nyuuzyou/wikis huggingface dataset:
Mech recharger

Mech rechargers are buildings added by the Biotech DLC that allow the recharging of light mechanoids. 
== Acquisition ==
== Summary ==
Mech rechargers constantly require 200 W of direct, electrical power, even when not actively recharging a mech. They are placed on the ground and can't be minified, or uninstalled.
Mech rechargers can recharge light mechanoids. This includes:
* Militor
* Lifter
* Constructoid
* Fabricor
* Agrihand
* Cleansweeper
* Paramedic
A recharger gives the mechanoid 50% of their power need per day. This accumulates the recharger's waste meter. When a recharger is full of waste, a hauler can pick up 5 toxic wastepacks from the recharger. The exact amount of waste technically depends on the mechanoid, but all light mechanoids excrete 5 wastepacks. The existence of waste does not stop the recharger.
Suitable mechs will seek a recharger once reaching a configurable amount of charge, and a control group of mechs can be commanded to recharge (or avoid recharging) at will.
== Analysis ==
As active mechs use 10% of their power per day, and this structure recharges at a rate of 50% per day, theoretically a single mech recharger can support five always-active mechs. In practice this number will always be lower due to non-optimal utilization, but you can comfortably have several times fewer mech rechargers than mechs. 
For colonies that utilize mostly combat mechs, which often spend most of their time dormant and self charging, this ratio can be even better. Dormant mechs recharge at a rate of 1% per day, meaning that combat mechs can be left without using a recharger at all except when heavily damaged and repaired.
Repaired mechs can then use the recharger on an as needed basis. The final ratio of rechargers to mechs will depend on your raid frequency and the frequency with which your mechs get damaged, but is almost always significantly less than always active mechs.
== Trivia ==
* If the charger is destroyed while charging the mech, the mech will go berserk.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3528 - Fix: Mech charger exceeding 100% full of waste if partially emptied.
* 1.4.3563 - Fix: Infinite loop of hauling mech to charger outside the mech's allowed area.
* 1.5.4062 - Fix: Mech rechargers don't count as artificial.
Category:Biotech (Buildings)
Mechanoid Shredding Efficiency

== Factors ==
* Crafting : 75% plus 2.5% per skill level.
* Manipulation: 90% importance, No limit
* Sight: 40% importance, 100% limit
The final value is capped at 150%.
== Version history ==
* Renamed from Mechanoid Disassembly Efficiency at some point, possibly in 1.1.2618
* 1.5.4062 - Cap raised to 150%
Mechanoid Shredding Speed

==Factors==
* Crafting : 40% plus 6% per skill level.
* Manipulation: 100% importance, No max
* Sight: 40% importance, 100% limit
* Global Work Speed
Note that all below values are then multiplied by the Global Work Speed of the pawn.
==Version history==
Renamed from Mechanoid Disassembly Speed at some point, possibly in 1.1.2618
Mechanoid hive/Pawns

Pawn Type 	Combat Power	Armor (S/B/H)	Body Size × Health Scale	Weapons 	Age Range	Move Speed	Additional Info
Scyther 	 	% / % / % 	× 	Melee (Blades) 	Any 	 	-
Lancer 	 	% / % / % 	× 	Charge lance 	Any 	 	-
Centipede blaster	 	% / % / % 	× 	Heavy charge blaster 	Any 	 	-
Centipede burner 	 	% / % / % 	× 	Inferno cannon 	Any 	 	-
Centipede gunner 	 	% / % / % 	× 	Minigun 	Any 	 	-
Pikeman 	 	% / % / % 	× 	Needle gun 	Any 	 	-
Termite 	 	% / % / % 	× 	Thump cannon 	Any 	 	-
Militor 	 	% / % / % 	× 	mini-shotgun 	Any 	 	-
Legionary 	 	% / % / % 	× 	Needle launcher 	Any 	 	AoE shield
Tesseron 	 	% / % / % 	× 	Beam graser 	Any 	 	-
Scorcher 	 	% / % / % 	× 	Mini-flameblaster 	Any 	 	-
Tunneler 	 	% / % / % 	× 	Melee (Power claws) 	Any 	 	Personal shield
Centurion 	 	% / % / % 	× 	Charge blaster turret 	Any 	 	AoE shield
Diabolus 	 	% / % / % 	× 	Hellsphere cannon, Charge blaster turret	Any 	 	Flame burst ability
War queen 	 	% / % / % 	× 	Charge blaster turret 	Any 	 	Produces war urchins
Apocriton 	 	% / % / % 	× 	Toxic needle gun 	Any 	 	AoE mood debuff, resurrection ability, jump ability
War urchin 	 	% / % / % 	× 	Spiner 	Any 	 	Will die after 6 hours
Category:Pawnkind tables
Mechanoid slag chunk

