nyuuzyou/wikis huggingface dataset:
Nano structuring chip

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

The needle gun is an mechanoid-only ranged weapon. It is the main armament of the pikeman.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Needle guns spawn on all pikemen, including those gestated by a colony. However, it is 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 ==
The needle gun essentially takes the low fire rate of the charge lance with the lower single shot damage of the heavy charge blaster. It is relatively harmless, most of the time, able to destroy small unarmored body parts. However, there's a rare chance that it gets a good shot off the brain, especially without headgear. 
 
== Version history ==
* 1.4.3555 - Weapon for Legionary changed from needle gun to needle launcher.
Category:Weapons Category:Mechanoid Weapons
Category:Unobtainable items
Needle launcher

The needle launcher is an mechanoid-only ranged weapon. It is the main armament of the legionary.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Needle guns spawn on all legionary, including those gestated by a colony. However, it is 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 ==
?
It is exactly the same as the needle gun but with less range.
== Version history ==
* 1.4.3555 - Added. Now the weapon for the Legionary, replacing the needle gun.
Category:Weapons Category:Mechanoid Weapons
Category:Unobtainable items
Negotiation Ability

== Factors ==
* Social : 40% plus 7.5% per skill level.
* Talking: 90% importance, 5% allowed defect. Max 100%
* Hearing: 90% importance, 5% allowed defect. Max 100%
== Formula ==
 Negotiation Ability = (0.4 + Social skill level × 0.075) × {IF Talking < 0.95 THEN [1 + (Talking - 1) × 0.9] ELSE 1} × {IF Hearing < 0.95 THEN [1 + (Hearing - 1) × 0.9] ELSE 1}
For example the maximum possible value:
 Negotiation Ability = (0.4 + 20 × 0.075) × {1} × {1} = 190%
Nerve bundle

Nerve bundles are exclusive to the Fleshmass heart entity/event, providing a way to learn about and eventually defeat the heart.
== Summary ==
One nerve bundle spawns with the initial growth spurt of the fleshmass heart, with additional bundles appearing one at a time at random intervals, possibly taking days for a sufficient quantity of nerve bundles to spawn. They drop a single Neural lump upon destruction, which you can order a colonist to analyze. It takes 3 neural lumps to be analyzed to find a way to destroy the fleshmass heart, by ordering a colonist to "Trigger Tachycardiac Overload" by direct contact with the heart.
== Version history ==
* Anomaly DLC Release - Added.
Nerve spiker

Nerve spikers are ranged weapons added by the Anomaly DLC that deal low but stun organic targets on hit.
== Acquisition ==
== Summary == 
The nerve spiker is a crossbow like weapon that stuns living targets on hit.
== Analysis ==
The Nerve Spiker has a pretty low rate of fire and performs poorly at middle and long range. This makes it good especially in close combat fights and for hunting. It can be aquired early in the game as quest reward due to its low value. Higher quality nerve spikers can hit enemies reliably, especially when paired with a pawn with a high shooting skill. This makes them very valuable in slowing down dangerous enemies. The stun time is between 1 and 4 seconds, dependent on the body size. The target is only adapted after being hit for a short time. 
Smelting Nerve Spikers yields 10 bioferrite each. This makes cultist raids a decent source of the material.
== Version history == 
* Anomaly DLC Release - Added.
Category:Equipment Category:Weapons Category:Industrial Weapons
Category:Ranged Weapons Category:Single-Shot Weapons
Neural Heat Gain

== Abilities ==
* Psycasts
Psycasts 	Neural Heat Gain
Painblock 	
Stun 	
Burden 	
Blinding pulse 	
Neural heat dump	+0
Beckon 	
Vertigo pulse 	
Chaos skip 	
Skip 	
Wallraise 	
Smokepop 	
Focus 	
Berserk 	
Invisibility 	
Berserk pulse 	
Manhunter pulse 	
Mass chaos skip 	
Waterskip 	
Flashstorm 	
Skipshield 	
Chunk skip 	
* Obsolete
Psycasts 	Neural Heat Gain
Entropy link (Replaced with Neural heat dump)	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Ability_EntropyGain
* Label:neural heat gain 	How much neural heat will be added as a result of performing this ability.	
* Display Order:60
* Def Name:Ability
* Label:Ability
* Display All By Default:	
* Default Base Value: 5
* Min Value: 0
* Show If Undefined:	
* Show If Mods Loaded:
** Royalty	1003
== Version history ==
Neural Heat Gain (Factor)

