nyuuzyou/wikis huggingface dataset:
Prestige marine helmet

A prestige marine helmet is a full-head power armor helmet introduced by the Royalty DLC that forms a full set along with the Prestige marine armor. It combines the defensive ability of the Marine helmet with additional the psychic boosts and noble-pleasing of Eltex apparel.
== Acquisition ==
== Summary ==
The improves a pawns psychic sensitivity by , and improves the pawn's base neural heat recovery rate by heat per second, though this will be modified by their psylink level.
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 == 
The increase to psychic sensitivity primarily improves a pawns psychic power, but note that it also makes them more susceptible to psycasts themselves, as well as psychic drones. This increase is inferior to the eltex helmet that the prestige marine helmet replaces, but in exchange it is significantly more protective.
Protection-wise, the prestige marine helmet is exactly as defensive as the regular marine helmet. Marine helmets are the middle tier of the three power armored helmets, the other two being the recon helmet and the cataphract helmet. As expected, they're also the middle tier in expense and protection as well. While they have the same full head coverage, the marine helmet is roughly equivalent to a Recon Helmet of one quality level above (e.g. a Normal Marine Helmet ~= Good Recon Helmet), or a cataphract helmet one quality levels below. 
Like the Recon helmet, the marine helmet is almost totally superior to the non-power armored helmets like the simple and flak helmet. It offers superior coverage, covering the face as well as the head, has significantly higher armor ratings for the same quality, and requires 10 less plasteel to construct, however it does require a relatively rare advanced component instead of two of the more common components. 
== Styles ==
There is a 50% chance for prestige marine helmets to generate as samurai helmets, including crafted examples. Samurai helmets are statistically identical but have a different name and texture. 
PrestigeMarineHelmet.png|Prestige marine helmet
Samurai helmet.png|Samurai helmet
== Version history ==
* 1.1.2647 - Added
* 1.2.2753 - Icons of spacer armor now display as off-white instead of dark gray.
* 1.3.3066 - Samurai Helmet variant added.
* Possibly 1.5 - Samurai helmets can now generate when crafted, instead of only when generating in trade or as loot.
== See Also ==
* Marine helmet - the base model. Identical protection, but not acceptable to nobles and offers no improvement to psychic abilities.
Category:Armor
Prestige recon helmet

A prestige recon helmet is a full-head power armor helmet introduced by the Royalty DLC that forms a full set along with the prestige recon armor. It combines the defensive ability of the recon helmet with additional the psychic boosts and noble-pleasing of eltex apparel.
== Acquisition ==
== Summary ==
The improves a pawns psychic sensitivity by , and improves the pawn's base neural heat recovery rate by heat per second, though this will be modified by their psylink level.
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 == 
The increase to Psychic Sensitivity primarily improves a pawns psychic power, but note that it also makes them more susceptible to psycasts themselves, as well as psychic drones. This increase is inferior to the eltex helmet that the prestige recon helmet replaces, but in exchange it is significantly more protective.
Protection-wise, the prestige recon helmet is exactly as defensive as the regular recon helmet. Recon helmets are the lowest tier of the three power armored helmets, the other two being the marine helmet and the cataphract helmet. As such they're both significantly cheaper and have fewer research requirements, while also offering significantly less protection. While they have the same full head coverage, the recon helmet is roughly equivalent to a Marine Helmet one quality level below (e.g. a Normal Recon Helmet ~= Poor Marine Helmet), or a cataphract helmet two quality levels below. 
Compared to the non-power armored helmets like the simple and flak helmet, the recon helmet is almost totally superior. It offers superior coverage, covering the face as well as the head, has a higher armor rating than even a plasteel flak helmet and requires 20 less plasteel to construct, however it does require a relatively rare advanced component instead of two of the more common components. 
War veils and war masks provide identical coverage, but even with high level materials, they only offer a fraction of the sharp and blunt protection.
== Version history ==
* 1.1.2647 - Added
* 1.2.2753 - Icons of spacer armor now display as off-white instead of dark gray.
== See Also ==
* Recon helmet - the base model. Identical protection, but not acceptable to nobles and offers no improvement to psychic abilities.
Category:Armor
Prestige robe

