nyuuzyou/wikis huggingface dataset:
Slave Suppression Fall Rate

== Factors ==
* Stat Worker:
Suppression	Fall Rate(% per day)
> 30% 	20%
> 15% 	10%
≤ 15% 	5%
== Offsets ==
* Age Curve
Age	Slave Suppression Offset
3 	
13 	
16 	0%
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:SlaveSuppressionFallRate
* Label:slave suppression fall rate	The rate at which slave suppression falls.	
* Display Order: 120
* Def Name:PawnSocial
* Label:Social
* Display All By Default:	
* Worker Class: StatWorker_SuppressionFallRate
* Default Base Value: 
* Hide At Value: 
* Min Value: 
* To String Style: PercentZero
* Format String:"{0} per day"
* Format String Unfinalized:"{0} per day"
* Show On Animals: 
* Show On Mechanoids: 
* Show On Slaves Only: 
* Scenario Randomizable:	
* Parts:
** StatPart_Terror
** StatPart_GearStatOffset
*** Apparel Stat: Slave Suppression Offset
*** Subtract: 
** StatPart_AgeOffset 
*** Use Biological Years: 
*** Humanlike Only: 
*** Curve:
**** Points:
***** (3, -0.5)
***** (13, -0.3)
***** (16, 0)	2200
== Version history ==
* Ideology (DLC) Release - Added.
Slave Suppression Offset

== Offsets ==
Apparel 	Equipped Offset
Cowboy hat 	
Bowler hat 	
Tribal headdress 	
Veil 	
Duster 	
Marine helmet 	
Marine armor 	
Prestige marine helmet	
Prestige marine armor 	
Grenadier armor 	
Eltex shirt 	
Eltex vest 	
Eltex robe 	
Formal shirt 	
Corset 	
Formal vest 	
Prestige robe 	
Ladies hat 	
Top hat 	
Coronet 	
Crown 	
Stellic crown 	
Beret 	
Slave collar 	
Slave body strap 	
Mechlord suit 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:SlaveSuppressionOffset
* Label:slave suppression offset	An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often.	
* Display Order:10
* Def Name:Basics
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* Hide At Value: 
* To String Style: PercentZero
* Show On Animals: 
* Show If Undefined: 
* Show On Pawns:	- 	3600
== Version history ==
* Ideology (DLC) Release - Added.
Slave body strap

Slave body straps are a form of clothing added by the Ideology DLC that decreases the rate of suppression loss when worn by slaves. 
== Acquisition ==
== Summary ==
Pawns with the Masochist trait get a mood boost from wearing this item.
Despite its aesthetics, it counts as clothing to, and thus angers, Nudist colonists.
== Analysis ==
It provides a suppression loss offset of -15% to Slaves making them less likely to rebel. When stacked with a slave collar and no suppression loss increasing apparel, slaves can be kept at the optimum 100% suppression permanently. 
This significantly reduces the frequency of slave rebellions, though suppression does not fully prevent them. Thus, slaves should be kept in both at all times when possible but means of controlling rebellion should still be maintained.
Occupies the outer apparel layer, the same layer as parkas and dusters (which offer the highest cold/hot insulation, with the Slave Strap offering under 4 degrees -/+ of insulation, at best). Shadecones/Tuques, temperature genes, tribalwear, and/or a corset/formal vest (the penalty of which is also canceled out with both straps and collar) can all improve temperature resistance and make it possible to survive in relatively extreme environments.
== Version history ==
* Ideology DLC Release - Added.
Category:Clothing
Slave collar

