell them, or slaughter them in an area with no risk of fire, such as lake, or in a room of stone floors and walls.
=== As attack animals ===
Tamed boomalopes are considered pen animals, meaning that raiders won't attack them. Boomrats, however, are not.
They can be used as an explosive weapon, especially when combined with transport pods. Load a pod with some boomrats, some stronger explosives (like mortar shells or a proper boomalope), and land it on top of stationary enemies. Sieges are prime targets, as you can set their own shells on fire.
== Training ==
== Health ==
== Gallery ==
Boomrat east.png|Boomrat facing east
Boomrat north.png|Boomrat facing north
Boomrat south.png|Boomrat facing south
Dessicated boomrat east.png|Boomrat decaying
== Lore ==
The origin of the boomrat has varied over time. In the initial release of the Revival Briefing, which is now considered non-canon, they were described as originating as a biological weapon that survived and bred after wars on the worlds they now inhabit. The current version of the Revival Briefing states that they, along with the boomalope, were originally engineered as a primitive renewable fuel source. While this holds true for boomalopes, boomrats cannot and could never be milked for chemfuel in-game. Meanwhile, their current in-game description also disagrees with the current briefing and supports the now-obsolete original version, stating that their explosive tendencies are either a result of deliberate weaponization or intended as a defense mechanism.
== Trivia ==
Boomrat pizza is briefly mentioned in a backstory.[1]
== Version history ==
Boomrat Old.png|Old boomrat sprite
Category:Animals
Category:Wild animal
Bowler hat

The bowler hat is a clothing item that covers the head. It provides a +15% increase to Social Impact, minimal armor for the head and ears, and modest insulation.
== Acquisition ==
Bowler hats can also be purchased, or stripped from Outlanders.
== Summary ==
== Analysis ==
Bowler hats are almost identical to cowboy hats, with only a few minor differences:
* Bowler hats boost social impact more (+15% vs. +10%)
* Bowler hats offer less insulation from heat (40% vs. 50%)
* Bowler hats cost fewer materials (20 vs. 25) and are slightly less valuable as a result.
Both bowler hats and cowboy hats can be valuable in hot biomes, where the heat insulation is most valuable. If a bowler hat offers enough insulation already, then you might as well use it, since it's cheaper. Tuques are equally cheap, but offer no social impact and protect against the cold rather than the heat.
If protection is desired, then simple helmets will be better than almost any textile-based alterative. A cloth duster on its own gives heat resistance, enough for a baseline human to survive up to before getting hot. Therefore, consider if you actually need a bowler hat's heat insulation. If only fabrics are available and the Ideology DLC is installed, then broadwraps offers more protection. Note that if small amounts of thrumbofur or hyperweave are available, a bowler hat would protect against the heat while providing similar protection to a steel simple helmet. 
If your only goal is to increase Social Impact, then a hood is more expensive to create, but offers +20% instead of +15%.
== Version history ==
* 0.17.1546 - added.
Category:Clothing
Brambles

Brambles are a type of wild plant found in temperate and boreal forests. They can be consumed by herbivores for nutrition. They have a walk speed of 57% when on normal soil, and provide no cover. They are automatically cut when something is built on it. It can be manually removed with the cut plants command in the architect tab.
== Gallery ==
Brambles a.png|Brambles variant A
Brambles b.png|Brambles variant B
Brambles leafless a.png|Leafless brambles variant A
Brambles leafless b.png|Leafless brambles variant B
Category:Plants
Category:Wild plants
Brazier

A brazier is a type of furniture which emits light and heat. Braziers are required for higher ranks of titles to make them happy. Braziers need to be consistently fueled to appease the nobles whose thronerooms contain them. It is also a meditation focus for psycasters.
== Acquisition ==
== Summary ==
The brazier consumes 2 wood per day as long as it is lit, and consumes an additional 0.0006 wood per , or a total of wood per day, if it is lit while unroofed in the rain. It can hold up to 30 fuel at a time, for a maximum run time of days. Fuel is delivered to the brazier by a haulers as long as refueling is enabled. An uninstalled brazier both stops consuming fuel and retains its fuel level when reinstalled.
A lit 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).
Lit braziers will also heat enclosed rooms to a maximum temperature of at a rate of 3.5 heat per second..
Two lit braziers are required in the throne room of every noble of "Acolyte" rank or above.
== Analysis ==
Braziers are nearly identical to torch lamps; they output the same light radius and heat per second, with the same max temperature and fuel consumption. Braziers can hold 10 more wood and can be uninstalled, but require to make. You can uninstall the brazier as a time-consuming way to turn it off.
Braziers or darklight braziers are required for the aforementioned nobility. If the Ideology DLC is installed, then darklight braziers are the superior option; they have the exact same stats, including light radius, but consume 75% fuel.
== Version history ==
* ? - Added.
* 1.5.4062 - Increased work to build from 100 to 1000. Hide meditation focus radius ring from braziers.
Category:Furniture Category:Lamp
Breach axe