The prestige robe is a clothing item added by the Royalty DLC. Nobles of Count rank and above require either one of these, or an Eltex robe, to consider themselves properly dressed and avoid a negative moodlet.
== Acquisition ==
It can also be found on Imperial Nobles, for sale at traders and as a quest reward. All Imperial Bestowers spawn with a red hyperweave prestige robe of Excellent quality.
== Summary ==
When combined with suitable headgear, a formal shirt, and a formal vest / corset, a noble of the Count rank will be properly dressed and not count as a moodlet. Alternatively, a cape or any eltex bodywear fulfills the need for shirt, formal vest, and robe at the same time.
As of update 1.4 alongside the release of Biotech DLC, prestige robes now increase Toxic Environment Resistance by .
== Analysis ==
The prestige robe has the same coverage and material options as a duster, offers slightly better cold insulation and weighs less. However it offers significantly worse heat insulation, only offers two thirds the protection against sharp and heat and consumes 25% more materials. 
Compared to the parka, the robe offers the same protection, inferior cold insulation, and requires 25% more materials but covers the legs and some heat insulation
Compared to the jacket, the robe requires provides equal cold insulation, covers the legs but offers slightly lower heat insulation and only two thirds the protection against sharp and heat.
The prestige robe is generally inferior to the duster, or its noble equivalent, the cape in warm environments but it can have a niche in cold environments where the little bit of extra cold insulation over the Duster can let you get away with not using the Parka and still having improved coverage. This is a small niche however, and generally its use will be limited to meeting the needs of nobles.
== Version history ==
* Royalty DLC release - Added as Royal Robe.
* 1.2 - Name changed from Royal Robe to Prestige Robe.
* 1.2.2753 - Work to make 4000->20000, materials to make 40->100, cold insulation 1.00 -> 0.80, heat insulation 0 -> 0.25.
Category:Clothing
Prioritize

Colonist(s) can't be prioritized during mental break.
Colonist(s) can't be prioritized to rest until healed during moderate Malnutrition...
Considered during prioritization:
: Allowed area for each colonist(s)
: Assigned work types
: Colonist's ability to walk.
=== Single prioritization ===
Any digging progress will be preserved...
Right mouse click desired items or tiles and select order.
=== Queued prioritization ===
Hold and right mouse click desired items or tiles and select order.
== See also ==
* Temporary allowed area
== Version history ==
Introduced in 0.0.243 (changelog).
Production

__NOTOC__
Production structures are used for keeping your colonists fed as well as processing raw materials.
== Operation ==
Work orders are initiated by selecting the production building, then hitting the 'Bills' button. This opens a list from which you can select the bills to be completed.
Work tables can have a chair placed at its interaction spot to provide comfort while the colonist is working there. Chairs in order of best to least comfort are armchair, dining chair, and stool.
== Breakdowns ==
Production machinery that use electricity can break down, indicated by a yellow notice envelope. A red flashing mark on the machine indicates it's broken. The machine won't work until a repairer fixes it and requires just one component.
Production tables that don't use electricity are not affected and will never break down.
== List of workstations ==
=== Neolithic ===
 	 	 	 	 	 	 	
Brewery	Butcher spot	Butcher table	Crafting spot	Fermenting barrel	Fueled stove	Art bench	Simple research bench
Cooks 	Cooks 	Cooks 	Crafters 	Haulers 	Cooks 	Artists 	Researchers
=== Medieval ===
 	 	
Hand tailor bench	Fueled smithy	Stonecutter's table
Tailors 	Smiths 	Crafters
=== Industrial ===
 	 	 	 	 	 	
Fabrication bench	Deep drill	Drug lab	Electric crematorium	Electric smelter	Electric smithy	Electric stove
Smiths 	Miners 	Crafters	Haulers 	Crafters 	Smiths 	Cooks
 	 	 	 	 	 	
Electric tailor bench	Hi-tech research bench	Hydroponics basin	Machining table	Biofuel refinery	Nutrient paste dispenser	Hopper
Tailors 	Researchers 	Growers 	Smiths 	Crafters 	Anyone 	Haulers
 
