nyuuzyou/wikis huggingface dataset:
Ladies hat

The ladies hat is a clothing item added in the Royalty DLC. It provides a +20% increase to Social Impact, and meets the headwear requirements of female nobles between Acolyte and Praetor rank.
It is the female equivalent of the top hat.
== Acquisition ==
It can also be found on female Imperial Nobles, for sale at traders and as a quest reward.
== Summary ==
To consider themselves properly dressed and avoid a -4 "Want <TITLE>-specific apparel" moodlet, nobles between the ranks of Acolyte and Praetor must wear a or one of the following alternative pieces of headwear:
Note that female nobles will receive a -5 "Wearing male apparel" mood debuff from wearing a top hat, while male nobles will receive the same penalty for wearing a ladies hat.
== Analysis ==
Ladies hats are a luxurious headgear that offers a significant boost to social impact of +20%, even larger than the bowler hat's 15%, but provide no armor and equivalent or worse insulation and require significantly more material to craft. Thus they are inferior to, and should be exchanged for, literally any other headgear unless required by a noble or for the social impact buff. The ladies hat can be worn in non-combat situations, and switched for a helmet at the battlefield
As male pawns will receive a mood debuff while wearing this item instead the male equivalent, the top hat, should be substituted.
== Version history ==
* Royalty DLC Release - Added.
* 1.2.2753 - Work to make increased from 1600 -> 6000, insulation against cold increased from 0 to 0.1x, insulation against heat increased from 0 to 0.25x. Material cost -> 
Category:Clothing
Lance

Lance may refer to one of several items using that name: 
* Charge lance - a spacer tech ranged weapon used by both humans and lancer mechanoids.
* Psychic lances - utility items with two charges that inflict certain effects on psychically sensitive pawns.
** Psychic shock lance - which instantly downs the target with psychic shock, but may set their brain on fire.
** Psychic insanity lance - which instantly turns the target berserk, causing them to attack anyone nearby, friend or foe. May also set their brain on fire.
** Shard shock lance - a craftable, but shorter ranged version of the normal psychic version of the lance.
** Shard insanity lance - a craftable, but shorter ranged version of the normal psychic version of the lance.
* Biomutation lance - a craftable utility item that turns the target into a random fleshbeast depending on the targets size
Large altar

Large 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 second largest size of altar, larger than the small altar and medium altar but smaller than the grand altar. Altars also act as alternative to the ideogram.
== Acquisition ==
Large 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 large 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 large altar, you will have to build their own dedicated altar.
== Analysis == 
== 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.
Large_altar.png | Base variant
AltarMorbid2x3 south.png | Morbid variant
AltarTotemic2x3 south.png | Totemic variant
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Miscellaneous
Large mech gestator

The large mech gestator is a building added by the Biotech DLC that allows for the creation and resurrection of larger mechanoids by a mechanitor
== Acquisition ==
== Summary ==
The large mech gestator is used to build and revive all medium, heavy, and ultraheavy mechanoids. It cannot gestate light mechanoids. Consumes 500 W of power when gestating a mech, and 50 W otherwise. If power is lost during gestation, the cycle will pause, but no other adverse effects will occur. The gestator can only be worked by a mechanitor, and that mechanitor that works the gestator will be bonded to the mechs created.
Allowed mechanoids include:
* Lancer
* Pikeman
* Scorcher
* Scyther
* Legionary
* Tesseron
* Centipede burner
* Centipede gunner
* Tunneler
* Centipede blaster	 
* Diabolus
* Centurion
* War queen
Some mechs may take multiple gestation cycles. In between each cycle, the mechanitor must initiate the next cycle, which is considered Smithing work.
Resurrection bills are split into the classes and can only be used on dead friendly mechanoids. 
* Resurrect Medium Mech: Requires steel, and 1 gestation cycle taking to initiate.
* Resurrect Heavy Mech: Requires steel, and 1 gestation cycle taking to initiate.
* Resurrect Ultraheavy Mech: Requires steel, and 1 gestation cycle taking to initiate.
== Analysis ==
Functions identically to the mech gestator, outside of which mechanoids it can gestate, the building's size, and its power consumption.
Most large mechanoids are dedicated for combat. Only tunnelers are able to do work tasks, and even then, it can hold a fair fight. If you don't plan on using the heavier combat mechanoids, then the uses of the large mech gestator are limited.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3529 - Fix: Some Biotech buildings can have un-reachable fires in the center cell.
Category:Biotech (Buildings)
Large mech recharger