Hediff 	Neural Heat Gain Factor
Entropy link	50%
This stat is only used for the now removed entropy link ability, which was replaced with neural heat dump.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:PsychicEntropyGain
* Label:neural heat gain 	A multiplier on neural heat gained from any source.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Min Value: 
* Hide At Value: 
* Default Base Value: 
* To String Style: PercentZero
* Show On Animals: 
* Show On Mechanoids:	
* Show If Mods Loaded:
** Royalty	4000
== Version history ==
* Royalty (DLC) Release - Added.
Neural Heat Limit Offset

== Offsets ==
* Stuff Stats (Factors when made of this)
** Bioferrite Stat Quality Offsets:
Quality 	Offsets
Awful 	
Poor 	
Normal 	
Good 	
Excellent 	
Masterwork	
Legendary 	
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:PsychicEntropyMaxOffset
* Label:neural heat limit offset
----
* May Require Any Of:
** Royalty 
** Biotech	An offset applied to the user's neural heat limit.	
* Display Order: 10
* Def Name:Basics
* Label:Basics
* Display All By Default:	
* Default Base Value: 0
* Hide At Value: 0
* To String Style: FloatOne
* Show On Animals: 
* Show If Undefined: 
* Show On Pawns:	
* Show If Mods Loaded:
** Royalty 
* Show If Mods Loaded Any:
** Royalty 
** Biotech	3525
== Version history ==
Neural Heat Recovery Rate

== Factors ==
* Hediffs
** Psylink: 
:
Level	Factor
1 	×100%
2 	
3 	
4 	
5 	
6 	
=== Pain Boost ===
Pain Boost = (1 + 3 × Pain Percentage)
:
== Offsets ==
* Hediffs
** Psychofluid rush per each Psychofluid pump (max of 4): 
:
Pumps	Total Offset
1 	
2 	
3 	
4 	
* Genes 
** Psy-sensitive: 
** Super psy-sensitive: 
* Equipped Gear:
:
Gear 	Equipped Offset
Eltex staff 	
Eltex helmet 	
Eltex skullcap 	
Eltex shirt 	
Eltex vest 	
Eltex robe 	
Prestige recon armor 	
Prestige recon helmet 	
Prestige marine armor 	
Prestige marine helmet 	
Prestige cataphract armor 	
Prestige cataphract helmet 	
Neural cooling persona weapon	
== Explanation ==
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's psychic sensitivity. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%. In addition, the pain currently felt by the psycasting pawn adds an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.
Note: Offsets to this value, such as from eltex items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level - i.e. a normal quality eltex skullcap will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.
The resulting value follows the equation, assuming at least 1 level of psylink.
Neural Heat Recovery Rate = ( (0.54 + Gear Offsets) × (0.875 + 0.125 × Psylink level) ) × (1 + 3 × Pain Percentage)
Psylink Level	Multiplier	Base rate
1 	1.000x 	00/s
2 	1.125x 	/s
3 	1.250x 	0/s
4 	1.375x 	/s
5 	1.500x 	00/s
6 	1.625x 	/s
The highest possible neural heat recovery rate is 5.44/s, from a pawn with super psy-sensitive gene; eltex staff, robe, and vest; bioferrite slave collar and ritual mask; scarification, mindscrew or fleshmass body parts to reach exactly 95% pain.
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:PsychicEntropyRecoveryRate
* Label:neural heat recovery rate
----
* May Require Any Of:
** Royalty 
** Biotech	The rate at which this person reduces neural heat.	
* Display Order: 11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Min Value: 0
* Hide At Value: 0
* Default Base Value: 0.54
* To String Style: FloatTwo
* Format String:"{0}/s"
* Show On Animals: 
* Show On Mechanoids:	
* Show If Mods Loaded:
** Royalty 
* Show If Mods Loaded Any:
** Royalty 
** Biotech 
* Show If Hediffs Present:
** Psylink
* Parts:
** StatPart_Pain
*** Factor: 
** StatPart_GearStatOffset 
*** Apparel Stat: Neural Heat Recovery Rate Offset
*** Include Weapon:	4000
== Version history ==
Neural Heat Recovery Rate Offset

== Offsets ==
* Stuff Stats (Factors when made of this)
** Bioferrite Stat Quality Offsets:
Quality 	Offsets
Awful 	
Poor 	
Normal 	
Good 	
Excellent 	
Masterwork	
Legendary 	
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:PsychicEntropyRecoveryRateOffset
* Label:neural heat recovery rate offset
----
* May Require Any Of:
** Royalty 
** Biotech	An offset applied to the user's neural heat recovery rate.	
* Display Order: 10
* Def Name:Basics
* Label:Basics
* Display All By Default:	
* Default Base Value: 0
* Hide At Value: 0
* Format String:"{0}/s"
* To String Style: FloatTwo
* Show On Animals: 
* Show If Undefined: 
* Show On Pawns:	
* Show If Mods Loaded Any:
** Royalty 
** Biotech	3550
== Version history ==
Neurocalculator