Mechanoid slag chunk is a smeltable chunk occasionally dropped by Mechanoids upon death.
== Summary ==
Mechanoid slag chunks initially spawn on a world map, scattered around the same as the other chunk types. They also have a chance of dropping upon the death of a mechanoid, at the second nearest unoccupied tile to the point of death, where the corpse takes priority in dropping first. The chances of a slag chunk drop are loosely related to the class of mechanoid, with light mechs dropping none, medium combat mechs having a 10% chance, heavy combat mechs having a 50% chance, and ultraheavy mechs having a 75% chance, with some exceptions.
The different variants are only graphically distinct and otherwise identical, besides from different mechs dropping chunks that reflect the mechanoid's appearance.
Mechanoid	Slag Chunk Drop Chances
Lancer 	10% or
Scyther 	10% or
Pikeman 	10% or or
Centipede	50% or or
Tunneler 	50% or or
Scorcher 	10% or or
Tesseron 	10% or
Legionary	10% or or
Centurion	75% or or
Diabolus 	75% or or
War queen	75% or or
Apocriton	75% or or
== Analysis ==
While providing an increased amount of steel salvage and impromptu cover during mech battles, they can be quite detrimental and disruptive in enclosed spaces: namely kill boxes and melee chokepoints. Upon the death of a mechanoid, a dropped chunk will likely occupy one of the tiles that one of your pawns are on, pushing them off and only allowing them to occupy that tile when pathing across, typically to target an enemy on the other side. These mandate immediate prioritized hauling in order to limit the effect they have on your combat formation.
== Gallery ==
Mechanoid slag chunk A.png|Variant A
Mechanoid slag chunk B.png|Variant B
Mechanoid slag chunk C.png|Variant C
Mechanoid slag chunk D.png|Variant D
Mechanoid slag chunk E.png|Variant E
Mechanoid slag chunk F.png|Variant F
Mechanoid slag chunk G.png|Variant G
Mechanoid slag chunk H.png|Variant H
Mechanoid slag chunk I.png|Variant I
Mechanoid slag chunk J.png|Variant J
Mechanoid slag chunk K.png|Variant K
Mechanoid slag chunk L.png|Variant L
Mechanoid slag chunk M.png|Variant M
Mechanoid slag chunk N.png|Variant N
Mechanoid slag chunk O.png|Variant O
Mechanoid slag chunk P.png|Variant P
Mechanoid slag chunk Q.png|Variant Q
Mechanoid slag chunk R.png|Variant R
Mechanoid slag chunk S.png|Variant S
Mechanoid slag chunk T.png|Variant T
== Version history ==
* 1.5.4062 - Added. Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)
Category:Chunks
Mechanoid transponder

A mechanoid transponder is an item that lets you summon a mechanitor ship containing a mechlink.
== Acquisition == 
A mechanoid transponder can be found after destroying an ancient exostrider midsection, which spawn on most map tiles your colony settles on. One should take care not to let colonists stand too close to the midsection as it will explode into flames upon destruction.
== Summary ==
Upon acquiring a mechanoid transponder, any colonist will be able to decrypt it at a simple research bench or hi-tech research bench. Upon decryption, the transponder will be destroyed and a quest will trigger, allowing you to call a ship to land on the map. The ship will contain a few hostile mechanoid and a desiccated mechanitor corpse with a mechlink installed.
As the number of mechanoids in the quest will be scaled based on the map wealth at the time the transponder is decrypted, rather than the time the ship is actually summoned, players should generally prioritize doing so as soon as safe to do so, to make the quest as easy as possible - the quest can spawn with only a single tesseron if done with low enough wealth, if the mechanoid transponder hasn't been decrypted immediately, it may be decrypted at another map with lower wealth such as a ancient complex. . Once the transponder is decrypted, the player may call down the ship at their leisure.
== Example Quest Text ==
You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. 
The ship contains the remains of a long-dead mechanitor. Mechanitors can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your own colonist into a mechanitor.
== Version history ==
* Biotech DLC - Added.
Category:Resources
Mechband antenna