Large mech rechargers are buildings added by the Biotech DLC that allow the recharging of medium, heavy, and ultraheavy mechanoids. 
== Acquisition ==
== Summary ==
Large mech rechargers constantly consume W of direct, electrical power, even when not actively recharging a mech. They are placed on the ground and can't be minified, or uninstalled.
Mech rechargers can recharge medium, heavy, and ultraheavy mechanoids. This includes:
* Lancer
* Pikeman
* Scorcher
* Scyther
* Legionary
* Tesseron
* Centipede burner
* Centipede gunner
* Tunneler
* Centipede blaster	 
* Diabolus
* Centurion
* War queen
A recharger gives the mechanoid 50% of their power need per day. This accumulates the recharger's waste meter. When a recharger is full of waste, a hauler can pick up 5 toxic wastepacks from the recharger. The exact amount of waste technically depends on the mechanoid. The existence of waste does not stop the recharger.
Suitable mechs will seek a recharger once reaching a configurable amount of charge, and a control group of mechs can be commanded to recharge (or avoid recharging) at will.
== Analysis ==
The majority of heavy mechs are designed for combat. You can keep these mechs dormant until an actual combat situation arises, which saves a lot of power. In practice, a mech that is never damaged and turned off diligently can survive for months and years at a time, just using the power from dormant self-charging. If mechs are dormant for most of the time, then you can keep the recharger off, too. 
If your mechs never get hurt, and you aren't using a tunneler for mining, you can delay building this recharger indefinitely.
== Trivia ==
* If the charger is destroyed while charging the mech, the mech will go berserk.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3528 - Fix: Mech charger exceeding 100% full of waste if partially emptied.
* 1.4.3563 - Fix: Infinite loop of hauling mech to charger outside the mech's allowed area.
* 1.5.4062 - Fix: Mech rechargers don't count as artificial.
Category:Biotech (Buildings)
Large nature shrine

A large 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 ==
Large nature shrines are a natural meditation focus. They have a base meditation focus strength of 30%. 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 38% for a large nature shrine with no artificial buildings within 34.9 tiles and surrounded by four animus stones.
Large nature shrines also give psyfocus per day to other nearby natural foci, for a total of with four nature shrines.
== Analysis == 
As a natural meditation focus, the large nature shrine has +2% psyfocus / day compared to the anima tree, but does not have the anima tree linking ritual. Therefore, the anima tree is usually better for daily meditation.
The large nature shrine can be built when the anima tree is too far for natural pawns to be conveniently able to meditate at, and when the superior animus stone is unavailable. For boosting the strength of an anima tree, the small nature shrine is cheaper and gives the same amount of extra psyfocus.
== Gallery ==
NatureShrine_Large_Planks.png|Sprite when made with Wood
Large 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 large nature shrine from 22 to 30.
* 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
Large stele

A large stele is a purely decorative Miscellaneous structure. A stele provides less beauty than most sculptures and require more resources, but have no quality.
They are the smaller, less beautiful version of the grand stele.
== Acquisition ==
Steles may also be found in ruins throughout the map.
== Summary ==
Large steles add beauty to its surroundings. The beauty rating is added to the single, bottom-left-most tile a pawn can see. Despite their size, they do not count as a wall.
Large steles can also be used as an Artistic meditation focus, with a Meditation Focus Strength of +15% psyfocus/day. It appears that no other modifiers exist for steles as they do for other foci.
You may need to build steles for a Momument quest, in which they act as a time and resource sink.
== Analysis ==
Steles are less beautiful when compared to sculptures, even of the same material, with the only redeeming aspect being their higher HP and lack of quality.
For the same cost as a single large stele, you can construct small sculptures. Small sculptures have beauty at Poor quality, and even a pawn with Artistic Skill 0 will average Poor quality or better sculptures with the same resource investment. At even modest Artistic levels, sculptures are more efficient in terms of time, stone blocks, and space.
Compared to grand steles, large steles take half the resource cost and half the work, for half the beauty and HP. Large steles are slightly more efficient for space, as a grand stele requires 9 tiles of space while 2 large steles of equal beauty require only 8.
While the examples that naturally spawn in ruins can be built around to benefit from their beauty, the beauty bonus is small enough for this to rarely be relevant. Instead, they are often better used by deconstructing them for their resources.
=== As a construction ===
Steles have some merit in training the construction skill. Have a pawn work on the stele, and right before it finishes, cancel the construction. You will get 75% of the resources back, and your pawn will have spent a lot of time constructing. In order to maximize building speed, slow your pawn as much as possible, such as by putting them in darkness.
== Gallery ==
LargeSteleA.png|Large stele variant A
LargeSteleB.png|Large stele variant B
LargeSteleC.png|Large stele variant C
LargeSteleD.png|Large stele variant D
LargeSteleE.png|Large stele variant E
LargeSteleF.png|Large stele variant F
== Version history ==
* 1.1.?, prior to 1.1.2560 - Added.
* 1.2.2719 - Now has terrain affordances appropriate for its size.
Category:Miscellaneous
Launcher

