nyuuzyou/wikis huggingface dataset:
Deathrest accelerator

The deathrest accelerator is a building added by the Biotech DLC that increases the rate of deathresting.
== Acquisition ==
== Summary ==
Active deathrest accelerators require a pawn capable of deathrest, and must be connected to a deathrest casket. As a pawn deathrests, it consumes 800 W of power. Each accelerator multiplies the rate at which deathrest progresses by , reducing the minimum time to avoid Deathrest Interrupted. Up to 2 accelerators can be connected at a time. The bonuses from the two accelerators and from the casket itself stacking multiplicatively. 
Like other deathrest buildings, accelerators permanently bind to a pawn once used, with no penalty for deconstruction. Deathresting pawns have their own separate limit to the buildings they can connect to, which can be increased with a deathrest capacity serum. Unlike other deathrest buildings, accelerators do not require hemogen packs as fuel.
Deathrest facilities 	Deathresteffectiveness	Deathresttime
Sleep furniture 	100% 	4 days
Deathrest casket 	110% 	days
 ↳+1x Deathrest accelerator	% 	days
 ↳+2x Deathrest accelerator	% 	days
== Analysis ==
Having 2 deathrest accelerators will provide an extra 2.2 days of a deathrester's time per 60-day year. This can help pawns awaken before the next raid appears, as well as give more work time. They are beneficial to every deathrester, as opposed to specialized buildings like psychofluid pumps and hemogen amplifiers.
As building capacity is limited in the early to mid game, accelerators are generally the first deathrest buildings you should construct. Exceptions can occur for some types of pawn, for example you may prefer the combat and movement benefit from a glucosoid pump or prefer to buff a psycaster with psychofluid pumps. Even in these exceptions, however, accelerators are usually next in line once sufficient deathrest capacity serums become available. A powerful pawn helps no-one if they're still in deathrest, and interrupting deathrest will negate benefit from all other deathrest buildings and inflict significant stat penalties.
As with all other deathrest machines, these cost a non-negligible amount of steel and components. Consider holding off on building them until you are more well established and are able to reliably and sustainably acquire steel and components.
Unlike other deathrest machines, the deathrest accelerator does not consume hemogen. However, it does consume much more power when in use. They also do not consume power while idling, unlike their contemporaries such as sleep accelerators . Hence, they can be left idle without consequence.
== Gallery ==
Images
DeathrestAccelerator south.png|Facing South
DeathrestAccelerator east.png|Facing East
DeathrestAccelerator north.png|Facing North
Audio
DeathrestAccelerator Working Loop.wav|Working Loop
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3529 - Fix: Deathrest buildings use hemogen when not in use.
* 1.4.3563 - Fix: Hemogen wasted when refueling deathrest buildings.
Category:Biotech (Buildings)
Deathrest capacity serum

The deathrest capacity serum gives a pawn that ingests it the ability to link to an additional deathrest facility. 
== Acquisition ==
Deathrest capacity serums can be obtained via trading with trade ships, Outlander faction bases, and through quest rewards.
== Summary ==
These serums can only be ingested by pawns with the Deathrest gene, consuming the item.
Upon consumption, they increase the deathrest building capacity of the pawn by 1 per serum. This allows the pawn to connect to more buildings at once, such as hemopumps and deathrest accelerators.
== Analysis ==
Serums are modestly common from trade with most outlander faction bases averaging slightly less than one per restock, but are moderately expensive. A colony with an active trade economy can collect enough serums to fully outfit a number of deathresters, but the process will be gradual and expensive. As such, if multiple deathresters are in a colony it pays to be strategic about how they are applied.
If the deathresters and their time are equally important, then simply applying serums in turn can work. If they are not equally important, then several break points exist after this where there are diminishing returns for prioritizing one pawn over another. 
# Get everyone to 2 (1 serum) to use 2 Deathrest accelerators.
# Get a non-psycaster to 6 (5 serums) to use 2 Deathrest accelerators and 4 glucosoid pumps.
# Get a psycaster to 10 (9 serums) to use 2 Deathrest accelerators, 4 glucosoid pumps, 4 psychofluid pumps.
The most important buildings to install are deathrest accelerators (max 2) and glucosoid pumps (max 4). These buildings can help virtually any deathrester, though to varying extents.
If the important pawn is not a psycaster, then psychofluid pumps are more likely to be a detriment and so can be ignored. Hemopumps and hemogen amplifiers are the least impactful buildings. Hemogen storage capacity rarely matters, unless you need to use 80+ hemogen in a single combat scenario. Hemogen gain per feeding can be compensated by having more colonists, prisoners, or slaves (and the extra food to feed them). Using either would be a poor return when another deathrester could get access to the more impactful facilities, but becomes more reasonable once all deathresters in a colony to the more impactful options.
== Version history ==
* Biotech DLC Release - Added.
Deathrest casket

