nyuuzyou/wikis huggingface dataset:
Firefoam shell

The firefoam shell is a type of mortar shell that upon exploding, spreads firefoam in a 5-tile radius, extinguishing all fires and preventing new ones.
== Acquisition ==
 The steel cost is increased to 35 if the Classic Mortars difficulty option is enabled.
It can also be purchased from traders.
== Usage ==
== Summary ==
When fired from a mortar, s spreads firefoam in a tile radius, extinguishing all fires and preventing new ones.
When damaged beyond 70% of its health, it will explode after between and , spread firefoam in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 9.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of tiles at a full stack of 25.
They are also used in the construction of IED firefoam traps.
== Analysis ==
Actually firing a firefoam shell from a mortar is very niche. The tiny, 5-tile radius isn't enough to cover large-scale fires, but mortars lack the precision to drop on small fires accurately. Due to the mortar's blind spot, it cannot extinguish fires inside your colony. For fires outside of your colony, the game will automatically start rain whenever fires get too big - unless a weather controller is forcing fog. Generally, foam turrets or firefoam pop packs are better as mobile fire extinguishers. Even Pyromaniacs can operate either.
Firefoam shells are most useful to create IED firefoam traps. IEDs must be directly lit on fire or triggered by a colonist, but are cheaper to create than a firefoam popper, while having a much larger radius than the firefoam pop pack. In theory, destroying a firefoam shell creates the same firefoam as the IED trap for half the cost. However, the shell must be damaged to set off; while guns cannot damage the shell, gunshots can trigger an IED.
== Gallery ==
Shell firefoam a.png|One firefoam shell
Shell firefoam b.png|Partial stack
Shell firefoam c.png|Full stack
== Version history ==
* 0.18.1722 - Added.
* 1.3.3066 - Steel requirement decreased from 35 -> 25 unless Classic Mortar difficulty option enabled.
Category: Mortar shells
Flagstone

Flagstones are a buildable floor type. It can be made out of any of the 5 stone types available in-game: Sandstone, Granite, Limestone, Slate or Marble.
== Acquisition ==
Flagstone can also be generated when you create a colony on a tile with stone road on it.
== Summary ==
Flagstone provides no beauty modifier, and cleaning filth on it takes only 80% the work. It is non-flammable and does not penalize walk speed.
All flagstone tiles have the same stats and differ only in name and color; even marble has the same beauty value, despite its higher beauty when used for other buildings.
Unlike other floors, when removed with the Remove Floor command, it provides no resources.
== Analysis ==
Flagstone shares a similar role to concrete or paved tile as a relatively fast, non-flammable, beauty-neutral flooring. It takes the work to lay flagstone than concrete, in addition to the significant amount of time required to craft the stone blocks themselves. Flagstone has a useful niche if you have a steel shortage, a stone block excess, or a work excess.
Both flagstone and stone tiles require the same amount of stone. The latter takes of work to construct, the work to make flagstone, for beauty per tile. Flagstone is more useful outside, where beauty doesn't matter as much, and stone tiles inside.
== Version history ==
* 1.4.3523 - Cleaning time factor added.
Category:Floor
Flak helmet

The flak helmet is an advanced helmet for protection. A step up from the simple helmet, this is a mid-tier helmet for most colonist uses. It is the lightest of all the helmets, only weighing 1.2 kg.
== Acquisition ==
Alternatively, the helmet can be received as a quest reward, purchased from traders, or found on raiders.
== Analysis ==
Compared to the simple helmet, flak helmets provide significantly more protection while requiring an additional 2 components and 10 plasteel. A steel flak helmet outclasses even a plasteel simple helmet and is often cheaper to manufacture. 
All power armor helmets, even the recon helmet, outclass the flak helmet in protection to the head and ears as well as covering the pawn's eyes, nose, and jaw, but require the much more expensive advanced component to craft. Keep in mind that while a plasteel flak helmet has a significantly larger item HP, lasting over twice as long, it also requires more plasteel than both the recon and marine helmets and as much as a cataphract helmet while also being less protective. Accordingly, steel flak helmets are generally the standard headgear of most colonies in the mid-game until they are replaced by power armor helmets in the late-game. 
The protection offered by a flak helmet depends on its quality and material. It has a material effect multiplier of 70% for all types of damage. See apparel for material protection values. Despite the description, flak helmets actually offer a decent amount of protection from blunt damage.
Bioferrite Flak helmet in combination with Bioferrite Plate armor allows to buff psycasts while giving reasonable amount of armor.
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
KevlarHelmet.png|Base variant
Spikecore flak helmet.png|Spikecore variant
Hindu flak helmet.png|Hindu variant
Rustic flak helmet.png|Rustic variant
== Version history ==
* Advanced helmets were added in Alpha 17, replacing the Kevlar helmet from previous versions. The major change was that advanced helmets can be made out of any material, requires 5 plasteel to craft and have increased protection across the board.
* Beta 19 - Material cost was decreased from 70 to 40, but plasteel cost increased from 5 to 10, and materials now affect armor rating. It also protects against heat.
* 1.1 - Renamed from Advanced helmet to Flak helmets
* Ideology DLC Release - Received styles via new Ideoligion style system. 
Category:Armor
Flak jacket