Slave collars are a form of clothing added by the Ideology DLC. It covers the neck and provides additional slave suppression.
== Acquisition ==
== Summary ==
Pawns with the masochist trait get a mood boost from wearing this item.
Notably, the slave collar occupies the headgear layer but only the neck body part. As covering the neck is relatively rare for headgear items, this means that the slave collar can be worn in addition to almost all other items. Currently, it only conflicts with the . As the Headgear layer is considered to be over the Outer, Middle and Skin layers, the slave collar will be run through the armor calculations when taking damage, and thus take damage to its , before items in those layers when there is overlap in coverage.
== Analysis ==
As it offers no protection or insulation and doesn't take the place of any other item with the sole exception of the broadwrap, which itself has many viable alternatives, there is no reason not to outfit all slaves and all masochists with this item besides the initial small cost of 25 stuff. 
Meanwhile, the constant slave suppression it provides is highly useful, making it a keystone in most slaver colonies. The masochist mood boost of is admittedly minor, but it lasts until the collar itself deteriorates and costs practically nothing, making it a very cost effective choice.
As with all apparel, if the slave collar is made from human leather, colonists that wear it will get the corresponding mood effects. This can be a cheap way to give a small to mood buff to pawns with the Bloodlust or Cannibal traits or with an ideoligion with a Cannibalism precept of "Preferred" or higher. Unlike other sources, it does not significantly affect a pawn's insulation or armor as it would when, for example, replacing a devilstrand duster with a human leather duster.
As it is possible to make slave collars from bioferrite they also have a use in increasing pawns psychic sensitivity stat, a role in which they excel as they are low in weight, cheap to make, don't conflict with most common forms of clothing and armor and don't provide any sort of mood debuff to those wearing them, and even a mood buff to masochists 
For all other pawns, the collar is essentially useless. It offers no protection, even when made of materials that logically should such as steel, nor any insulation. It doesn't weigh much nor does it harm the user in anyway but there is simply no reason to equip it.
== Version history ==
* Ideology DLC Release - Added.
Category:Clothing
Sleep Fall Rate

At the time of writing the highest possible sleep fall rate is which can be achieved with a pawn addicted to go-juice, psychite and wake-up, which suffers from muscle parasites and intense fibrous and sensory mechanites, with a buzzing psychic hangover and the very sleepy gene . The lowest possible sleep fall rate of can be achieved with a pawn high on flake, psychite tea, wake-up and yayo, which has a circadian assistant installed and has the low sleep gene .
== Formula ==
 Sleep Fall Rate = (1 + Sum of all offsets) × Product of all Factors
== Offsets ==
Drugs:
* Go-juice addiction: 
* Psychite (Flake/Psychite tea/Yayo) addiction: 
* Wake-up addiction: 
Diseases:
* Muscle parasites: 
* Fibrous mechanites:
** mild pain: 
** intense pain: 
* Sensory mechanites:
** mild pain: 
** intense pain: 
Implants:
* Circadian assistant : 
== Factors ==
Drugs:
* Flake high: 
* Psychite tea high: 
* Wake-up high: 
* Yayo high: 
Misc:
* Psychic hangover buzzing: 
Genes :
* Low sleep: 
* Sleepy: 
* Very sleepy: 
== See also ==
* Rest
* Rest Effectiveness
* Rest Rate Multiplier
Sleep suppressor

The sleep suppressor is a building added by the Anomaly DLC reduces the sleep fall rate of nearby colonists, but also inflicts a mood debuff.
== Acquisition ==
== Summary ==
Colonists within an 8 tile radius of the sleep suppressor will gain a mood debuff, and slowly build Sleep Suppression while they remain within the radius.
Sleep Suppression progresses in several stages:
* Very Mild (0% - 9.9%): No effect
* Mild (10% - 29.9%): Sleep Fall Rate x50%
* Moderate (30% - 65.9%) Sleep Fall Rate x15%
* Extreme (66% - 100%) Sleep Fall Rate x0%
When outside of the radius, pawns lose progression on sleep suppression very quickly.
== Analysis ==
The sleep suppressor is very effective when placed within your workshop and laboratory, where pawns are likely to sit in place for long periods of time needed to build up the sleep suppression to the maximum. This effectively allows pawns to craft or research for longer periods of time before they need to stop to satisfy other needs, like hunger or recreation. It can be combined with a frenzy inducer to make pawn work even more efficient, though at the cost of additional mood debuffs.
The sleep suppressor is especially useful for slaves as they already have no recreation needs and higher mood due to slave expectation buff. Assuming the slave is going to work near sleep suppressor all of the time, their only required need is food. Putting it next to deep drill operated by a slave allows for a exceptionally productive work.
In theory, one could also be built in the rec room and dining room, to keep those pawns awake close to indefinitely, though these rooms are much less frequently idled in by an efficient colony, making the extra costs to have additional units in these areas much less favourable. 
Like other similar buildings such as the frenzy inducer, these should be turned off when moods are low in the colony. A happy pawn is more efficient than a sleepless pawn in the long run, after all.
== Version history ==
* Anomaly DLC Release - Added
Category:Anomaly (Buildings)
Slicecap