The Neurocalculator is an artificial body part added by the Royalty DLC that gives an implanted pawn a bonus of Research Speed, while also making them vulnerable to brain shock.
== Acquisition ==
== Summary ==
 Research Speed
The neurocalculator 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 .
=== 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 neurocalculator's main benefits are the 20% bonus research speed bonus and the mood buff that transhumanists receive. Due to this, it should only be installed on colonists that conduct research or use the ground-penetrating or long-range mineral scanner. It has no effect on hacking speed.
The brain shock effect can either be a negative or a positive. A melee pawn that is sensitive to EMP is significantly less useful as a melee blocker or way to lock down mechanoids, and significantly more likely to die. Meanwhile, a painstopped pawn or a slave that is sensitive to EMP has a way to reliably down them with no risk of death. 
It is advised only colonists with high medical skills install the part as a failed surgery can lead to severe brain scarring and a near inoperable colonist post-surgery.
Category:Medical Item Category:Body Part Category:Implant
Neutroamine

== Acquisition ==
Neutroamine cannot be crafted, instead the primary source is trade with orbital traders and Outlander settlements and caravans.
Alternatively, it can also be acquired, albeit unreliably, through:
* Looting raiders that attack your colony
* Raiding other faction bases
* Cargo pod event
* In the 'ancient danger' areas around your colony.
== Usage ==
Neutroamine is used in the following crafting recipes:
Neutroamine will deteriorate when left outside.
== Analysis ==
Neutroamine has only one use, to be used in crafting.
* Go-juice requires 2 neutroamines and 1 yayo. Neutroamines cost silver and yayo costs , making the total cost , while go-juice costs .
* Wake-up requires 2 neutroamines, costing silver, while wake-up costs .
* Medicine requires 3 cloth, 1 herbal medicine, and 1 neutroamine. Materials cost 4.5 + 10 + 6 = 20.5 silver, while medicine costs 18, meaning this recipe loses money.
* Penoxycyline requires 2 neutroamines, costing silver, while penoxycyline costs .
The medicine recipe loses money. Even if cloth and herbal medicine are grown rather than purchased, a proper comparison is the cost of buying 1 medicine and selling 3 cloth and 1 herbal medicine vs buying 2 neutroamine. Assuming no negotiator bonus, that works out to 16.5 silver vs 16.8. It might, however, be useful if quality medicine is needed urgently.
Penoxycyline is better crafted than purchased, working out to 25.2 silver vs 16.8 with no negotiator bonus.
Wake-up requires the same materials and costs more. Not only is it more efficient to craft than purchase, even with no negotiator bonus it can be sold for 21 silver, using 16.8 silver worth of neutroamine. This makes it possible to buy neutroamine to craft it into wake-up for sale.
Crafting go-juice is better than buying it directly, even if you have to purchase yayo. In terms of crafting for profit, however, it's better to sell yayo and craft wake-up (21 + 35 = 56 base price).
== Gallery ==
Neutroamine a.png|One neutroamine
Neutroamine b.png|Partial stack
Neutroamine c.png|Full stack
== Version history ==
Neutroamine old.png|Old sprite
Category:Crafted Resource
Noctol

The Noctol is an entity added by the Anomaly DLC that only appears during the unnatural darkness event.
== Occurrence == 
Noctols attack during the Unnatural Darkness event until all Noctoliths are destroyed or the darkness disappears on its own. Also, damaging a noctolith triggers an attack wave of noctols once per noctolith.
== Summary ==
+15% pain, +200% melee cooldown, and -50% movement speed when exposed to light
=== Containment ===
A noctol yields 3 bioferrite per day and 200W of power when hooked up to an electroharvester.
== Analysis ==
Noctols spawn en-masse in dark areas around a Noctolith when it is attacked. While extremely fast and dangerous, they receive massive penalties when exposed to light. Make sure you place lighting down prior to attacking them. Flood lights are ideal for areas in and around your own base, but any lighting will suffice. If facing them outside, such as around the Noctoliths themselves, disruptor flares and solar pinholes are portable and easy to deploy. In less advanced colonies, bringing wood to build torch lamps can also work.
Noctols are a good source of advanced anomaly research points since they're easier to contain and much less dangerous than chimeras or devourers so long as they're kept in well lit areas.
== Trivia ==
* The Noctol's name likely comes from the Latin word "noctis", meaning night.
== Version history == 
* Anomaly DLC Release - Added.
Category: Entities
Nutrifungus