Category:Buildings
Prosthesis

Prostheses, also commonly referred to as prosthetics, may refer to one of several different body part replacements unlocked by the Prosthetics research. These are:
* Prosthetic arm
* Prosthetic heart
* Prosthetic leg
* Cochlear implant
They are inferior to normal body parts, but provide a bridge between the worse-still simple replacements, such as peg legs, and the superior-to-natural bionics. Not all body parts are represented in every tier.
Prostheses may also refer to all artificial body parts in general.
Prosthetic arm

== Acquisition ==
They can also sometimes be purchased from traders.
== Summary ==
=== Body part ===
Prosthetic arms replace the user's organic arm up to, and including, the shoulder. They are universal and can be installed on either the left or right. The prosthetic arm has a part efficiency of 50%. This partially replaces the functionality of a normal arm - when coupled with the arm body part having a Manipulation importance of 50%, it results in restoring 25% manipulation per missing arm replaced, or a loss of 25% when replacing a healthy arm. Manipulation, in turn, affects a great many stats. For a full list of affected stats, see Manipulation.
=== Combat ===
A prosthetic arm replaces the natural "Fist" attack of the replaced arm with an completely identical punch.
 
Name	Name 	Damage	DPS	AP	Damage Type
 	Human Fist	 	 	% 	
 	 	 	 	% 	
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 4.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the part will be destroyed.
== Analysis ==
The prosthetic arm should be used on essential pawns with missing arms or shattered bones before Bionics have been researched. Compared to no arm, the increase in manipulation provides a major increase to combat and virtually any work type (short of Hauling). If just the hand is missing, then a wooden hand offers more manipulation.
Unlike organic parts, prosthetic arms don't contain subparts - all damage is taken by the main, 30 HP arm, instead of spread throughout the bones, fingers, and shoulder. While a prosthetic arm won't lose stray fingers to a gun shot, this makes it easier for it to be completely destroyed. Note that the prosthetic arm is fully attached to the shoulder; a flak vest completely protects a prosthetic, but does not cover an organic arm at all. In addition, the artificial part never feels pain and never bleeds.
== Version history ==
* 0.19.2009 - renamed from simple prosthetic arm to prosthetic arm and made craftable.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Prosthetic leg

== Acquisition ==
They can also be purchased from Exotic goods traders.
== Summary ==
Prosthetic legs replace the user's entire organic leg. They are universal and can be installed on either the left or right side. The prosthetic leg has a part efficiency of 85%. This partially replaces the functionality of a normal leg - when coupled with the leg body part having a Moving importance of 50%, it results in restoring 42.5% moving per missing leg replaced, or a loss of 7.5% when replacing a healthy leg. 
Moving, in turn, affects the following stats: . This results in a directly proportional change to a pawn's move speed, and a change in melee dodge chance equivalent to losing levels of Melee skill per leg replaced. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for pawns with skill under 7, when replacing one leg, or under 10 for both legs.
Each prosthetic leg results in -?% character quality and thus a ?% reduction in the affected individual's pawn value.
As an artificial part, prosthetic legs will give a mood buff to anyone with the Body modder trait, and a mood penalty to anyone with the Body purist trait.
=== Installation === 
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 4.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the part will be destroyed.
== Analysis ==
If a pawn's Moving is lower than 92% due to damage to, or loss of, an organic leg, it is a good idea to replace that leg with a prosthetic leg. Compared to a peg leg, a prosthetic leg gives +12.5% Moving (base +0.575 move speed); upgrading gives a great improvement for both work and combat and the cost of a prosethetic is low. Bionic legs offer a large improvement over even organic legs but are significantly more expensive to make or buy.
Compared to a wooden foot, a prosthetic leg only offers +2.5% Moving (base +0.115 ). If damage is limited to the foot or toes, then a wooden foot is mostly sufficient; the extra components can usually be put to better use than making a prosthetic.
== Version history ==
* 0.19.2009 - Renamed from Simple Prosthetic Leg to Prosthetic Leg, and now craftable.
Category: Medical Item Category: Body Part Category:Artificial Body Part
Proximity activator