A mechband antenna is a building added by the Biotech DLC that allows a mechanitor to summon the war queen.
== Acquisition ==
== Summary ==
A mechband antenna can be activated by a mechanitor to summon the hostile war queen, which will drop a powerfocus chip when defeated. This destroys the antenna, turning it into 2-4 steel slag chunks.
It cannot be used in the time between another mechanoid boss being summoned and that boss arriving. In addition, there is a 2 day cooldown between summoning any mech boss, regardless of when the mechs actually arrive.
=== Summoning ===
Each time an antenna is activated, the number of mechanoids escorting the war queen increases.
# 1x War queen with heavy shield unit, 5x pikeman, 2x scyther
# 1x War queen with heavy shield unit, 7x militor, 2x centipede (burner)
# 1x War queen with heavy shield unit, 5x pikeman, 2x tesseron, 3x tunneler
# 2x War queen with heavy shield unit, 8x militor, 4x lancer, 2x centipede (burner)
# 2x War queen with heavy shield unit, 5x pikeman, 5x lancer, 3x legionary, 3x centipede (burner)
# 2x War queen with heavy shield unit, 14x scyther, 4x centipede (burner), 1x centurion
# 2x War queen with heavy shield unit, 8x centipede (burner), 18x scorcher
# 3x War queen with heavy shield unit, 6x scyther, 6x lancer, 3x legionary, 8x centipede (burner), 1x centurion
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map. If the war queen is summoned once on one map, summoning another on a second map will bring the second wave.
== Analysis ==
Build a mechband antenna when you are ready to fight the war queen. 
In terms of actual cost, the war queen arrives with 600 steel worth of war urchins, its allies can also be shredded, and the antenna itself drops a few steel slag chunks to smelt. This results in the antenna being a complete positive in resources once Fabrication is available. Even when you can't fabricate components, the cost of an antenna is quite small for what a powerfocus chip and its research gets you.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3555 - Super-mechanoids cannot be called when there is already another super-mechanoid on the way.
Category:Biotech (Buildings)
Mechband dish

A mechband dish is a building added by the Biotech DLC that allows a mechanitor to summon the apocriton.
== Acquisition ==
== Summary ==
A mechband dish can be activated by a mechanitor to summon the hostile apocriton, which will drop a nano structuring chip when defeated. Once activated, it will self destruct after leaving steel slag chunks.
It cannot be used in the time between another mechanoid boss being summoned and that boss arriving. In addition, there is a 2 day cooldown between summoning any mech boss.
== Analysis ==
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3555 - Super-mechanoids cannot be called when there is already another super-mechanoid on the way.
Category:Biotech (Buildings)
Mechcommander helmet

The mechcommander helmet is a piece of apparel added by the Biotech DLC. 
== Acquisition ==
== Summary ==
In addition to its protective stats, wearing a mechcommander helmet gives bandwidth.
== Analysis ==
The mechcommander helmet offers armor ratings roughly equivalent to a steel flak helmet of the same quality, but covers the full face, gives additional bandwidth, and is significantly more expensive. 
If the only goal is to gain bandwidth, then the array headset gives the same bandwidth, is also unlocked at , and doesn't require a signal chip to make. The benefit of the mechcommander helmet is that it offers head protection. If the mechanitor isn't expected to see combat, then the headset is generally a better choice. 
However, even if head protection is wanted, the signal chip used is still generally better spent as one of the two required for a bandwidth pack. The pack can be worn with a protective helmet, but also gives additional bandwidth, doesn't degrade over time or in combat, and never becomes obsolete. Once the pack is built, then mechcommander helmets can be built to achieve maximum bandwidth. 
Once mechlord helmets become available, the mechcommander helmet is essentially outmoded. Mechlord helmets provide better protection and additional bandwidth. While these improvements do come at the cost of Shooting Accuracy and Melee Hit Chance, if that is a relevant consideration then the additional bandwidth can be spent on combat mechs to more than make up for the difference in combat capability while still being more protective. This also means that depending on the colony's rate of progress through both mech commanders and research, it may be unnecessary to ever make a mechcommander helmet. 
== Version history ==
* Biotech DLC Release - Added.
Category:Armor
Mechlord helmet

