nyuuzyou/wikis huggingface dataset:
Ibex

The ibex is a large wild goat. Males of the species are called Ibex rams and have large rounded horns and a darker brown color, while females are called ibex does and have shorter, straighter horns and a lighter brown color.
== Taming ==
Ibex can be tamed wild from , randomly join your colony in an event, or bought pre-tamed from a trading ship.
== Summary == 
== Analysis ==
Ibex are one of the best animals to ranch for food and leather. They don't have any utility beyond food production.
===Nutrition===
When slaughtered, an ibex 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 ibex consumes nutrition per day, and a female creates up to offspring per day.
* When offspring are slaughtered as babies, a female ibex will produce nutrition of meat per day, giving a potential 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 a potential 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.
Ibex are one of, if not the best, animals to ranch. They are superior to horses, gazelles, and cows, at least for the sole purpose of food. Certain animals are more nutritionally efficient, but take more work to manage.
* Tortoises are the single best animal for nutrition efficiency. However, tortoises are not pen animals, meaning they will eventually untame. They require much more work to maintain their tameness, or need to be micromanaged so that they are always slaughtered just before they run wild.
* When considering different populations of male:females, chickens are potentially more nutritionally efficient. However, they are significantly more work-intensive to slaughter and butcher, and do not yield any leather.
== Training ==
== Health ==
== Gallery ==
IbexMALE east.png|Ibex ram facing east
IbexMale north.png|Ibex ram facing north
IbexMale south.png|Ibex ram facing south
Dessicated ibexmale east.png|Ibex ram decaying
IbexFemale east.png|Ibex doe facing east
IbexFemale north.png|Ibex doe facing north
IbexFemale south.png|Ibex doe facing south
Dessicated ibexfemale east.png|Ibex doe decaying
Category:Animals
Category:Wild animal
Ideogram

Ideograms are buildings added by the Ideology DLC which act as a focus for colonists to perform, and take part in, rituals. 
Ideograms also act as alternative to the altars, such as the small altar, medium altar, large altar and grand altar. 
== Acquisition ==
Ideograms can only be constructed by colonists whose ideoligion has them selected as one of their buildings. They require and of work.
== Summary ==
Ideograms are functionally equivalent to altars. They 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 ideogram 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 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 ideogram, you will have to build their own dedicated buildings.
== Analysis == 
While ideograms take up a 3x3 area, it is entirely passable, meaning they do not take any of a room's space.
Small altars can be made of 50 steel, but can also be made out of stone or wood, and take significantly less work, making them effectively cheaper than the ideogram.
== Gallery ==
Ideogram buddhist a.png|Ideogram buddhist variant A
Ideogram buddhist b.png|Ideogram buddhist variant B
Ideogram christian a.png|Ideogram christian variant A
Ideogram christian b.png|Ideogram christian variant B
Ideogram hindu a.png|Ideogram hindu variant A
Ideogram hindu b.png|Ideogram hindu variant B
Ideogram islamic a.png|Ideogram islamic variant A
Ideogram islamic b.png|Ideogram islamic variant B
Ideogram morbid a.png|Ideogram morbid variant A 
Ideogram morbid b.png|Ideogram morbid variant B
Ideogram totemic a.png|Ideogram totemic variant A
Ideogram totemic b.png|Ideogram totemic variant B
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Miscellaneous
Ideoligion Spread Chance

Ideoligion Spread Chance only determines the likelihood a pawn will try to organically convert a pawn of a different ideoligion to their own respective ideoligion. This has a base value of 100% and is affected by factors such as the proselytizer meme and it's respective proselytizing precept.
==Version history==
* 1.3.3066 - Added.
Ideology (Buildings)

{| align=center | |}
----
Ideology (Buildings) are buildings that are listed in the Ideology-tab of the architect menu.
 	 	 	 	 	 	
Small altar 	Medium altar 	Large altar	Grand altar 	Autobong 	Biosculpter pod 	Burnbong
 	 	 	 	 	 	
Cannibal platter	Christmas tree	Drum 	Effigy 	Gibbet cage	Ideogram 	Incense shrine
 	 	 	 	 	 	
Kneel pillow 	Kneel sheet 	Lectern 	Lightball 	Loudspeaker	Neural supercharger	Pew
 	 	 	 	 	 	
Pyre 	Reliquary 	Ritual spot	Sacrificial flag	Skullspike 	Sleep accelerator 	Styling station
== Version history ==
* 1.4.3523 - Architect tab added, various structures moved into it.
Category:Buildings
Iguana