Slicecaps are a form of clothing added by the Ideology DLC. A form of headwear, it covers less and provides very little protection and insulation compared to other options.
== Acquisition ==
They can also be acquired through trade.
== Analysis ==
The slicecap is lackluster in nearly every way. It has abysmal protection - with even high quality plasteel slicecaps offering practically negligible armor. Its insulative ability is similarly bad. Notably, it also covers the least of any headwear item, only covering the head while even hats also cover the ears. Its one strong point is cost, but even there it is tied for cheapest headwear for a given stuff by the superior-in-every-way visage mask.
There is essentially no reason to ever use the slicecap unless it is required by an ideoligion or for aesthetic reasons.
== Version history ==
* Ideology DLC Release - Added.
Category:Clothing
Slugthrower

The slugthrower is an mechanoid-only ranged weapon added by the Biotech DLC. It was the main armament of the fabricor and constructoid but was removed from both of these mechs. 
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Slugthrowers currently spawn on no pawns in game. Even when it did, it was not possible to obtain it directly in normal play. 
Pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.
== Analysis ==
With mediocre range and abysmal and accuracy, the slugthrower was not intended to be a serious weapon. Even opportunity cost of placing a non-combat mechanoid on the firing line might be sufficient to disqualify it from use. While the melee DPS is significantly higher, it is still mediocre and the fragility of the mech it was used on made it a bad idea in all but the most dire emergencies. 
Ultimately its removal did little to affect the game balance beyond removing a potential "noob trap".
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3555 - Constructoids no longer wield slugthrowers.
* ? (Prior to 6/Dec/2022) - Fabricors no longer wield slugthrowers.
Category:Weapons Category:Mechanoid Weapons
Category:Unobtainable items
Small altar

Small altars are buildings added by the Ideology DLC which act as a focus for colonists to perform, and take part in, rituals. 
It is the smallest size of altar, with the larger sizes being the medium altar, large altar and grand altar. Altars also act as alternative to the ideogram.
== Acquisition ==
Small altars can only be constructed by colonists whose ideoligion has them selected as one of their buildings. They require and of work.
== Summary ==
Altars or ideograms are used as a ritual focus for the Social party, Animal sacrifice, Scarification, Blinding ceremony, and Prisoner execution rituals. Starting these rituals in an altar increases their ritual quality by , increasing the chance for a positive outcome.
If the small altar is chosen for an ideoligion, a proper temple room will be demanded at either moderate or high expectations. These expectations are reached at 80,000 or 180,000 colony wealth, respectively. Once expectations are reached, altar rooms can have the following requirements:
* No work facilities or beds (always required)
* Room Impressiveness - 60
* Room area - 25 tiles
* 4x column
* All floored
These requirements, and the level of expectations where they apply, can change each time you regenerate the altar.
If the altar's room requirements aren't met, then colonists will gain a <Altar> disrespected moodlet, or Missing <Altar> if nonexistent. They only apply once moderate / high expectations are actually reached. For example, you can place an altar inside a bedroom until you reach the expectation threshold. Altars are instanced per ideoligion; even if 2 ideoligions use a small altar, you will have to build their own dedicated altar.
== Analysis == 
Small altars are the cheapest altar to create, both in terms of resources and work to build. Small altars also have the highest wealth, style dominance, and beauty per tile. Ideograms cost 50 steel, unable to be made of wood or stone, and take up a 3x3 area. Therefore, small altars are generally the best altar in terms of raw stats.
Small altars are the only altar option with a "light terrain affordance", allowing it to be placed on any tile that can support a wooden wall, including bridges. 
== 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.
Small_altar.png | Base variant
AltarMorbid1x1 south.png | Morbid variant
AltarTotemic1x1 east.png | Totemic variant
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Miscellaneous
Small nature shrine