Proximity activators are Mechanoid cluster buildings added by the Royalty DLC. They activate after , and then wake up the cluster when any human steps within a 12.9 tile radius.
== Trivia ==
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
== Version history ==
* Royalty DLC Release - Added.
* 1.4.3523 - Fix: Proximity activator is not triggered by skip psycasts happening in its range.
* 1.4.3555 - Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.
Category:Mechanoid Cluster
Proximity detector

The proximity detector is a building added by the Anomaly DLC that aids in the detection of invisible creatures.
== Acquisition ==
 
Additionally, when starting a game with the Anomaly start you will have one proximity detector by default, but lack the ability to make more.
== Summary ==
A powered proximity detector notifies the player when an invisible creature is in a 19.5-tile radius of the detector. Invisible creatures include sightstealers, revenants, and pawns under the the effect of the invisibility psycast or psychic invisibility power of the revenant vertebrae
When an invisible pawn is detected in the radius, a notification is displayed stating "A proximity detector has detected an invisible creature" and the yellow crystal in the center of the detector turns red and emits a red visual flash while the detector itself emits a red glow. The detector will not reveal the creature, specify where the creature is, or state how many creatures there are. It will also not display a notification if a second invisible creature enters its radius when it is already indicating a detection. It only indicates that at least one invisible pawn is in its detection radius.
The creature does not need to be moving to be detected.
File:Proximity detector radius.png|Detection radius
File:Proximity detector glowing.webm|Notification and glowing upon detection
== Analysis ==
 
While proximity detectors may seem helpful, they generally only provide a small benefit against sightstealers. By the time a detector is activated it will likely be too late to get colonists into a safe spot due to the speed of a sightstealer. They will, however, help determine when a sightstealer threat is over because it will stop activating.
Proximity detectors also provide insight into the general location of a revenant. This can be helpful in combination with a disruptor flare pack, giving a general idea which area to reveal with disruptor flares in order to prevent colonists from becoming hypnotized.
== Version history ==
* Anomaly DLC Release - Added
Category:Anomaly (Buildings)
Pruning Speed

==Factors==
In order:
* Plants: 92% plus 1% per skill level.
* Global Work Speed
* Tree connection: Pruning speed +25%
Note that all below values are then multiplied by the Global Work Speed of the pawn.
Plants skill	Pruning speed (%)	Time to maintain 100% (hrs)	Tree connection pruning speed (%)	(TC) Time to maintain 100% (hrs)
0 	92 	8.2 	115 	6.5
1 	93 	7.8 	116 	6.3
2 	94 	7.5 	117 	6.0
3 	95 	7.2 	119 	5.8
4 	96 	6.9 	120 	5.6
5 	97 	6.7 	121 	5.3
6 	98 	6.4 	122 	5.2
7 	99 	6.2 	124 	5.0
8 	100 	6.0 	125 	4.8
9 	101 	5.8 	126 	4.7
10 	102 	5.7 	128 	4.6
11 	103 	5.5 	129 	4.4
12 	104 	5.4 	130 	4.3
13 	105 	5.3 	131 	4.2
14 	106 	5.1 	132 	4.1
15 	107 	5.0 	134 	4.0
16 	108 	4.9 	135 	3.9
17 	109 	4.8 	136 	3.8
18 	110 	4.7 	138 	3.7
19 	111 	4.6 	139 	3.7
20 	112 	4.5 	140 	3.6
== Version history ==
* 1.3.3076 - Added.
* 1.4.3523 - Fix: Global work speed not applying to pruning speed.
Psychic Ritual Quality

== Factors ==
* Shard beacons provide for each beacon, up to a maximum of 4 for a combined .
* Void sculptures provide a variable bonus dependent on quality ( at Normal), up to a maximum of 6 for a hypothetical limit of (all Legendary). These quality based bonuses are provided below:
Quality 	Bonus
Awful 	
Poor 	
Normal 	
Good 	
Excellent 	
Masterwork	
Legendary 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:PsychicRitualQuality
* Label:psychic ritual quality	How much nearby buildings improve quality of psychic rituals performed here.	
* Display Order:500
* Def Name:PsychicRituals
* Label:Psychic ritual
* Display All By Default:	
* Show On Default Value: 
* Default Base Value: 
* To String Style: PercentZero	- 	-
== Version history ==
* Anomaly (DLC) Release - Added.
Psychic Ritual Quality Offset