The flak jacket is a piece of armor that provides protection to the torso and arms at the cost of a penalty to move speed. 
== Acquisition ==
Flak jackets can also be commonly found on Outlanders, Pirates, Ancients, and Imperial Troopers .
== Summary ==
== Analysis ==
In general, you should prioritize getting flak vests for your all relevant colonists, before making jackets. Vests are cheaper, provide much more armor, and cover everything the jacket does except for the arms - which can eventually be replaced. For reference, a normal flak vest has 100% Sharp armor, compared to 40% Sharp from a normal jacket. As jackets can be worn over a flak vest, this does not mean that jackets are bad, just that vests should be created first.
Overall, flak jackets have low resource costs and accessible research. Combined with vests, and they can provide useful protection in the early-mid game.
However, devilstrand dusters are almost strictly superior. They provide slightly more sharp & blunt protection, significantly more heat insulation, protect the legs, and have no movement speed penalty - their only statistical downside being a tiny decrease in cold insulation. Devilstrand has the advantage of being growable, unlike steel. Mid-late game colonies are often able to grow enough devilstrand for dusters, making flak jackets obsolete. Other late-game materials, such as hyperweave and thrumbofur, are rarer, but offer even more protection. 
Due to the speed and coverage detriments of flak jackets, even dusters of strong leathers, like rhinoceros leather may be preferable despite offering slightly less protection to the upper body.
 Sharp protection by flak jacket and vest; with marine armor for reference
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Flak jacket.png|Base variant
Spikecore flak jacket.png|Spikecore variant
== Version history == 
* 1.0.0 - Added. Still using jacket art.
* Ideology DLC Release - Received styles via new Ideoligion style system. 
Category:Armor
Flak pants

Flak pants is a piece of armor that provides protection to the legs at the cost a penalty to move speed. 
== Acquisition ==
Flak pants can also be commonly found on Outlanders, Pirates, Ancients, and Imperial Troopers. 
== Summary ==
== Analysis ==
Overall, flak pants can provide useful protection in the early- to mid- game. Low resource costs, accessible research, and the ability to be worn with a duster all give it merit. While not vital, permanent leg damage can severely impair colonists before bionic legs are available. The penalty of -0.12 c/s to movement speed can make it less valuable for day to day life on pawns that need to walk around often (e.g. Growers). 
Generally, you should prioritize getting flak vests and possibly flak jackets or flak helmets first. Flak vests have the same material cost while protecting many vital organs, like the torso, neck, and heart. The legs, while important, can be replaced.
Unlike flak jackets, they are not made totally obsolete by devilstrand. Regular pants only equal flak pants with rare, late-game materials in hyperweave and thrumbofur. However, devilstrand pants offer a significant amount of Heat armor, equal to a 45% reduction in damage from fire even at Normal quality.
Note that flak pants are unable to be worn with plate armor or any form of power armor. The exact protection of the legs offered by flak pants vs pants of varying materials and power armor is reliant on the interactions between Armor Rating calculations and is currently unclear. However, devilstrand pants and any power armor provide superior protection.
 Sharp protection by duster and flak pants; with marine armor for reference
With devilstrand duster	With thrumbofur duster
 	
== Protection Charts ==
Sharp Armor	Blunt Armor
 	
== Version history ==
* 0.19.2009 - Added.
FlakPantsOld.png|Old sprite for Flak Pants
Category:Armor
Flak vest