The deathrest casket is a building added by the Biotech DLC that allows pawns with the deathrest gene to both deathrest faster and to link to other buildings for additional benefits.
== Acquisition ==
== Summary ==
Using a powered deathrest casket multiplies the rate at which deathrest progresses by , reducing the minimum time to avoid Deathrest Interrupted. This value is not affected by the quality of the casket. The bonuses from the casket and up to two deathrest accelerators stack multiplicatively. The casket itself uses 0 W of power, but still must be connected to an electrical grid to function. Once rested in, the casket permanently binds to its user, though deconstructing it has no penalty.
While resting in a deathrest casket, colonists heal by an additional 4 HP per day, the same as all non-hospital beds -- see injury for details. Caskets can be walked over, although at a slower rate.
A casket can connect to other deathrest buildings, much like a bed and dresser.
Deathrest facilities 	Deathresteffectiveness	Deathresttime
Sleep furniture 	100% 	4 days
Deathrest casket 	110% 	days
 ↳+1x Deathrest accelerator	% 	days
 ↳+2x Deathrest accelerator	% 	days
== Analysis ==
Deathrest caskets are a fairly large investment in the early-game, especially for The Sanguophage scenario. For reference, they cost 1 component more than a wood-fired generator
== Gallery ==
Pictures
DeathrestCasket_east.png|Facing East
DeathrestCasket_north.png|Facing North
DeathrestCasket_south.png|Facing South
DeathrestAutoWake.png|Auto wake button
DeathrestBuildingConnection.png|Building connection
Audio
DeathrestCasket Enter 01a.wav|Enter A
DeathrestCasket Enter 01b.wav|Enter B
DeathrestCasket Enter 01c.wav|Enter C
DeathrestCasket Enter 01d.wav|Enter D
DeathrestCasket Enter 01e.wav|Enter E
DeathrestCasket Exit 01a.wav|Exit A
DeathrestCasket Exit 01b.wav|Exit B
DeathrestCasket Exit 01c.wav|Exit C
DeathrestCasket Exit 01d.wav|Exit D
DeathrestCasket Exit 01e.wav|Exit E
== Version history ==
* Biotech DLC Release - Added.
Category:Biotech (Buildings)
Deconstruct

left Deconstruct orders your colonists to take apart the highlighted object. Only objects with the building tag can be deconstructed; this includes structures, floors, furniture, temperature items, decorative items, and more. This includes minified buildings. You cannot deconstruct most other items such as apparel or weapons, however you can melt down some metal items via a smelter.
The construction skill has a significant effect on the speed of deconstructing an object. Deconstruction will provide a small amount of experience to the Construction skill.
In most cases, deconstructing a building will give a refund of 50% of the build cost of the item; for odd-numbered values, there is a 50/50 chance to round up or down. (e.g., a wall section, which costs 5 wood or stone blocks to build, will return either 2 or 3 of that building material.) All resulting material is left on the square where the object had been.
Deconstruction can be useful when resources are desperately needed or when structures are no longer required, or when it's simply time to remodel. Existing ruins found on maps can be deconstructed for free building materials.
Constructing an item that can be minified (i.e., uninstalled, moved and then placed again), loading it onto a caravan, and then later deconstructing it again can sometimes be a good way to reduce the "shipping weight" of the final total resources. Compare the weight of the item to the final weight of the items returned. (Urns are a good example of this.)
While it is under the construction work type, deconstruction is given a lower priority within the work task, and therefore usually takes place after all Construction has been completed. Give a pawn specific orders (by right-clicking the target item) for urgent deconstructions.
Category:Orders
Decorative plants