Launchers are a group of 4 weapons with explosive properties, moderate range, and long cooldowns
* - EMP launcher
* - Incendiary launcher
* - Smoke launcher
* - Toxbomb launcher
"Launcher" can also refer to
* Triple rocket launcher - Single use explosive weapon
* Doomsday rocket launcher - Single use explosive weapon
* Rocketswarm launcher - Turret
* Needle launcher - Mechanoid weapon that shoots regular projectiles 
* The integrated "Frag launcher" of the grenadier armor 
* The integrated "Flamebolt launcher" of the phoenix armor
* Pod launcher - building that deploys a single transport pod elsewhere in the world
Category:Launchers
Lavish meal

== Acquisition ==
Lavish meals can be cooked at a or . A lavish meal requires 0.5 units of nutrition from vegetarian items, 0.5 units of nutrition from meat or animal products (milk or eggs), of work to make, and a skill of .
== Summary ==
A lavish meal can be eaten by humans or animals for 1 nutrition. As it takes 1.0 nutrition of raw food to create, lavish meals provide 100% nutrition efficiency, so preparing one does not make any more food. Note that, because pawns will automatically eat when they are hungry (0.25/1 nutrition), some food is usually lost from overeating.
Eating a lavish meal or its variants gives the . This replaces the from fine meal if present. If the meal was made out of insect meat or human meat, their respective moodlets will be applied. If Ideology DLC is active and the meal was made out of raw fungus, its normal moodlet will also be applied.
Lavish meals will also satisfy the food requirements of any conceited noble.
== Analysis ==
Lavish meals consume twice as many ingredients and require 75% more work than fine meals to produce one meal. Most of the time, you should wait to switch to lavish meals until the mid-late game, when food is rarely an issue and your cooks are more proficient in their duties. The mood boost lasts for 24 hours, so colonists can be manually directed to eat one per day.
Lavish meals can be prepared and reserved for emergencies, such as a psychic drone, in order to avoid mental breaks. Colonists can eat meals even if they are at full saturation, so lavish meals can be used like a drug. Wealthier colonies can use them to encourage mental inspiration, or help mood during the ship launch.
== Gallery ==
Lavish meal a.png|One lavish meal
Lavish meal b.png|Partial stack
Lavish meal c.png|Full stack
== Version history ==
* 0.2.363 - Added
* Beta 19/1.0 - Traders will no longer accept typical short-life meals, including lavish meals.
Lavish meal old 2.png|Old sprite
Lavish meal old.png|Even older sprite
Category:Food Category:Processed Food Category:Meal
Learning assistant

The Learning Assistant gives a pawn that's been implanted with it a bonus of Global Learning Factor.
When a pawn with this implant is shocked with EMP they will receive brain shock, knocking them unconscious temporarily.
== Acquisition ==
== Summary ==
The learning assistant is a brain implant. It is implanted into the brain, but does not replace any natural parts. When implanted, it grants a offset to the pawn's Global Learning Factor. However, the learning assistant also renders a pawn vulnerable to EMP. Taking EMP damage from any source will inflict brain shock on the pawn, capping their consciousness at and downing them for between and .
Despite the item's description that the learning assistant works by replaying memories during sleep, the learning assistant works at all times and does not require sleep. It can be combined with sleep-reducing or eliminating mechanics, including the circadian half-cycler or the Never sleep gene, without penalty.
As an artificial part, learning assistants will give a mood buff to anyone with the Body modder trait, and a mood penalty to anyone with the Body purist trait. They will also satisfy colonists with a transhumanist ideology.
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and a Medical skill of 5.
If the operation fails, the part will be destroyed.
== Analysis ==
The learning assistant's bonus is additive with other sources of increased Global Learning Factor. However, a pawn's Passion Multiplier for the skill they are learning is multiplicative with the pawn's global learning factor. This results in a quantitatively larger increase in XP gain when the pawn is performing work for which they are passionate, and also means that the qualitative difference before and after installing the implant will be larger for pawns with a lower Global Learning Factor. A slow learner's experience gain would be as fast after the addition of the assistant, while a fast learner would increase to as fast after the addition of the assistant. Despite this, even an increase is a significant reduction in the time taken to reach high levels. For a full breakdown of all sources of Global Learning Factor, see Global Learning Factor. 
Learning assistants can be safely used on most pawns. However, remember that installing a learning assistant will make a pawn vulnerable to EMP. Exercise caution when installing learning assistants on pawns who frequently see combat, especially on the front lines where EMP blasts may be common. Installing learning assistants on melee pawns is inadvisable, as they can no longer be supported with EMP grenades when fighting mechanoids.
Category:Medical Item Category:Body Part Category:Implant
Leather Amount