== Summary ==
Iguanas have 95% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.
== Analysis ==
Other than being a meager source of food for desert and extreme desert starts, iguanas have very little niche.
They are the only omnivore in the desert / extreme desert. They'll eat any food they have access to, which is usually your own, so think of iguanas as desert rats. Like rats, tamed iguanas have a small niche as they can eat and dispose of corpses.
==Training==
== Health ==
== Gallery ==
Iguana east.png|Iguana facing east
Iguana north.png|Iguana facing north
Iguana south.png|Iguana facing south
Dessicated iguana east.png|Iguana decaying
== Version history == 
* 0.12.906 - Can now lay eggs
* 0.18/1.0 - Now provides the new lizardskin, which merged its previous leather type, iguana skin, with tortoise leather and cobraskin.
Category:Animals
Category:Wild animal
Iguana egg (fert.)

Iguana eggs are a type of egg laid by female iguanas.
Only fertilized iguana eggs are laid, so all iguana eggs are displayed "Iguana egg (fert.)". Fertilized eggs are edible to colonists and ovivorous animals.
== Gallery ==
Egg oval a.png|One iguana egg
Egg oval b.png|Stack of iguana eggs
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (fert.)
Ikwa

The ikwa is a neolithic melee weapon that deals heavy stabbing damage.
== Acquisition ==
== Analysis ==
Ikwa are strictly inferior to the gladius, which deals more damage, has more , and attacks just as fast, for the exact same material and research cost. While an ikwa's mid-tier damage types include Blunt and Poke (gladius only has Blunt), this has no functional difference. The only advantage of the ikwa is that tribal raiders may wield them, which industrial colonies can smelt back into steel.
If you obtain one before Smithing is unlocked, ikwa are weaker for DPS than even a knife of the same material and quality, after accounting for the melee verb system. The ikwa is ever so slightly better against armor, but most (if not all) enemies won't carry any remotely heavy armor during the time you're using an ikwa.
== Trivia ==
Unlike the other melee weapons, the ikwa doesn't exist in real life with the same name; the real life equivalent of the ikwa is the iklwa.
== Version history ==
* 0.18.1722 - Added. 
* 1.5.4062 - Received a new texture.
Ikwa Old.png|Texture prior to 1.5
Category:Equipment Category:Weapons Category:Neolithic Weapons
Category:Melee Weapons Category:Sharp Weapons Category:Spears
Immature dryad

Immature dyrads are a caste of Dryads, a type of animal added by the Ideology DLC. 
== Summary ==
Immature dryads are spawned by a gauranlen tree that has no caste selected, due to not selecting caste or the tree being unconnected to any pawn. They are reverted to this form if a connection was severed.
While immature dryads can be affected by "Manhunting <Animal>" event, they will not leave their tree nor attack any pawns. Immature dryads have a 100% chance to attack back when harmed.
Immature dryads will attempt to extinguish fires in the radius of their gauranlen tree.
== Analysis ==
?
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3076 - Fix: Dryads are affected by disease incidents.
Category:Animals
Category:Dryad
Immunity Gain Speed Factor

== Bases ==
Furniture 	Immunity Gain Speed Factor Base
Bed 	107%
Double bed 	107%
Royal bed 	107%
Hospital bed 	111%
Bedroll 	105%
Double bedroll 	105%
Animal sleeping box	105%
Animal bed 	107%
Ancient bed 	95%
Slab bed 	107%
Slab double bed 	107%
Crib 	107%
Deathrest casket 	107%
== Offsets ==
Facility 	Immunity Gain Speed Factor Offset
Vitals monitorLinkable to Hospital bed (Maximum of 1)	
== Calculating Immunity Gain Speed Factor ==
The factors for Immunity Gain Speed Factor are: Immunity Gain Speed Factor Base and Immunity Gain Speed Factor Offset. This would be written out as:
Immunity Gain Speed Factor = Immunity Gain Speed Factor Base + Immunity Gain Speed Factor Offset
The maximum would be:
1.11 + 0.02 = 1.13
For an effective limit of 113%.
The minimum would be:
0.95 + 0 = 0.95
For an effective limit of 95%.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ImmunityGainSpeedFactor
* Label:immunity gain speed factor	Immunity gain speed is multiplied by this value.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Hide At Value:	- 	4000
== Version history ==
Incendiary shell