Breach axes are melee weapons that trade general efficacy for extra damage against buildings, and are commonly carried by tribal breach raids.
== Acquisition ==
They are also carried by breachers during Tribal breach raids.
== Summary ==
While weaker than a mace, the breach axe has a significant damage multiplier against buildings. The head attacks of breach axes deal Demolish damage which has a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as walls. Thus, for base damage before quality modifiers, the head attack deals:
* Passable buildings: 
* Impassable buildings: 
* All other targets: 
Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,other, much weaker attacks may be used instead.
For the purposes of armor calculation, all attacks by the breach axe are considered Blunt damage. However, it is classified as a 'Melee Piercer' weapon for Ideoligion Weapon Preferences.
== Analysis ==
Breach axes are very dangerous against buildings. Generally, this makes them much more effective when used against the colony than by the colony, as players will rarely need to break structures quickly.
Therefore, the main use is against mech clusters, where the ability to access them in the early game and high building damage can aid in rapidly destroying turrets however this is risky as the turret can still explode but this risk is lessened by a Strong melee damage gene as the turret can usually be destroyed even during its fuse timer otherwise Frag grenades are much safer. At high qualities and with the right material, it can destroy large turrets in a single strike.
For Ancient Complexes breach axes can serve a small niche of destroying doors or walls, if claiming or deconstructing is unavailable due to Mechanoids or Insectoids being on the map. Walls can be destroyed to deal with fire from activated fuel nodes and since doors are made from stone and can't be left open unless claimed, any backtracking is incredibly slow so they can be destroyed as well.
Against other targets, the mace deals more damage, with the same cost and research requirement. While breach axes seem to have a similar (but lower) to the mace, the mace has a significantly higher . And because the mace has a stronger, but slower attack, it is more likely to destroy body parts. While blunt armor is typically low, the of even a Legendary Uranium Breach Axe is insufficient to invalidate the blunt armor of some common enemies. 
As all attacks performed by the breach axe do blunt damage, uranium is the ideal material.
== Version history ==
* 1.3.3066 - Added.
* 1.3.3200 - Changed breaching axe's damage multiplier versus walls from 1 to 0.75 (so their damage versus walls drops from 75 to ~56).
Category:Equipment Category:Weapons Category:Neolithic Weapons
Category:Melee Weapons Category:Blunt Weapons Category:Axes
Breakdown

== Summary ==
A breakdown occurs when the mechanical or electrical components of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an of . Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.
A broken-down building will stop working, behaving as though it has been turned off. In addition, batteries lose any energy they had previously stored.
=== Repairing ===
When a building breaks down, a colonist with the Construction work type must replace the broken component with a new one, which is consumed in the process. The speed of the repair job is affected by Construction Speed.
A successful repair depends on the colonist's Repair Success Chance. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed.
Repairing will never require advanced components.
==Analysis==
You should always keep some spare components in case some important building breaks down. This is overall a fairly rare occurrence, but a cooler malfunctioning during a heat wave isn't a great time. If you are running out of components but don't need the building, then it might be best to not repair it.
In the event of multiple breakdowns, first you should repair any power generators, then any essential temperature buildings, then batteries and other items.
== Affected buildings ==
Below is an exhaustive list of all buildings that can break down:
* Power generators:
** Wood-fired generator
** Chemfuel powered generator
** Wind turbine
** Battery
** Solar generator
** Geothermal generator
** Watermill generator
** Bioferrite generator
* Temperature:
** Heater
** Cooler
* Workbenches:
** Electric tailor bench
** Machining table
** Electric stove
** Electric smelter
** Biofuel refinery
** Fabrication bench
** Nutrient paste dispenser
* Turrets:
** Mini-turret
** Autocannon
** Uranium slug turret
** Foam turret
** Rocketswarm launcher
** Tactical turret
* Structure:
** Autodoor
** Security door
* Special:
** Psychic emanator
** Infinite chemreactor
* Miscellaneous:
** Orbital trade beacon
** Comms console
** Ground-penetrating scanner
** Long-range mineral scanner
** Ship landing beacon
* Anomaly
** Electric inhibitor
** Proximity detector
** Electroharvester
** Bioferrite shaper
** Serum lab
** Bioferrite harvester
Category:Game mechanics
Breathing