----
__NOTOC__
Decorative plants are plants that can be planted by the player and which main purpose is to add Beauty to a room or area.
Roses, daylilies, dandelions and bonsai trees may all be grown for decoration, providing Beauty indoors and out. Out of the four, only dandelions are unable to be planted in a plant or bonsai pot.
Roses, daylilies and bonsai trees only require 30% light, which is attainable with a torch or standing lamp. 
== Comparison table ==
== Descriptions ==
#Decorative plants
Deep Drilling Speed

==Factors==
* Mining : 4% plus 12% per skill level.
* Manipulation: 100% importance, No max
* Sight: 50% importance, 100% limit
* Global Work Speed
* Drill arm: +70% per arm
Note that all below values are then multiplied by the Global Work Speed of the pawn.
=== Order of operations ===
Deep Drilling Speed = (100 + Base Offsets) * Global Work Speed * Skill Factor * Capacity Factors
For example, a very neurotic, industrious pawn with a Mining skill of 20, two drill arms and Trauma savant would result in the following:
Deep Drilling Speed = (100 + 70 + 70) * (100% + 40% + 35%) * 244% * 150% = 1,537%
Deer

== Summary ==
== Analysis ==
Other than being an animal to be hunted, deer don't have much of a purpose.
Ibex are more efficient ranch animals, are easier to tame, and they can be found in all biomes that deer populate. Deer are better to hunt than ibex, as deer are larger targets (which won't revenge when hunted).
===Nutrition===
When slaughtered, a deer yields meat and leather as a baby; meat and as a juvenile; or meat and leather as an adult. 1 meat is equal to 0.05 nutrition.
An adult deer consumes nutrition per day, and a doe creates up to offspring per day.
* When offspring are slaughtered as babies, a doe will produce nutrition of meat per day, giving an optimal nutrition efficiency of .
* If the offspring are allowed to grow to adulthood, they will consume an additional nutrition per day, but will instead yield nutrition per day as they are slaughtered, resulting in an optimal nutrition efficiency of .
When considering a population of equal numbers of males and females, these nutrition efficiencies fall to for baby slaughter and for adult slaughter.
As mentioned above, ibex, as well as horses, are superior for nutrition. Horses are also pack animals.
==Training==
== Health ==
== Gallery ==
DeerMale.png|Buck in color
Deermale east.png|Buck facing east
Deermale north.png|Buck facing north
Deermale south.png|Buck facing south
Dessicated deermale east.png|Decaying buck
Deer.png|Doe in color
Deerfemale east.png|Doe facing east
Deerfemale north.png|Doe facing north
Deerfemale south.png|Doe facing south
Dessicated deerfemale east.png|Decaying doe
Deerbaby east.png|Baby in color
Deerbaby east.png|Baby facing east
Deerbaby north.png|Baby facing north
Deerbaby south.png|Baby facing south
Dessicated deerbaby east.png|Decaying baby
Category:Animals
Category:Wild animal
Defoliator