The flak vest is a type of armor that protects well against sharp/piercing attacks (e.g. bullets, stabs, cuts, bites), and offer minor protection against blunt attacks, explosions and the ever-present threat of clubs, maces, and wild animals. 
== Acquisition ==
They can also be bought from orbital, Outlander, or Empire traders, as well as Outlander and Empire faction bases. Flak Vests are also commonly found on Outlanders, Pirates, Ancients and Imperial Troopers .
== Summary ==
== Analysis ==
Flak vests protect well against Sharp damage, which includes all bullets, at a low cost and at a very small decrease in movement. They are a very cost-effective measure for overall damage mitigation. Because flak vests have much higher armor values than flak jackets and flak pants, and as they protect most of the vital organs, vests should be created first.
Specifically, the vest covers the neck, torso, and the internal organs (heart, liver, lungs, kidneys), which are immediately fatal to lose / lose both of. The only vital organs a vest does not cover are the head and brain, which headgear serves to protect. They also cover the shoulders, protecting artificial arms entirely.
As vests occupy the middle layer, they can be worn with overgarments, like a duster or flak jacket, for even greater protection. They can also be worn along with heavy bandoliers, significantly increasing shooters' damage output
=== Comparisons ===
Despite being much more advanced, the recon armor provides worse Sharp armor than a flak vest alone, only faring slightly better against Blunt. Recon does cover the arms and legs, and has no movement penalty. But, overall, the flak vest with any sort of outerwear is better for raw protection - deaths from limb damage (specifically, from blood loss or lowered consciousness) are considerably rarer than torso shots.
=== In combination with duster ===
When worn with flak jacket/devilstrand duster or thrumbofur/hyperweave duster, the flak vest is directly comparable to the marine armor or cataphract armor. Marine armor still protects the limbs much better than both flak jacket and any duster. This combo tends to perform better at higher quality and lower AP.
== Version history ==
* Beta 19 - Renamed from Armor vest to Flak vest. Now significantly less expensive and also protects against heat.
Category:Armor
Flamebow

The flamebow is a ranged weapon added by the Biotech DLC that spreads fire.
== Acquisition ==
Flamebows cannot be crafted. Instead, they can be purchased from any traders, or obtained from raiders from savage impid tribes.
== Summary ==
== Analysis ==
Can be deadly in the hands of the enemy if you're unprepared. 
Great for fueling ovens, with a high throughput on fire compared to both molotov cocktails and incendiary launchers due to RoF and fuel splash. 
It's also a decent area denial tool, if you can afford to burn your map. Be careful around crops and wooden structures, or put out the fire before it spreads.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3527 - Flamebow now triggers "pyromaniac has incendiary weapon" thought.
* 1.5.4062 - Texture recreated with higher quality.
Category:Equipment Category:Weapons Category:Neolithic Weapons
Category:Ranged Weapons Category:Single-Shot Weapons Category:Bows
Flammability

Pawns, including both humans and animals, generally have a base flammability of 70%. Mechanoids have a base flammability of 0%. The flammability of a pawn's apparel has no effect on the flammability of the wearer, it is only relevant when the apparel is in item form. Phoenix armor has the unique effect of reducing the flammability of its wearer by 68%.
For specifics on the process by which flammability affects the likelihood of being set on fire, see Flame.
Note that having a flammability of 0% only prevents the item/pawn/etc catching on fire, it does not prevent taking Flame damage. For example, while a stone wall will not be ignited by molotov cocktails, and won't continue to burn, it will take the 10 flame damage from the initial attack. Similarly, a pawn requires Armor - Heat to actually mitigate flame damage taken. 
Some things, such as the buildings found in mech clusters , have both a flammability of 0% and are immune to flame damage but these are separate effects.
== Factors ==
For pawns, the order of operations is as follows:
FlammabilityPawn = (Base ValuePawnKind + Offsets) × Factors
For example, a pawn wearing Phoenix armor with the Fire resistant gene will have a final flammability value of:
FlammabilityPawn = (70% - 68%) × 0.1 = 0.2%
* Offsets
** Phoenix armor : 
* Factors
** Fire resistant : 
== Materials ==
An item, structure or building can have different flammability depending on the material chosen to make it. Surprisingly items, structures and buildings made out of steel, silver and gold are flammable. However steel, silver and gold in item form are not.
Material	Stuff category	Flammability
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:Flammability
* Label:flammability	How easily an object catches fire and how quickly a fire will grow as it burns.	
* Display Order: 10
* Def Name:Basics
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Max Value: 
* To String Style: PercentZero
* Scenario Randomizable: 
* Minified Thing Inherits:	- 	3000
== Version history ==
* 1.1.2598 - Reduce flesh pawn flammability 100% -> 75%. This makes them extinguish easier, fire grows slower, and rain puts them out now.
* 1.3.3101 - Minified things now inherit their inner thing's flammability.
Flatscreen television

