nyuuzyou/wikis huggingface dataset:
Pollution pump

The pollution pump is a building added by the Biotech DLC that gradually clears pollution in a radius around itself when powered.
== Acquisition ==
== Summary ==
When powered, pollution pumps turn pollution on the ground into toxic wastepacks. It takes 200 W of power to function. It has a radius of 10.9 tiles. 
It removes 1 tile of pollution every , or 4 tiles per game-day.
Once 6 tiles of pollution have been removed, it creates a wastepack, or a wastepack every 1.5 days assuming sufficient pollution is in range.
The wastepacks then have to be managed as normal, lest they dissolve back into pollution.
Pollution pumps are not considered artificial for purposes such as the anima tree.
== Analysis == 
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== Version history ==
* Biotech DLC Release - Added.
* 1.4.3531 - Radius of the pollution pump increased by 1 so it can reach the edge of the map.
Category:Biotech (Buildings)
Pollution stimulus

Pollution stimulus is a beneficial hediff that is granted to insectoids and pawns with the Pollution stimulus gene when on polluted terrain.
== Stages ==
Stage 	Begins at	Symptoms
Pollution stimulus (minor) 	≥0% 	
* Move Speed
* Consciousness
Pollution stimulus (moderate)	≥20% 	
* Move Speed
* Consciousness
Pollution stimulus (maximum) 	≥50% 	
* Move Speed
* Consciousness
== Progression ==
 
Every , an insectoid or pawn with the gene will increase in stimulus severity by if on polluted terrain, or if on unpolluted terrain.
 	Threshold range	Real time since 0% severityReal time spent before entering the state, assuming severity is increasing and the starting severity is 0%	Game time since 0% severityGame time spent before entering the state, assuming severity is increasing and the starting severity is 0%	Real time in stateReal time spent in the state before crossing the lower threshold, assuming severity is decreasing from higher threshold	Game time in stateGame time spent in the state before crossing the lower threshold, assuming severity is decreasing from higher threshold	Real time since 100% severityReal time spent before entering the state, assuming severity is decreasing and the starting severity is 100%	Game time since 100% severityGame time spent before entering the state, assuming severity is decreasing and the starting severity is 100%
None 	0% 	- 	- 	- 	- 	 	in-game hours
Pollution stimulus (minor) 	1% - 19% 	 	in-game hours 	 	in-game hours 	 	in-game hours
Pollution stimulus (moderate)	20% - 49% 	 	in-game hours 	 	in-game hours 	 	in-game hours
Pollution stimulus (maximum) 	50% - 100% 	 	in-game hours 	 	in-game hours 	- 	-
Pollution stimulus (maximum) 	100% 	 	in-game hours 	- 	- 	- 	-
== Analysis == 
Severity increase is very rapid compared to its depletion. A single hour spent in polluted terrain will keep a pawn in the maximum tier for 4 hours, in addition to any extra time spent on the polluted tile itself. This means that relatively little polluted terrain is needed to maintain the bonuses. Place some under where a pawn will regularly spend a few hours a day. Dining rooms and under workstation chairs are ideal at pawns will regularly visit them, but they risk exposing pawns that are sensitive to, and/or do not benefit from, pollution. Bedrooms and meditation spots are decent substitutes if not every colonist has the gene however the impact will typically wear off before they refresh it if the pawn is on a monophasic sleep schedule.
== Version history ==
* Biotech DLC Release - Added.
Category:Health
Polux seed

Polux seeds can be planted to become a polux tree.
== Acquisition ==
Polux seeds can rarely be acquired from orbital traders, specifically exotic goods traders, which require a Comms console. Polux seeds also have a chance be obtained from quests.
== Summary ==
Polux seeds can be used in order to grow a Polux tree. Polux trees clear pollution in a radius around them. Polux seeds can be planted in areas with high pollution
== Analysis ==
Polux seeds allow you to plant polux trees, which are a cheap way to clear pollution in an area, without having to fight an Apocriton or researching ultra mechtech. Polux trees are a slow but otherwise very easy way to clear pollution, working at 20% of the speed of a Pollution pump.
== Gallery ==
File:Polux seed.png|One Polux seed
File:PoluxSeed b.png|Partial stack
File:PoluxSeed c.png|Full stack
== Version history ==
* 1.4.3555 - Added.
* 1.4.3641 - Fix: Polux seeds can be planted in hydroponics basins and plant pots. 
Category:Plant Matter
Poplar tree