Defoliators are mechanoid cluster problem causers that kill all plants in a slowly-growing area. 
==Summary==
Defoliators are mostly equivalent to the defoliator ship. They will destroy all plant life in its radius, including anima trees, gauranlen trees, and polux trees. When it kills a cultivated plant, defoliation will be mentioned as "poison". Unlike the crashed ship part, the defoliator will not create pollution.
This building can affect up to a 100 tile radius from its the bottom-left corner. The affected radius rapidly expands to 18 tiles in 1.5 days, then expands to 40 tiles after 6 total days, before reaching the final size of 100 tiles after 20 total days.
Upon being destroyed, a defoliator explodes with EMP damage in a 9 tile radius after .
==Analysis==
If a defoliator spawns far away from any of your crops or special trees, then it can be safely ignored indefinitely, or at least for a while. Even if it would poison your crop fields, it often takes a long time before the poison radius is actually large enough to start killing relevant plants. Thus, unless it spawns very close to your base, it is one of the less urgent condition causers.
Category:Mechanoid Cluster
Dendrovore

Dendrovores are animals which can eat trees. They will not, however, eat wood directly.
So far, the only dendrovorous animals are the Alphabeaver and the Thrumbo.
== Version history ==
* 1.3.3074 - Prevent thrumbos from eating Gauranlen and anima trees. Note that this restriction is specific to thrumbos and does not apply to dendrovores generally.
#Dendrovore
Denture

== Acquisition ==
Unlike most other prostheses, dentures don't have a separate item form. Instead, they only exist as a condition applied to a pawn. They require no material other than the medicine used in the operation. Simply order the surgical operation on a pawn to install them and the condition will be applied.
== Summary ==
Dentures replace the user's entire jaw. Dentures have a part efficiency of 80%. This partially replaces the functionality of a jaw - when coupled with the jaw body part having a Talking importance of 100% and an Eating importance of 90%, it results in restoring 64% Talking and 72% Eating and, or a loss of Talking and Eating when replacing a healthy jaw. 
These capacities, in turn, affects the following stats: . The Eating loss results in in a reduction in Eating Speed. The end result of the Talking loss depends on the skill. 
* Tame Animal Chance and Train Animal Chance will remain unaffected as the 20% reduction is within the allowed defect of the stat. However, any further loss, such as from pain or sickness, will directly affect both chances.
* Other affected stats typically have a 5% allowed defect and 90% weighting, thus Negotiation Ability, Trade Price Improvement and Social Impact are only reduced by approximately .
Installing dentures results in character quality and thus a 19% reduction in the affected individual's pawn value.
As an artificial part, dentures 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 3.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the medicine will be destroyed.
== Analysis == 
Out of the two available jaw replacements (the other being a Bionic jaw) dentures are most certainly the more cost effective option, both because of its cost being a unit (or two) of medicine
and also because it lowers the value of the affected pawn by approximately 30%. however, the reduced eating speed means this is usually not worth installing them on all of your pawns. Because of this, in the early game dentures make a fine replacement for a destroyed jaw on any pawns who don't regularly make use of their social skill.
Dentures are also useful for Body modders. Outside of Social oriented colonists, dentures only incur a minor Eating penalty, and they can be installed without any research. This is often worth the positive moodlet, going from to if the body modder had no other artificial parts. However, a denture's debuff will be permanent unless a healer mech serum is applied (apply the serum after removing the denture).
== Version history ==
* 0.7.581 - Added
Category:Medical Item Category:Body Part Category:Artificial Body Part
Detection Chance

This stat is multiplied by Neural Heat Gain.
There are no current instances of this stat being used in the game.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Ability_DetectChancePerEntropy
* Label:detection chance	The likelihood of this psychic power being detected when it is used.Some factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences.	
* Display Order:60
* Def Name:Ability
* Label:Ability
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Show If Undefined: 
* Hide At Value: 
* To String Style: PercentZero	
* Stat Factors:
** Neural Heat Gain
* Show If Mods Loaded:
** Royalty	996
== Version history ==
* Royalty (DLC) Release - Added.
Devilstrand mushroom