A flatscreen television is a recreation item that provides "" recreation to colonists in an area in front of it. It is functionally similar to other types of television.
== Acquisition ==
They can also be purchased from Outlanders caravans and faction bases, or found in ancient shrines.
== Summary ==
== Analysis ==
Any television provides another form of recreation to your colony. It is useful for bed-ridden pawns in particular, as the only other option requires that another colonist talk to them.
In general, it is not worth it to actually research televisions for the purposes of recreation. Megascreen televisions provide stronger recreation and are often carried by exotic goods traders and faction bases. Both flatscreen and tube televisions can also be bought from the same sources or received as a quest reward.
Flatscreen televisions can be used for resource compression, compressing 59.7 kg of 105 steel and 12 components into a mere 8 kilos. This allows you to carry 7 times the weight you normally would on a caravan, but means that you will lose 50% of the 140 steel and 16 components.
== Version history ==
* 0.13.1135 - Added. Sick people in bed can now watch TV
* 0.19 - can now be constructed.
Category:Recreation Category:Television
Flesh

Flesh is a type of removable naturally occurring floor that accompanies fleshmass.
== Summary ==
Flesh can be found generating in the Undercave of the Pit gate entity and the Distress signal quest. It is most often found underneath preexisting fleshmass wall, but can be commonly seen in smaller patches adjacent to the fleshmass. It has a move speed factor of , the same as most natural terrain.
== Analysis ==
It is very ugly and dirty, reducing mood and increasing chances of infection alongside the already great amount of filth produced by fleshmass. As it is flammable, this can be a way to expedite floor removal, although with the temporary nature of most encounters with flesh terrain, the advantages of such are limited.
== Version history ==
* Anomaly Release - Added.
Category:Floor
Flesh sack

Flesh sacks are structures added by the Anomaly DLC that are associated with fleshbeasts and drop loot when destroyed.
== Occurrence ==
Flesh sacks are only generated within the Pit gate's undercave and the Distress Signal quest map.
== Summary ==
Flesh sacks contain items which are dropped when the sack is destroyed. One of the flesh sacks generated by the Distress signal quest will always contain one shard.
=== Loot ===
The following items may be found within a flesh sack. 
Item 	Amount 	Chance
Pirate corpse 	1 	~ %
Villager corpse 	1 	~ %
Pirate boss corpse 	1 	~ %
Harbinger seed 	1 	~ %
Shard 	1 	~ %
Gold 	15 - 30	~ %
Plasteel 	15 - 30	~ %
Hyperweave 	15 - 30	~ %
Bionic eye 	1 	~ %
Bionic arm 	1 	~ %
Bionic leg 	1 	~ %
Bionic spine 	1 	~ %
Bionic heart 	1 	~ %
Bionic stomach 	1 	~ %
Archotech arm 	1 	~ %
Archotech eye 	1 	~ %
Archotech leg 	1 	~ %
Recon helmet 	1 	~ %
Shield belt 	1 	~ %
Marine helmet 	1 	~ %
Flak jacket 	1 	~ %
Plate armor 	1 	~ %
Nerve spiker 	1 	~ %
Turret pack 	1 	~ %
Antigrain warhead 	1 	~ %
Shard animal pulser 	1 	~ %
Psychic soothe pulser 	1 	~ %
Biomutation pulser 	1 	~ %
Doomsday rocket launcher	1 	~ %
Triple rocket launcher 	1 	~ %
Shard insanity lance 	1 	~ %
Shard shock lance 	1 	~ %
Biomutation lance 	1 	~ %
Void sculpture 	1 	~ %
Psychic emanator 	1 	~ %
Disruptor flare pack 	1 	~ %
== Analysis ==
The summon pit gate ritual can be used to continously generate undercaves which will come with three fleshsacks and consumes 75 bioferrite. This means that with a sufficiant amount of entities they can be farmed for archotech legs, arms and eyes in a late game colony, which is a far more efficient method than trading for them. Always accepting distress signals can also help with this. Loot is generated when the pit gate is entered for the first time, so can be very easily save scummed if you have the patience to repeatadly clear the undercave.
== Gallery ==
File:Flesh sack a.png|Flesh sack variant a
File:Flesh sack b.png|Flesh sack variant b
File:Flesh sack c.png|Flesh sack variant c
== Version history ==
* Anomaly DLC Release - Added.
Category: Structure
Flesh whip

A flesh whip is an body part added by the Anomaly DLC that acts as a replacement for a pawn's natural arm and acting as a body part weapon.
== Acquisition ==
Horax cult pawns can spawn with .
== Summary == 
* 100% part efficiency
* Replaces the entire arm. 
* Beauty
* , disabled by the Body modder trait and the inhumanized condition.
=== Combat ===
A flesh whip replaces the natural "Fist" attack of the replaced hand with a significantly more powerful attack. When social fighting, colonists will not use the flesh whip to attack their opponent.
 