== Growing ==
Poplar trees have a base growing time of days, need a minimum soil fertility of %, and have a fertility sensitivity rating of %. The following table details how long it takes for poplar trees to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
== Food production ==
Poplar trees don't yield any human-edible products
== Economy ==
The poplar tree's raw product is wood, which has a market value of 1.4 silver. The refined product with the largest profit margin is a grand sculpture, having a 51.25%110% 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 	0.69 	0.81	0.97 	-
Refined 	1.04 	1.22	1.47 	-
== Gallery ==
Poplar tree.png| Poplar tree
Poplar tree leafless.png| Leafless poplar tree
== Version history == 
* ? - Wood yield reduced from 30 to 27.
Category:Plants
Category:Trees
PopulationIntent

PopulationIntent is the mechanic describing how strongly the Storyteller is trying to give the player an opportunity for another Colonist. 
PopulationIntent has two major factors which can be generally understood as current population and time since last colonist joined. The storyteller takes this PopulationIntent value and adjusts the chances for events like Slave Traders, RefugeeCrashPods, and Enemy Death on Downed.
The storyteller's desired population number, and populationintent, in no way alter the size, type nor frequency of major threats, diseases, instant kills, or other negative events.
== Adjusted Population ==
Adjusted Population is a population total based on all colonists, children, slaves, prisoners, and guests on all player map tiles and caravans. Babies are not counted.
Babies include all colonists under 3 years old.
Adjusted Population Values based on Age 
Age 	AP
3-4 	0.5
5-6 	0.6
7-8 	0.7
9-10 	0.8
11-12	0.9
13+ 	1
 
Multipliers
Prisoner: 50%
Unwavering Prisoner: 25%
Slave: 75%
Adjusted Population by Age
The Adjusted Population Value is taken to a separate chart. Here's the that chart. Population Intent Factor from Population Curve: 
AP	Factor
0 	8
1 	2
4 	1
7 	0.35
11	0.0
20	-1.0
== Population Adapt Days ==
Population Adapt Days tracks how long it has been since a new colonist has been acquired. Any addition to the top colonist bar resets Population Adapt Days to 0. This includes acquiring any new colonist, slave, temporary guest from a quest, or birth and even includes a stillbirth from a growth vat. Population Adapt Days highest relevant value is 8 though the counter goes can rise indefinitely. 
Population Adapt Days is taken to another chart to get the second multiplier for Population Intent.
Adapt Days	Factor
0 	0
8 	1
== PopulationIntent ==
PopulationIntent takes the Adjusted Population And PopAdaptDay Factors and multiplies them together. PopulationIntent is used for 6 things:
How many slaves are for sale at a Faction base. The percent chance slaves are for sale at a colony is PopulationIntent assuming colonist and seller ideologies allow slavery.
The chance a trade caravan is a Slaver caravan. Adjusts the commonality stat of Slave Traders by population intent using the following chart: 
commonalityMultFromPopulationIntent
PopulationIntent	Multiplier
0.2 	0
1 	1
2 	3
Enemy Death on Downed chance
PopulationIntent	EnemyDeathonDownedChance
-1 	0.8667
0 	0.8
1 	0.5657
2 	0.5
8 	0.2632
If a guest is willing to join. This chart shows the NON-Recruitable chance.
PopulationIntent	NON-Recruitable chance.
-1 	0.4
0 	0.25
1 	0.13
2 	0.1
8 	0.05
Chance of colonist joining minor events via Phoebe or Cassandra
Chance of colonist joining minor events via Randy.
Category: Game mechanics
Potato plant

The Potato Plant is a domesticated plant which yields 11 potatoes at 100% growth. Requires 5.8 days (or 10.71 days when accounting for nightly resting period) with full light in optimal temperature range to reach maturity. Its high tolerance to ground fertility makes it efficient for growing in soil with poor fertility like gravel.
==Growing==
== Analysis ==
On ordinary terrain, potato plants provide marginally less daily yield than rice plants or corn plants. Their main advantage is their low fertility sensitivity, making potatoes better in rough terrain, but much worse in rich soil or hydroponics. 
Other than that, potato plants grow at a median pace, faster than corn but slower than rice. They may be useful as a slower, less labor intensive growing plant in areas where corn is too slow to grow before winter comes.
==Trivia==
At some point there was an "Accele-potato plant". Its relationship to the current potato plant is unclear at this time, but it may be be the same plant just renamed, or some other predecessor.
== Version history ==
* 1.3.3066 - Nutrition increased from 0.2 -> 0.25
Category:Plants
Category:Domesticated plants
Potatoes