== Offsets ==
* Precepts
** Psychic rituals:
*** Disapproved: 
*** Exalted: 
== Factors ==
* Ritual invokers add quality based on their Psychic Sensitivity ( at 100% psychic sensitivity).
** Their psychic sensitivity is applied to a curve:
PsychicSensitivity	PowerFactor
0 	0
1 	0.5
2 	0.9
3 	1
** This result is divided by 4 to produce the quality offset, meaning that a maximum of quality can be applied with an invoker of at least 300% psychic sensitivity:
PsychicSensitivity	QualityOffset
0% 	+0%
100% 	
200% 	
300% 	
* Each chanter adds a fraction relative to the maximum number of chanters, up to a maximum of quality: At 4 max chanters for basic rituals, each adds , and at 6 max chanters for advanced rituals, each adds .
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:PsychicRitualQualityOffset
* Label:psychic ritual quality offset	An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants.	
* Display Order:500
* Def Name:PsychicRituals
* Label:Psychic ritual
* Display All By Default:	
* Default Base Value: 
* Show On Default Value: 
* To String Style: PercentZero	- 	-
== Version history ==
* Anomaly (DLC) Release - Added.
Psychic Sensitivity

, the maximum possible psychic sensitivity is 2211% with a pawn void touched, psychically hypersensitive pawn, with a psychic sensitizer installed, under the effect of psychophagy, voidsight serum, and four psychofluid pumps, with a psychic bond and the super psy-sensitive gene and wearing an eltex shirt, and a weapon, plate armor, headwear, and slave collar all made of bioferrite. All listed items must be pf Legendary quality. Finally they must be blind and have the Blind psysense: Strong precept.
Psychic sensitivity acts as a scalar value for things such as Psychic drones, some Psycasts , and a pawn's Neural Heat Limit. Some effects such as Psychic shock lances are toggled by psychic sensitivity only - if a pawn has a non-zero sensitivity the effect is applied and if they don't it is not, but no other modification to the effect from different levels exists. 
Humans and Animals by default have a psychic sensitivity of 100%, centipedes 75%, and other mechanoids 50%. Devourers have a psychic sensitivity of 200%.
== Bases ==
Click to 
Pawn	Psychic Sensitivity
== Effects ==
Name 	Effect of Stat
Psychic drone event 	Multiplier on moodlet.
Psychic suppressor 	Multiplier on lost Consciousness.
Psychic animal pulser 	???
Psychic insanity lance	Immunity at 0%. No other effect.
Psychic shock lance 	Immunity at 0%. No other effect.
Psychic soothe pulser 	Multiplier on moodlet.
Psychic emanator 	Multiplier on moodlet.
Psychic reader 	Multiplier on Negotiation Ability and Trade Price Improvement gains.
Psychic harmonizer 	Multiplier on applied moodlet, both positive and negative.Multiplier on received moodlet, both positive and negative.
Psycasts 	Multiplier on duration (the target's sensitivity is used).
Neural Heat Limit 	Multiplier on Limit.
Psychic rituals 	Different effect based on Invoker's sensitivity.
: This applies to most, but not all, psycasts that create effects on the pawn. The user's own psychic sensitivity has no effect on duration, unless the user is also the target. See Psycasts for more information.
== Factors == 
The following modifiers exist:
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:PsychicSensitivity
* Label:psychic sensitivity	More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.	
* Display Order: 11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Min Value: 
* Scenario Randomizable: 
* Cacheable:	
* Parts:
** StatPart_GearStatOffset
*** Apparel Stat: Psychic Sensitivity Offset
*** Include Weapon: 
** StatPart_GearStatFactor
*** Apparel Stat: Psychic Sensitivity Factor
*** Include Weapon: 
** StatPart_SightPsychicSensitivityOffset
** StatPart_BlindPsychicSensitivityOffset	3500
== Version history ==