Nutrifungus grows on lichen-covered soil and must be planted in and stay in complete darkness. So long as the darkness requirement is met, it can be grown in any terrain that is sufficiently fertile to support a growing zone. This includes, but is not limited to, fungal gravel and hydroponics basins. Due to its low fertility sensitivity, it takes fewer penalties from poorer soils than more sensitive plants, but also benefits less from being in hydroponics. Nutrifungus is immune to blight. An interesting exception to the rule that Nutrifungus can only grow in darkness is when planted around other mushroom-like emitters of light, such as Bryolux, Agarilux, or Glowstool.
Note that most ideoligions hate eating raw fungus.
== Growing ==
== Analysis ==
Nutrifungus grows very slightly slower than potato plants, taking % the time to grow for the exact same yield. In addition, yield per work is identical between the two crops, making them mostly identical for the purposes of food. Nutrifungus has even less fertility sensitivity than potatoes, so it actually grows faster in poor soil (the potato plant's usual niche). 
However, a baseline pawn will work as fast with fungus due to the penalties of darkness. The Lighting: Darklight Preferred precept or Dark vision gene both counteract any negative dark-related effect though due to being grown inside dirt's beauty penalty applies often causing the need to drop to zero for pawns farming it without sculptures nearby, this includes the beauty raw fungus as an item creates.
In addition, most ideoligions dislike eating raw fungus, with a moodlet when cooked. This makes potatoes the superior overall choice for colonies without the Tunneler meme, so long as you can grow outdoors. With the Tunneler meme, growing nutrifungus becomes a no-brainer, as tunnelers hate non-fungus vegetables. They can be also viable if you are forced to grow crops under gravel or stony soil, such as in the Extreme desert. 
=== Indoor farming ===
Even without the Tunneler meme, fungus can be worthwhile to sow. This is because nutrifungus can be grown in darkness, which lets you grow indoors without needing a sun lamp. Being indoors, in turn, lets you use heaters to control the temperature, and grow crops during the winter. So, even when considering the mood penalty of fungus, and the work penalties of darkness, this crop can be worthwhile to grow. Also since it grows in caves it considerably harder for raiders to set alight than other chemfuel feedstocks.
It can also be grown freely if you are forced to (or want to) live under a sun blocker. With a sun blocker, you'll still need to place a roof over the growing area for colonists to actually plant the crop.
== Gallery ==
Nutrifungus.png|Nutrifungus variant A
NutrifungusB.png|Nutrifungus variant B
NutrifungusC.png|Nutrifungus variant C
== Version history ==
* Ideology DLC release - Added
Category:Plants
Category:Domesticated plants
Oak tree

== Growing ==
Oak trees have a base growing time of 30 days, need a minimum soil fertility of 30%, and have a fertility sensitivity rating of 50%. The following table details how long it takes for oak trees to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
Oak trees have the second highest absolute yield out of any tree in the game, with the highest going to teak trees. However, they also have the second longest growing time, again with teak trees taking first. As a result, poplar trees are still significantly better for wood farming; only taking about 50% as long to grow, but yielding 60% as much wood. In terms of yield per day, oak trees are smack-bang in the middle out of all seven trees in the base game.
The oak tree's long growing cycle also means that it's more susceptible to blight loss in non-native biomes, and it's also susceptible to growth slowdown with environmental changes. Only the latter can be circumvented by internalising plant growing. Oak trees are also more difficult to cut down.
== Food production ==
Oak trees don't yield any human-edible products.
== Economy ==
The oak 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 	0.57 	0.68	0.81 	-
Refined 	0.87 	1.02	1.23 	-
== Gallery ==
Tree oak a.png| Oak tree variant A
Tree oak b.png| Oak tree variant B
Tree oak leafless a.png| Leafless oak tree variant A
Tree oak leafless b.png| Leafless oak tree variant B
Category:Plants
Category:Trees
Orassans (mod)

Current Version: A17
Adds a space cat faction. They like the cold. They hail from a planet that could be described as an arctic nightmare to humans, but it is nice and cozy to the cold-loving cat people. After developing FTL travel they have decided to unite their home planet and expand their empire at an unprecedented speed. While generally friendly, they will not tolerate kidnapping their people and they may be upset due to you encroaching on their territory. 
Requires new game for the faction to spawn unless you have Faction Discovery by Orion.
Coding thanks to 1000101 and Mrofa 
XML advice from Shinzy
This can be included in modpacks. (So long as I am credited... in rainbow letters)
Derivatives are not allowed.
----
Download Here or here
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Orassan Stats:
Market Value: 1900
MoveSpeed: 7
Minimum Comfortable Temperature: -60
Maximum Comfortable Temperature: 26
Bite Melee Attack Damage: 20 Bite Damage
Claw Melee Attack Damage: 12 Scratch Damage
Leather (Orassan Fur) Insulation Factor: 1.5
Bionic Tail Upgrade: +20% Manipulation
Plasteel Claws Upgrade: 20 Scratch Damage
Category:Mods