Potatoes are a vegetable raw food obtained by harvesting potato plants. Potato plants are insensitive to soil fertility. 
== Acquisition == 
Potatoes are harvested from potato plants. Each plant requires full days at optimal light and temperature range to reach maturity in normal, 100% fertile soil and yields units per plant, before modifiers for Difficulty and Plant Harvest Yield. 
== Summary ==
As a raw food, potatoes can be be eaten raw, with a flat 2% chance of giving food poisoning, or cooked into a meal with a food poisoning chance dependent on the skill of the cook and the cleanliness of the kitchen. Animals are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of nutrition, such as fine meals, potatoes are classified as a vegetable.
As with most raw food, eating potatoes directly results in a Ate raw food mood penalty. This mood penalty is negated if the pawn has the ascetic trait or the robust digestion gene.
== Analysis ==
== Version history ==
* 0.2.363 - added
Potatoes old.png|Old texture
Category:Food Category:Raw Food Category:Vegetarian
Power armor

Power armor was the original name of marine armor, but with its renaming and the addition of new variants, came to refer to several different armor sets with similar properties and lore. As a rule, they are high tech armor sets requiring significant research and expensive materials such as advanced components to craft. The armor sets also cover the entire body, except for head, hands, and feet, and occupy the middle and outer layers, while the helmets enclose the entire head.
They include:
* Recon armor (& recon helmet)
:* Prestige recon armor (& prestige recon helmet)
:* Locust armor
:* Mechlord suit (& mechlord helmet)
* Marine armor (& marine helmet)
:* Prestige marine armor (& prestige marine helmet)
:* Grenadier armor
* Cataphract armor (& cataphract helmet)
:* Prestige cataphract armor (& prestige cataphract helmet)
:* Phoenix armor
Power conduit

Note that, unlike most other construction, when deconstructed, power conduit has 0% chance to produce any valuable material.
== Acquisition ==
== Summary ==
Power conduits transport power. There must be a direct connection to a conduit, power switch, battery, or other power transmiting device for a conduit to be able to transport power. However, electric appliances, such as an electric stove, can link up to a conduit, battery, or generator up to 6 tiles away. Anything with the "Reconnect" gizmo can attach to a distant conduit, but conduits can't attach to a distant conduit.
Conduits can be placed under walls and doors, which hides their -2 beauty penalty. In addition, raiders must break the wall before the conduit can be attacked, which usually makes the conduit a very low priority target.
=== Short circuit ===
A conduit can short circuit, damaging a random piece of conduit and discharging all connected stored power from batteries, in an explosion proportional to the amount of charge. This damage can be mitigated by building walls over your power conduits (reducing the spread of fires), keeping critical areas and storage away from conduits, and disconnecting charged banks of batteries from the network via a power switch.
Conduits do not short circuit in the rain, though other appliances can.
== Analysis ==
 
Conduits in some form are practically required to use electricity, however using power conduits specifically opens the risk of random short circuits. 
It is possible to connect appliances directly to a generator or battery to avoid using any conduits and therefore avoiding shorts, but exclusively using hidden conduits instead of power conduits is typically the more practical method at large scales. Hidden conduits are fireproof, cannot be attacked by raiders, do not have a beauty penalty, and immune to the short circuit event, all at the cost of 1 extra steel per conduit. So if you can afford the usually-negligible cost increase, hidden conduits should be used instead of regular power conduits. 
A base that uses no regular power conduits is immune to random short circuit events.
== Version history ==
* 1.1.0 - Fix: Power conduit graphic does not display properly on top of grave.
Category:Power
Power switch

A power switch is used to toggle power of the conduit lines connected to it. It provides an efficient way to control power to several appliances all at once.
== Acquisition ==
== Summary ==
Power switches transport power, much like a conduit. An active power switch must be directly connected to a power conduit, battery, or source of power for electricity to transmit. They cannot be uninstalled, only deconstructed at the usual loss of half the material.
Power switches can be turned on or off, by selecting the Toggle Power gizmo. A colonist must travel to the switch and physically turn it off. This is considered a Basic work task.
* When the power switch is on, the inspect pane displays 'Power: On', and the center of the power switch shows a pale circle.
* When the power switch is off, the inspect pane displays 'Power: Off', and the center of the power switch is dark.
==Analysis==
Power switches can be useful for turning multiple batteries or other appliances on or off. With batteries in particular, switches can be used to create a backup grid. The short circuit event will discharge any connected batteries' power, leaving ones behind an off switch unaffected. 
Power switches can also turn other devices on or off. Its utility with other appliances is somewhat limited - see below for details.
===Reconnect trick===
The intended purpose of a power switch - turning multiple devices off at the same time - is largely inefficient when considering the Reconnect gizmo.
Place a single, unconnected power conduit within 6 tiles of any power consuming building. Using Reconnect will alternate the device between a powered line and the unpowered conduit. This is instantaneous; a colonist does not have to walk anywhere, and it can be done even when the game is paused. As batteries cannot (re)connect to distant power conduits, power switches are still required to toggle them on or off.
Category:Power
Powerfocus chip