Name	Name 	Damage	DPS	AP	Damage Type	Value
 	Human Fist	 	 	% 	 	-
 	 	 	 	% 	 	-
=== Removal ===
Spawns a fleshbeast when removed - the fleshbeast spawns stunned initially.
Removing the part requires ???? of work, ??x medicine of herbal quality or better, and a Medical skill skill of ????. 
== Analysis ==
The flesh whip is the best body part provided by the twisted obelisk. It has slightly better dps than the elbow blade. With an AP of 60%, it's even better than power claws against armored foes. A baseliner pawn with no modifications will get a significant boost to melee damage with 1 flesh whip, and a smaller but still worthwhile gain with 2. An adult baseliner with 0 skill in melee will have a melee dps of 2.05 with no modifications, a dps of 4.36 with 1 flesh whip, and a dps of 5.13 with 2 flesh whips.
However, it is inferior to power claws in term of damage when used by ghouls, because its Melee AP stat isn't improved by ghoul's high melee damage factor. It makes up for this in terms of move speed though. See Ghoul #Body parts for more details
Another benefit of flesh whip is that it is cloned by the corrupted obelisk, allowing you to mass-produce colonists or ghouls with high melee damage. It also doesn't increase the pawn's market value like other body part weapon. On the contrary, the beauty debuff of a flesh whip lowers the pawn's market value by .
Baseliner pawn 0 skill melee dps.jpg|Melee stats of an adult baseliner pawn with no modifications
Baseliner pawn 0 skill melee 1 flesh whip dps.jpg|Melee stats of an adult baseliner pawn with 1 flesh whip
Baseliner pawn 0 skill melee 2 flesh whip dps.jpg|Melee stats of an adult baseliner pawn with 2 flesh whips
== Gallery ==
Flesh whip limb A.png|Flesh whip limb variant A
Flesh whip limb B.png|Flesh whip limb variant B
Flesh whip limb C.png|Flesh whip limb variant C
Flesh whip limb D.png|Flesh whip limb variant D
Baseliner pawn 1 flesh whip.jpg|Baseliner pawn with 1 flesh whip
Baseliner pawn 2 flesh whip.jpg|Baseliner pawn with 2 flesh whips
== Version history == 
* Anomaly DLC Release - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Fleshbeast attack

Fleshbeast attack is a major threat from the Anomaly DLC. Fleshbeast attack can be fired at monolith tier 1 or higher. The earliest day it can occur is day 15.
== Summary ==
Fleshbeasts emerge from Pit Burrows. Pit Burrows attempt to spawn in pathable outdoor areas not under furniture. Fleshbeast Attacks only spawn Fingerspikes, Trispikes, and Toughspikes. Bulbfreaks are not possible.
Fleshbeasts/Pawns

Pawn Kind 	Combat Power	Abilities 	Tech 	Additional Info edit
Bulbfreak 	 	- 	- 	Age Range: AnyRace: BulbfreakDefault Faction Type: EntitiesMelee Attack Infection Pathways: Entity AttackedOverride Death On Downed Chance: 90%
Fingerspike	 	SpikeLaunch Fingerspike	- 	Age Range: AnyRace: FingerspikeDefault Faction Type: EntitiesMelee Attack Infection Pathways: Entity Attacked
Toughspike 	 	SpikeLaunch Toughspike 	- 	Age Range: AnyRace: ToughspikeDefault Faction Type: EntitiesMelee Attack Infection Pathways: Entity Attacked
Trispike 	 	SpikeLaunch Toughspike 	- 	Age Range: AnyRace: TrispikeDefault Faction Type: EntitiesMelee Attack Infection Pathways: Entity AttackedOverride Death On Downed Chance: 90%
Dreadmeld 	 	- 	Starting Hediffs: Regeneration; Severity: 1	Age Range: AnyRace: DreadmeldDefault Faction Type: EntitiesMelee Attack Infection Pathways: Entity AttackedForce Death On Downed: trueIs Boss: true
Category:Pawnkind tables