The actual amount gained from butchering is also affected by Butchery Efficiency.
==Factors==
The base value of Leather Amount is 40. This is multiplied by the following factors:
*Body Size
*Remaining body parts in percent
*If not carefully slaughtered: ×0.66
There are certain exceptions to this:
* Humans have a base value of 75 and a body size of 1. So they yield 75 × 1 = 75 human leather.
* Geese have a base value of 36 and a body size of 0.6. Considering the post-processing curve they yield 36 × 0.6 = 22 → 26 birdskin.
* Megascarabs, megaspiders, spelopedes, chickens, ducks, and dryads have no leather yield.
==Post-Process Curve==
Leather Amount is then affected by a post-process curve with points:
* (0,0)
* (5,14)
* (40,40)
* (100000,100000)
Leather Amount by Body Size
Leathers

Leathers are a category of material obtained when a cook butchers an animal at a butcher table or spot. The type of leather is determined by the species butchered, with some leather types being produced by several species. See the individual pages of each leather for further details. The amount obtained depends on the Leather Amount of the butchered animal and the Butchery Efficiency of the butcher. Some animals, including dryads, insectoids, chickens, and ducks, do not yield leather when butchered. 
Note that Patchleather is unique in that while it is classed as a leather for stuff selection, it is obtained by combining other leathers rather than directly from an animal.
== Comparison table ==
Below is a list of material effects for leathers. When a stuffable item is created from a leather, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, Plainleather has a factor of and a duster has base stat of . Thus, the final "Armor - Sharp" of a Plainleather Duster before quality multipliers is: * or %
This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see Apparel
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See Market Value for details.
All leathers have the following modifiers in common:
* Work To Make Factor and Work To Build Factor of 1.
* Flammability Factor of 1.
== Descriptions ==
== Gallery ==
Leather a.png|Partial stack
Leather b.png|Full stack
== Version history ==
0.7.581 - Leather harvesting from animals added.
#Leathers #Leathers
Lectern

A Lectern is a building added by the Ideology DLC. It does something.
== Acquisition ==
== Summary ==
Gives plus 15% quality when holding a social festival, if the festival is started at an altar. The leader will make a speech here to start the festival
== Analysis ==
?
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings)
Lifespan Factor

== Factors ==
* Genes 
** Mild cell instability: 
** Major cell instability: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:LifespanFactor
* Label:lifespan factor	Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* To String Style: PercentZero
* Default Base Value: 
* Hide At Value: 
* Min Value: 
* Show On Animals: 
* Show On Mechanoids:	- 	2000
== Version history ==
* Biotech (DLC) Release - Added.
Light charge blaster

The light charge blaster is a turret-only ranged weapon. It is the main armament of the auto charge turret. It fires a 3-round burst that deals significant damage but with a minimum range.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Light charge blasters spawn on all auto charge turrets. However, it is not possible to obtain it directly in normal play. Buildings do not drop it upon destructions and 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 ==
Like its bigger brother, the heavy charge blaster it has a short warmup but lengthy cooldown time. Once fired, it devastates anyone unlucky enough to be in its way. It fires more rounds per burst but slower than the heavy charge blaster, while also having a longer range, significantly less accuracy at long range, and a minimum range of 4 tiles.
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2589 - Add custom art and name for the light charge blaster used by mech turrets. Previously was called heavy charge blaster and used the same texture as the heavy charge blaster, despite the different stats.
HeavyChargeBlaster.png|Texture prior to 1.1.2589
Category:Weapons Category:Turret Weapons
Category:Unobtainable items