Breathing is impaired by damaged lungs and neck. A character missing a lung has breathing reduced by 50% but can still survive. Without lungs, all breathing ceases and the organism will die. Lungs can be harvested and transplanted from other humans.
Breathing bears a small weight in the consciousness and movement capacities, hence why asthmatics will be slightly slower than healthy colonists.
It is lethal for humans and animals for breathing to be reduced to zero.
, the maximum possible breathing capacity is 120% with a healthy pawn high on luciferium and with two detoxifier lungs installed.
== Affected stats ==
== Base factors ==
The following factors affect breathing:
* Lung part efficiency. 50% importance per lung, no allowed defect. No Max (effectively 110%).
** Detoxifier lung: 110% part efficiency resulting in breathing per lung replaced.
* Neck part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).
* Ribcage part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).
* Sternum part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).
== Offsets ==
The following offsets affect breathing. They are applied after the base factors.
* Luciferium high: 
* Infection extreme (advanced): 
* Flu
** Minor: 
** Major: 
** Extreme: 
* Plague extreme (advanced): 
* Tox gas:
** Mild: 
** Moderate: 
** Severe: 
* Infant illness:
** Extreme: 
Category:Capacity
Brewery

== Acquisition ==
== Summary == 
The brewery is the second stage on the path to creating beer. After harvesting hops, pawns with the Cook work type enabled will take 25 hops to the brewery and make 5 wort. Wort will then be brought by haulers to a fermenting barrel where they will ferment and turn into beer.
Breweries are similar to stoves in that you add bills to the brewery, but the only option is "Make wort". Production speed is determined by the pawn's Drug Cooking Speed, itself largely controlled by their Cooking skill. Brewing has no quality, nor can beer cause food poisoning, so skill level has no other effect than speed.
Breweries have no other function other than making wort for producing beer.
== Analysis == 
Hops have a comparatively long rot time of days, and so can be easily stored in stockpiles near to the brewery, rather than in a nearby fridge. This allows your cooks to spend more time at the brewery and less time walking to and from the stockpile.
For further efficiency, shelves can be used directly adjacent to the brewery's interaction spot to eliminate moving all together, so long as the shelves can be kept stocked by haulers. For more information, see the Shelf Analysis section.
== Version history ==
Brewery old.png|Old Brewery Texture
Category:Production Category:Drug Production
Bryolux

Bryolux is a type of moss that grows in caves. The tiny illumination it provides is only enough to light up its own tile to 15% - not enough to be considered lit. It is immune to blight.
== Version history ==
* 1.3.3066 - Nutrition increased from 0.15 -> 0.3
== Gallery ==
Bryolux a.png|Bryolux variant A
Bryolux b.png|Bryolux variant B
Bryolux c.png|Bryolux variant C
Category:Plants
Category:Wild plants
Buildings

Buildings are the constructed elements that make up a colony. Buildings provide living accommodations, protection from enemies and the weather, and various vital functions for the colony.
Buildings that are owned by the colony can be deconstructed; or copied by clicking the [Build copy] button.
Buildings owned by an enemy faction on a local map can be claimed once the enemy are all defeated. Once claimed, the buildings are free to be used by colonists, or deconstructed.
Certain buildings have an option to Uninstall them or Reinstall them at a new location, a task carried out by constructors. An uninstalled building is converted to a minified item and can be sold to traders or reinstalled at another location, and can even be loaded onto caravans to be sold or reinstalled elsewhere.
Buildings are not subject to deterioration.
{|class="wikitable" width= style="text-align:center;"
Production
== Table ==
Category:Architect
Bulbfreak

Bulbfreaks are entities, and type of fleshbeast, added by the Anomaly DLC. 
== Occurrence == 
Bulbfreaks, the largest possible capturable type of fleshbeast, seem to be mostly associated with the pit gate anomaly. They can emerge from pit gates in fleshbeast attacks originating from them, and can be found inside the undercaves. When a dreadmeld is killed, they will release one bulbfreak from their body.
== Summary ==
Bulbfreaks deal high melee damage, but are slow and are very easy to kill. However, once a bulbfreak is killed, they will release many smaller fleshbeasts from their body. They also have a 90% chance to die when downed, regardless of difficulty or circumstances.
== Analysis ==
Since splitting fleshbeasts can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.
Bulbfreaks are a highly valuable addition to any containment facility, due to their advanced anomaly research opportunities, as well as a whopping 7 bioferrite per day by attaching a bioferrite harvester to their containment. However, bulbfreaks are very fragile; even a colonist's mere punch could kill one and release a swarm of fleshbeasts. If wanting to capture one, a source of psychic shock, such as a psychic shock lance, is recommended. This fragility also makes attaching an Electroharvester to a contained Bulbfreak unwise; not only do they perish more rapidly than more robust specimens due to eventual buildup of brain scarring from the harvester's random shocks, destroying a valuable study and bioferrite source, but their death will also fill their containment cell with unrestrained angry fleshbeasts. Note that Bulbreaks unleash more fleshbeasts upon death than trispikes and unlike them can even release toughspikes, which is why Bulbfreaks are not to be underestimated.
== Version history == 
* Anomaly DLC Release - Added.
Category: Entities
Category: Fleshbeasts