The incendiary shell is a type of mortar shell that explodes into a conflagration, dealing flame damage and setting the area alight.
== Acquisition ==
 The steel cost is increased to 20 if the Classic Mortars difficulty option is enabled.
They can also be purchased from traders.
== Usage ==
== Summary ==
When fired from a mortar, s deal damage in a tile radius. They also set the area on fire and creating chemfuel puddles which themselves burn.
When damaged beyond 70% of its health, it will explode after between and , dealing 10 Flame damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 2.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of tiles at a full stack of 25. Note that, unlike shells fired from a mortar, shells that explode from damage do not leave chemfuel puddles. 
They are also used in the construction of IED incendiary traps.
== Analysis ==
Incendiary shells are most useful against sieges - stationary targets with explosive mortar shells to light on fire. The fire makes it more likely to "hit" an explosive target than the use of regular high-explosive shells, but watch out for pawns with firefoam pop packs.
Otherwise, incendiary shells are of limited use. The other "main" target of mortars, stationary mechanoids, are completely immune to fire. For ordinary raids, fire spreads too slowly to be useful in combat. As mobile raiders are smart enough to avoid the flames, only a direct hit would cause damage. As high-explosive shells deal much more damage on direct impact, they're the superior choice. Note that the game will automatically cause rain if fires get too far out of control.
Sieges can and will use incendiary shells against you, which will ravage rooms floored with carpet, fields of plants, and storage rooms filled with flammable items. Firefoam poppers are ideal for protecting against fire. These incendiary shells that can also be looted once the siege is repelled - while crafting them typically isn't worthwhile, these shells are free and sometimes suboptimality can be outweighed by volume of fire.
=== Storage ===
As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.
== Gallery ==
Shell incendiary a.png|One incendiary shell
Shell incendiary b.png|Partial stack
Shell incendiary c.png|Full stack
== Version history ==
* 0.18.1722 - Added to replace mortar type system.
* 1.1 - crafting cost was increased (15 --> 20 steel and chemfuel cost).
* 1.3.3066 - Steel requirement decreased from 20 -> 10 unless Classic Mortar difficulty option selected.
Category: Mortar shells
Incense shrine

An incense shrine is a consumable ritual focus added by the Ideology DLC. It, along with the burnbong, serves as one of two potential foci for the Smokeleaf Circle ritual. 
== Acquisition ==
Incense shrines can only be constructed by pawns with an ideoligion that has selected them as a building option. Only ideoligions with the Hindu and/or Buddhist origin structure, or those with the High Life meme can select them. Each shrine requires and of work.
== Summary ==
Variant building for the "incense burning" style ritual, similar to a "Burnbong's Smokeleaf Circle" ritual, but it has no intoxicating effects.
During the ritual, it creates a smoke radius of 10.
== Analysis ==
Compared to the burnbong, the incense shrine has an overall lower cost to build, using only wood, and no intoxicating effects. Useful to prevent ritual participation from intoxicating and impairing (or possibly killing) pawns.
If the Symbol Burning ritual is available, then the incense shrine and its ritual are strictly inferior to the effigy, which costs less wood and less work to make.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings)
Incinerator

The incinerator is a flamethrower-like ranged weapon added by the Anomaly DLC.
== Acquisition ==
Incinerators can also be obtained from heavy mercenaries or purchased from Outlander combat suppliers and faction bases.
== Summary == 
Incinerators deal heat damage and set flammable objects ablaze in an approximately 8-tile wide, 1-tile long arc. 
The incinerator contains an integrated burner which gives the user the ability to fire a gout of flame at will before requiring a reload.
The burner fires in a 11 range cone, thin close to the pawn and expanding to 5 tiles wide at a 11 tiles when fired in a cardinal direction.
Out gouts can be fired before the unit must be reloaded with bioferrite. The reloading process takes . The pawn will never automatically use the burner - instead it must be manually activated by the player by use of the "??" gizmo, similar to using Utility items. It is unclear if this restriction also applies to NPCs. This gizmo will only appear when the pawn is drafted.
Shooting skill does not affect incinerator effectiveness.
Incinerators are unique in that they can be fired while wearing a shield belt. This applies to both fire modes. This has been confirmed as intended.
== Analysis ==
Compared to the incendiary launcher, incinerators have a faster fire rate and larger AOE at the cost of shorter range and a 6 tile minimum firing distance. They also don't produce chemfuel puddles, leading to a "cleaner" fire that only burn flammable pawns, items and buildings in the area.
Consider giving them to colonists with poor shooting accuracy. 
Incinerators are useful to the point of being almost mandatory against fleshbeast events, they cause devourers to eject swallowed colonists, they can also be useful against infestations and ordinary human raids. Also, it's highly recommended to toggle autofire off on incinerators in order to avoid friendly fire.
== Version history == 
* Anomaly DLC Release - Added.
* 1.5.4241 - Incinerators no longer have qualities.
Category:Equipment Category:Weapons Category:Industrial WeaponsCategory:Flame Weapons
Category:Ranged Weapons
Incoming Damage Multiplier