== Growing ==
Devilstrand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstrand can also only be sown by level 10 growers and above, and once the Devilstrand research has been completed. Devilstrand mushrooms will begin dying to cold exposure at about . Due to its long growing cycle, in many biomes it needs to be planted in a greenhouse. The following table details how long it takes for devilstrand to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
== Economy ==
Devilstrand's raw product is devilstrand, which has a market value of 10 silver. The refined product with the largest profit margin is a duster, having a -22.56%70% sell price multiplier and assuming normal quality. Your mileage may vary; see quality for more information on skill level's impact on the average market value of produced goods. profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:
Ground Type	Gravel	Soil	Rich Soil	Hydroponics
Raw 	0.72 	1.03	1.44 	-
Refined 	0.56 	0.8 	1.12 	-
Unlike cloth dusters, you'll actually be better off selling devilstrand than devilstrand dusters. This is because cloth dusters have a higher work:ingredient value ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.
Generally, you can't generate a profit from devilstrand dusters unless you have at least a level 15 crafter doing the tailoring - and even then, cloth dusters would still be leaps and bounds better for economic purposes.
== Gallery ==
Devilstrand mushroom a.png|Variant A
Devilstrand mushroom b.png|Variant B
== Version history ==
* 1.3.3066 - Nutrition increased from 0.15 -> 0.2
Category:Plants
Category:Domesticated plants
Category:Resource plants
Digestion

It is lethal for humans and animals for Digestion to be reduced to 0%. Despite its name and description, Digestion has no effect on hunger rate.
, the maximum possible Digestion capacity is 132.5% with a healthy pawn high on luciferium with any of the artificial stomachs installed.
== Affected stats ==
== Factors ==
The following factors affect Digestion.
*Stomach part efficiency: 50% importance, no allowed defect. No Max
**Bionic stomach: 125% part efficiency for Digestion.
**Reprocessor stomach: 125% part efficiency for Digestion.
**Nuclear stomach: 125% part efficiency for Digestion.
**Sterilizing stomach: 125% part efficiency for Digestion.
* Liver part efficiency: 50% importance, no allowed defect. No Max
== Offsets ==
The following offsets affect Digestion.
* Luciferium high: 
== Version history == 
* Sometime between 1.4.3523 and 1.4.3523 inclusive - Renamed from Metabolism to Digestion, likely to avoid confusion with Metabolic efficiency. 
Category:Capacity
Disruptor flare pack

The disruptor flare pack is a utility item added by the Anomaly DLC which allows the launching of disruptor flares.
== Acquisition ==
== Summary == 
A disruptor flare pack is worn in the Utility slot. Once the wearer is drafted, it can be manually activated by the player to launch a flare to target any tile within the range and within line of sight after a warm-up time of . The warmup time before firing the launcher is affected by the Aiming Time stat of the wearer.
Disruptor flares inflict both a stun and the "Disruptor Flash" hediff on pawns within the tiles of where they land when they land. The hediff applies Consciousness and Moving for 30 seconds, while the stun lasts for . The magnitude of the Disruptor Flash hediff and the duration of the stun are both directly scaled by Psychic Sensitivity of the affected pawn i.e. a pawn with 200% Psychic Sensitivity would be stunned for and would have a Consciousness multiplier of and a Moving multiplier of . Pawns cannot be stunned again by flares while they have the Disruptor Flash hediff.
The Disruptor Flash hediff also reveals invisible pawns, such as the sightstealer and revenant or colonists under the effects of the invisibility psycast or revenant vertebrae invisibility. Pawns cannot become invisible while they have the flare hediff but can within the radius of a preexisting flare. Note: The Hediff itself is what prevents invisibility, not the flare's light radius, and the hediff is only inflicted when the flare lands.
The flare also emits light in a 5-tile radius, sufficient to make a radius considered "Lit". The flare on the ground lasts for before disappearing. 
Up to six flares can be launched before the launcher must be reloaded at a cost of bioferrite per flare. The process takes . The flares can be reloaded individually or all at once. The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.
== Analysis ==
Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing.
Firefoam pop packs can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible.
Disruptor flare packs can be utilized to make temporary illuminated areas during the Unnatural Darkness anomaly event. This can be used to make safe paths towards Noctoliths without building a line of torches or lamps towards them, saving a lot of time.
== Version history ==
* Anomaly DLC Release - Added.
Category:Utility