The mechlord helmet is a piece of apparel added by the Biotech DLC. 
== Acquisition ==
== Summary ==
Mechlord helmets have the same defensive stats as recon helmets. The helmet itself has , which is higher than regular recon armor.
It increases a mechanitor wearer's bandwidth by while decreasing any wearer's Shooting Accuracy by and Melee Hit Chance by . These stats are not impacted by quality.
To consider themselves properly dressed and avoid a "Want <TITLE>-specific apparel" moodlet, nobles must wear a rank-appropriate pieces of headwear. A satisfies the headwear requirements of all nobles. Note that any quality requirements must still be met to avoid the separate and stacking a "Want <TITLE>-quality apparel" moodlet.
== Analysis ==
Providing the same armor and coverage as a recon helmet and providing debuffs to combat skills, while also offering the largest buff to bandwidth, the mechlord helmet is for mechanitors that prefer to rely more heavily on their mechanoids to do the fighting instead of themselves. With the best armor and the best bandwidth of all the mechanitor headwear, it is the ultimate headpiece for them. It meets the apparel requirements of nobility as well.
As it deteriorates over time, and losing one means losing control of some of your mechanoids, make sure to have some way to replace one.
Comparison with a cataphract helmet and band nodes. 12 band nodes and 4 chemfuel powered generators will require 2,800 steel and 36 components. A cataphract helmet requires . These materials are much easier to obtain than nano structuring chips and extra advanced components required by the mechlord helmet. 12 band nodes also give fewer raid points than a mechlord's helmet. Also, a cataphract helmet gives more protection, and reduces the likelihood of losing a mechanitor due to an unlucky pilum to the head. 
It is worth remembering that band nodes are vulnerable to solar flares. Since solar flares last less than one day, mechanoids do not run wild. But during a solar flare, colonies relying on combat mechanoids will be left without protection.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3534 - Mechlord armor satisfies royal title requirements.
Category:Armor
Mechlord suit

The mechlord suit is a piece of armor added by the Biotech DLC. It provides modest armor and a significant increase in bandwidth.
== Acquisition == 
== Summary ==
Mechlord suits have the same defensive stats as recon armor, including the lack of move speed penalty. The suit itself has , which is higher than regular recon armor.
It increases a mechanitor wearer's bandwidth by while decreasing any wearer's Shooting Accuracy by and Melee Hit Chance by . These stats are not impacted by quality.
To consider themselves properly dressed and avoid a "Want <TITLE>-specific apparel" moodlet, nobles must wear rank-appropriate apparel A satisfies all non-headwear related requirements of all nobles. Note that any quality requirements must still be met to avoid the separate and stacking a "Want <TITLE>-quality apparel" moodlet.
== Analysis ==
The mechlord suit is mainly for dedicated mechanitors. In most cases, the combat mechanoids you can field with 12 bandwidth make up for mechlord armor's comparatively low armor and combat debuffs. That's equal to 4 lancers, 3 centipedes, or 12 militors, which more than make up for the loss of any 1 colonist in combat. Consider keeping your mechanitor(s) out of harm's way. However, if you can't make use of any of the extra bandwidth - such as if you don't have the resources to make lots of mechanoids - then it may be better to take other armor.
The mechlord helmet provides the same bandwidth, the same combat debuffs, and is equal to the recon helmet. It requires ; the same amount of nano structuring chips, but requires less resources overall. The helmet has 240 HP, of the suit, though the head is less likely to get hit than the torso/arms/legs. If nano structuring chips are the limiting factor, then make the suit first if your mechanitor rarely engages in direct combat, or the helmet if they do fight directly. If powerfocus chips or other resources are an issue, then make the helmet first. 
Band nodes are an alternative to both mechlord armors, that allow pawns to wear other armor. 12 band nodes require , and a constant W of power. In addition, you'll lose control of mechs if the power goes out. But if you only plan to use a small portion of the +12 bandwidth, then nodes tend to be more practical. You don't need a full mechlord suit to control an extra cleansweeper, for instance.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3534 - Mechlord armor satisfies royal title requirements.
Category:Armor
Medical Operation Speed