Powerfocus chips are a resource added by the Biotech DLC. 
== Acquisition ==
A single powerfocus chip will be dropped by a hostile war queen upon death, regardless of whether the war queen is summoned by a mechband antenna or spawned naturally as part of a raid. It is not relevant who kills the war queen - a war queen killed by other factions, wild animals, or berserk mechanoids still drop the signal chip. Player controlled war queens will not drop a powerfocus chip.
== Usage ==
Powerfocus chips are used to create various mechanitor items, and studying one at a research bench is required to research High Mechtech. The chip is not consumed in the process of studying it.
They are used in the following crafting recipes:
== Analysis ==
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== Version history ==
* Biotech DLC Release - Added.
* 1.4.3555 - Updated textures for all super-mechanoid chips to look more appropriately ultratech than archotech.
PowerfocusChip Old.png|Texture between Biotech Release until 1.4.3555
== See also ==
* Signal chip - A similar resource dropped by Diaboli.
* Nano structuring chip - A similar resource dropped by Apocritons.
Category: Crafted Resource
Prestige armor

Prestige armors are specialized variants of the three base power armor sets. Each item improves the Psychic Sensitivity of the wearer by 5%, their Neural Heat Recovery Rate by 0.033 and also satisfies the apparel requirements of nobles. This makes these sets ideal for Combat Psycasters, as the armor sacrifices no protection while also buffing their abilities.
These advantages come at the cost of adding gold and extra plasteel to the crafting recipe of the base variant, and with an increased market value to reflect that change.
The current varieties of prestige armor are:
*Prestige cataphract armor - A variant of Cataphract armor, and requiring an additional gold and plasteel to craft.
*Prestige cataphract helmet - A variant of Cataphract helmet, and requiring an additional gold and plasteel to craft.
*Prestige marine armor - A variant of Marine armor, and requiring an additional gold and plasteel to craft.
*Prestige marine helmet - A variant of Marine helmet, and requiring an additional gold and plasteel to craft.
*Prestige recon armor - A variant of Recon armor, and requiring an additional gold and plasteel to craft.
*Prestige recon helmet - A variant of Recon helmet, and requiring an additional gold and plasteel to craft.
==Gallery==
PrestigeReconArmor.png|Prestige Recon Armor 
PrestigeMarineArmor.png|Prestige Marine Armor 
PrestigeCataphractArmor.png|Prestige Cataphract Armor
PrestigeReconHelmet.png|Prestige Recon Helmet
PrestigeMarineHelmet.png|Prestige Marine Helmet
PrestigeCataphractHelmet.png|Prestige Cataphract Helmet
== Version history ==
*1.1.2647 - Added
Prestige cataphract helmet

A prestige cataphract helmet is a full-head power armor helmet introduced by the Royalty DLC that forms a full set along with the prestige cataphract armor. It combines the defensive ability of the cataphract helmet with additional the psychic boosts and noble-pleasing of eltex apparel.
== Acquisition == 
Alternatively, the helmet can be received as a quest reward, purchased from traders, or found on Stellic Guards.
== 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 Cataphract helmet replaces, but in exchange it is significantly more protective.
It is the most protective headgear available for nobles.
Protection-wise, the prestige cataphract helmet is exactly as defensive as the regular cataphract helmet. Cataphract helmets provides the best protection of any helmet in the game, especially against blunt, and can block heat damage. Like recon helmets and marine helmets, and unlike the simple or flak helmet it covers the entire head, including the Jaw, Nose, Ears and Eyes to provide comprehensive protection. It provides roughly the same protection as a Marine Helmet of one quality level above its own, or of Recon Helmet two quality levels above its own. It also allows a pawn to reach the cap of 200% sharp protection at Legendary quality.
Unfortunately, it is much more expensive, needs a long time to make and also needs the Cataphract Armor research before being available. Acquiring it through fighting the Empire is also difficult due to their ubiquitious death acidifier implants and the general difficulty of killing the pawns wearing this armor and carrying the empires best weapons. Unlike the armor however, it offers no penalty to movement speed, meaning that should one be available, it will be a straight upgrade to any other available helmet of similar quality.
== Trivia ==
Cataphracts were heavy armored cavalry used in ancient warfare by people in Eurasia, including the Byzantines that inspired the Empire.
Every one found on a Stellic Guard, be it Warden or Defender, will be black and of Excellent quality.
== Version history ==
* 1.1.2647 - Added and replaced the use of the regular cataphract helmet on Stellic Guards.
* 1.2.2753 - Icons of spacer armor now display as off-white instead of dark gray.
== See Also ==
* Cataphract helmet - the base model. Identical protection, but not acceptable to nobles and offers no improvement to psychic abilities.
Category:Armor