A small nature shrine is a type of furniture added by the Royalty DLC at which a pawn can meditate for recreation and to regain psyfocus.
== Acquisition ==
== Summary ==
Small nature shrines are a natural meditation focus. They have a base meditation focus strength of 22%. Each animus stone within 9.9 tiles increases the meditation effectiveness by , up to a total of four stones for a maximum of .
Like other natural focus objects, its effectiveness is reduced by artificial buildings within a 34.9 tile radius. Note that this does not include flooring and torch lamps. The reduction is set by the following curve:
Artificial itemsin range	Strengthoffset	Graph
0 	0% 	
5 	 	
10 	 	
50 	 	
 
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 34.9 tiles and surrounded by four animus stones.
Small nature shrines also give psyfocus per day to other nearby natural foci, for a total of with four nature shrines.
== Analysis == 
Small nature shrines can be used to boost the psyfocus gain of the anima tree. If you can obtain them, animus stones are superior, but animus stones aren't a common item.
They can also be used for psyfocus if the anima tree is unavailble. The large nature shrine gives +8% psyfocus for only 150 wood / stone / steel more. If you cannot justify the cost of the large nature shrine, then the small shrine is a subsitute.
== Gallery ==
NatureShrine Small Planks.png|Sprite when made with Wood
Small_nature_shrine.png|Sprite when made with Metals or Stone
== Version history ==
* 1.1.2647 - Added.
* 1.1.2654 - Reduce nature shrine build times by 40%. Increase psyfocus gain of small nature shrine from 15 to 22.
* 1.2.2719 - Now has terrain affordances appropriate for its size. Fix: Just claimed artificial structures don't affect nature focus objects.
* 1.2.2753 - Made nature shrines minifiable and reinstallable.
Category:Furniture
Category:Royalty
Small shambler swarm

Small Shambler Swarm is a minor threat from the Anomaly DLC. Small Shambler Swarm can occur even when the monolith is not investigated.
== Summary ==
A small group of shambling corpses is approaching. The inhuman force that animates them is fading, so they will collapse within a day. If you can capture one, you can study it for anomaly knowledge. Otherwise, they might not notice you if you leave them alone.
Two to Four shamblers will spawn. They last 2.5 to 3.5 days.
Smashed stump

A smashed stump is what remains after a tree has been destroyed by damage. It blocks planting a new tree until it's removed. For the necessary of work it yields only comparably few . Also it provides only relatively low cover. Harvesting smashed stumps for wood does not cause a mood debuff for pawns with the Cutting trees: Prohibited precept.
Despite not growing, it has growdays and lifespanDaysPerGrowDays values set. It is unclear what effect, if any, this has.
== Gallery ==
Stump smashed a.png|Smashed stump variant A
Stump smashed b.png|Smashed stump variant B
=== Smashed anima stump ===
Stump smashed anima a.png|Smashed anima stump variant A
Stump smashed anima b.png|Smashed anima stump variant B
=== Smashed gauranlen stump ===
Stump smashed gauranlen.png|Smashed gauranlen stump
=== Smashed polux stump ===
Stump smashed polux a.png|Smashed polux stump variant A
Stump smashed polux b.png|Smashed polux stump variant B
=== Smashed polluted stump ===
Stump Smashed Polluted A.png|Smashed polluted stump variant A
Stump Smashed Polluted B.png|Smashed polluted stump variant B
Stump Smashed Polluted C.png|Smashed polluted stump variant C
== Version history ==
* 1.4.3523 - Added chopped and smashed stump types for trees.
Category:Plants Category:Tree stumps
Smelting Speed

Its maximum possible value is .
== Factors ==
* Manipulation: 100% importance. No allowed defect. No max (effectively ).
* Sight: 30% importance. No allowed defect. 100% max.
* Global Work Speed (effectively in the range of to ).
== Version history ==
1.1.0 - Apparently merged into General Labor Speed however it is unclear if this actually occurred and a later reversion of this change went unreported, or if it never occurred at all.
Smoke shell