==Factors==
* Medical : 40% plus 6% per skill level.
* Manipulation: 100% importance, No max
* Sight: 70% importance, 100% limit
* Global Work Speed
Note that all below values are then multiplied by the Global Work Speed of the pawn. 
== Version history ==
* 1.4.3523 - Fix: Global work speed not applying to medical operation speed.
Medical Potency

== Bases ==
Every medicine has a Medical Potency stat as listed:
Medicine	Base
== Use ==
When a medicine is used to provide treatment, its Medical Potency is used to calculate the outcome of the Medical Tend Quality. See Medical Tend Quality for further information on how this is calculated.
When a medicine is used in an operation, its Medical Potency is used to calculate the probability of success of the operation. See Operations for further information on how this is calculated.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MedicalPotency
* Label:medical potency 	How effective this is when used to tend wounds and diseases, or do surgery.Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.	
* Display Order:2
* Def Name:BasicsNonPawnImportant
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	- 	4000
== Version history ==
Medical Surgery Success Chance

This chance is always at least 2%, even after all other factors have been applied.
As mentioned above, Medical Surgery Success Chance is the stat of a surgeon. It is then multiplied by Surgery Success Chance Factor (stat of the bed and the bed's room), Medical Potency (stat of the medicine used), and the difficulty of the operation. See Doctoring#Operation Success Rate for full details.
== Factors ==
* Medical: See table.
* Manipulation: 100% importance, No max
* Sight: 100% importance, 100% max
Medical Tend Quality

==Factors==
* Medical: 20% plus 10% per skill level.
* Manipulation: 100% importance, 140% limit.
* Sight: 70% importance, 140% limit.
* Post process curve.
** (0,0)
** (1.0. 1.0)
** (2.0, 1.5)
** (4.0, 2.0)
Medical Tend Quality (with 1 = 100%)
==Full Post-Processing Curve Table==
SkillLevel	 	with 140% Manipulation and Sight
0 	.0% 	35.8%
1 	.0% 	53.8%
2 	.0% 	71.7%
3 	.0% 	89.6%
4 	.0% 	104%
5 	.0% 	113%
6 	.0% 	122%
7 	.0% 	131%
8 	.0% 	140%
9 	105.0%	149%
10 	110.0%	154%
11 	115.0%	158%
12 	120.0%	163%
13 	125.0%	167%
14 	130.0%	172%
15 	135.0%	176%
16 	140.0%	181%
17 	145.0%	185%
18 	150.0%	190%
19 	152.5%	194%
20 	155.0%	199%
== Version history ==
* 0.12.906 - Now affected by room stats
Medical Tend Quality Maximum

== Bases ==
Medicine 	Base
Herbal medicine 	70%
Medicine 	100%
Glitterworld medicine	130%
This value is 70% when tending without any medicine.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MedicalQualityMax
* Label:medical tend quality maximum	The maximum quality of medical tending that can be achieved while using this.Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.	
* Display Order:2
* Def Name:BasicsNonPawnImportant
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	- 	4010
== Version history ==
Medical Tend Quality Offset

== Bases ==
Furniture 	Medical Tend Quality Offset Base
Hospital bed	10%
== Offsets ==
Facility 	Medical Tend Quality Offset Offset
Vitals monitorLinkable to Hospital bed (Maximum of 1)	
== Calculating Medical Tend Quality Offset ==
The factors for Medical Tend Quality Offset are: Medical Tend Quality Offset Base and Medical Tend Quality Offset Offset. This would be written out as:
Medical Tend Quality Offset = Medical Tend Quality Offset Base + Medical Tend Quality Offset Offset
The maximum would be:
0.10 + 0.07 = 0.17
For an effective limit of 17%.
The minimum would be:
0 + 0 = 0
For an effective limit of 0%.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MedicalTendQualityOffset
* Label:medical tend quality offset	Medical tend quality is offset by this value.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Hide At Value:	- 	2000
== Version history ==
Medical Tend Speed

== Factors ==
* Medical : 40% plus 6% per skill level.
* Manipulation: 100% importance, No max
* Sight: 80% importance, 130% limit
* Global Work Speed
Note that all below values are then multiplied by the Global Work Speed of the pawn.
== Version history ==
* 1.4.3523 - Fix: Global work speed not applying to medical tend speed.