The smoke shell is a type of mortar shell that, upon exploding, releasing a cloud of smoke 7.2 tiles in radius. The cloud persists for ?? seconds.
== 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 releases a cloud of smoke in a tile radius. The cloud persists for ?? seconds.
When damaged beyond 20% of its health, it will explode after between and , releasing a cloud of smoke in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11 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 smoke traps.
== Analysis ==
The radius from an exploding smoke shell is significantly larger than that of a fired smoke shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.
At the cost of only , they can be used to support melee pawns against ranged enemies. Typically this isn't worth it over other options, but sending fleshbeasts at enemies via psychic ritual spawns a lot of melee pawns close to enemies. A smoke shell helps them avoid ranged fire while getting into melee, improving survival rates when they are most vulnerable. Because they spawn relatively close by and lock down ranged fire once they get into melee, the limited duration of the shell is less relevant and using a mortar ensures that your pawns are kept far away from danger.
== Gallery ==
Smoke shell a.png|One smoke shell
Smoke shell b.png|Partial stack
Smoke shell c.png|Full stack
== Version history ==
* 1.3.3066 - Steel requirement decreased from 35 -> 25 unless Classic Mortar difficulty option enabled.
Category: Mortar shells
Smoke spewer

Smoke spewers are mechanoid cluster and quest condition causers that reduce light levels by 14% in a 10 world-tile radius.
==Analysis==
While mostly a disadvantage, Colonies with the Lighting: Darklight preferred precept will receive some benefit as daylight is no longer considered Brightly Lit and will not cause the Blinding Light moodlet, otherwise the decreased lighting causes crops to grow slower.
Category:Miscellaneous
Smokeleaf leaves

== Acquisition ==
Smokeleaf leaves are obtained by harvesting smokeleaf plant plant. Each fully grown plant yields before modifiers for Storyteller Harvest Yield, the harvesting pawn's Plant Harvest Yield, and the Drug use: Essential precept. Note that by default, Storyteller Harvest Yield varies by difficulty. 
== Usage ==
Smokeleaf leaves are used in the following crafting recipes:
Smokeleaf leaves are to refuel the autobong at a rate of /day.
Note that burning smokeleaf leaves in item form will not result in any form of smokeleaf high.
== Analysis ==
== Version history ==
* 1.3.3066 - Fix: Smokeleaf leaves can be selected as food for caravans.
Category:Plant Matter
Smokeleaf plant

Sowing smokeleaf plants requires a minimum growing skill of , but any colonist capable of plant cutting can harvest them. 
Burning the plant will not cause any unique effect.
==Growing==
Unlike most plants, the harvest yield is determined by the drug crop harvest yield stat of the harvester. This stat is still primarily determined by plant harvest yield.
== Version history ==
* 1.3.3066 - Nutrition increased from 0.15 -> 0.2
Category:Plants
Category:Domesticated plants
Category:Resource plants
Smooth stone

Smooth stone is a type of terrain with some of the features of a floor that is created by smoothing either rough stone or rough-hewn stone. It has a faster walk speed, positive beauty, and a market value compared to the stone terrain from which it was made.
== Summary ==
This flooring does not require any materials to be constructed, but it needs to be placed on rough or rough-hewn stone and takes a greater amount of time to be completed than any artificial flooring placed on top. Note that smooth floor takes less time than its smoothed wall counterpart, whereas the later takes . 
Rate is affected by the smoothing speed stat rather than construction speed, however the two stats have identical values for all construction levels, global work speeds, and manipulation values unless the pawn has a sight value below 100%.
It is recommended to be used as standard flooring whenever available, as it more easily provides the pleasant environment bonus to your colonists, not to mention it's free. Perfect flooring for a "Dwarfy" colony, built into the side of a mountain.
Since rough stone floors are widely available in most biomes, an easy way to train colonists in Construction is to select large sections of rough stone and set them for smoothing.
== Gallery ==
Smooth stone.png|Smooth stone
Smooth granite.png|Smooth granite
Smooth limestone.png|Smooth limestone
Smooth marble.png|Smooth marble
Smooth sandstone.png|Smooth sandstone
Smooth slate.png|Smooth slate
Polluted smooth stone.png|Polluted smooth stone 
Category:Floor
Smoothed sandstone

Smoothed sandstone
== Summary ==
== Analysis ==
== Gallery ==
Sandstone.png|Natural sandstone wall
Smoothed sandstone.png|Smoothed sandstone wall
== Version history ==
* Beta 19/1.0 Update - Added.
* 1.5.4062 - Market value reduced from to when value of all smoothed stone walls was unified.
Category:Artificial wall