* Tough
** 
* Delicate, whether from the trait directly or forced by the Delicate gene.
** 
* Robust
** 
* Metalblood, whether from the Metalblood serum and metalblood heart
** 
* Ghoul plating
** 
 Incoming Damage Multiplier
Sources 	Incoming Damage Multiplier
Metalblood Serum 	
Metalblood Serum + Tough 	
Delicate 	
Metalblood Serum + Delicate 	
Metalboood Serum + Robust gene 	
Metalboood Serum + Robust gene + Tough
Indoors (need)

Indoors is the need for pawns with the Undergrounder trait to be inside. Keeping them outside for too long will eventually affect their mood negatively. Having an ideoligion with the Tunneler meme will also give the Indoors need.
For the equivalent but inverse need for non-Undergrounder pawns, see Outdoors.
== Need thresholds ==
Characters' indoors level is grouped into six thresholds: None, Just Outdoors, Outdoors, Long Outdoors, Very Long Outdoors, and Brutal Outdoors. Each threshold provides a different thought and thus mood penalty to a character.
The indoors levels are as follows:
Label 	Indoors 	Mood Debuff
None 	>80% 	None
Just Outdoors 	>60% and ≤80% 	
Outdoors 	>40% and ≤60% 	
Long Outdoors 	>20% and ≤40% 	
Very Long Outdoors	>0.05% and ≤20%	
Brutal Outdoors 	≤0.05% 	
Indoors caps at 0% and 100%.
== Need changes ==
The indoors status level ticks up or down depending on two factors - the roof above the pawn, and whether they are considered indoors by room mechanics. All changes are frozen while a pawn is sleeping.
When the current level is ≥50%, the indoors need can only increase when the pawn is also under overhead mountain. If they are, it will do so at the normal rate. If they are not under an overhead mountain and the status level is ≥50%, it will instead decrease by per or per in-game hour, regardless of any other factors.
The changes in each circumstance are displayed below. The value changes every .
 	No Roof 	No Roof 	Constructed Roof; or Rock roof (Thin)	Constructed Roof; or Rock roof (Thin)	Overhead mountain	Overhead mountain
 	Per 150 ticks	Per In-Game Hour	Per 150 ticks 	Per In-Game Hour 	Per 150 ticks 	Per In-Game Hour
Indoors 	+0% 	+0% 	 	 	 	
Outdoors	 	 	 	 	+0% 	+0%
== Analysis ==
This is more of a concern for certain professions. Farmers, animal handlers and hunters go outside quite regularly. It's less of a concern for pawns whose jobs keep them inside: cooks, builders, tailors, crafters, artists, researchers, etc.
Caravans will always have to go through the outdoors. While minor and major mental breaks inside a caravan only slow it down, watch out for the mood once entering the colony again.
== Version history == 
* 1.3.3066 - Added. Previously, undergrounder pawns simply had mood when indoors, when underground, and when outdoors.
Category:Status Level
Inferno cannon

The inferno cannon is an mechanoid-only ranged weapon. It is the main armament of the centipede burner. 
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Inferno cannons spawn on all centipede burners, 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.
== Summary ==
The inferno cannon is a medium-range siege weapon armed to centipedes only, and it won't drop upon its death. It fires a projectile that sets anything within a 2.4-tile radius on fire, accuracy for touch range is 79, short is 42, medium is 18, and long is 6. While its shots deal trivial damage, the primary threat is that it starts fires that can consume large areas and cause extensive damage if left uncontrolled. Characters caught by its fire will run out of their cover in an attempt to put themselves out and will not fight back when damaged, making them sitting ducks. Burns do not cause bleeding but instead cause extensive pain, which leads to shock and incapacitation, or uncommonly scar the pawn badly. Downed colonists are also liable to death by fire unless rescued or put out. Shots can burn flammables through walls, so use extreme caution when opening ancient shrines as you may not want to trigger the spacers while the threat still lingers around. 
== Analysis ==
If you haven't already switched from wood walls and floors, Inferno Cannons are a significant threat. To avoid the worst of the collateral fire damage, build bunkers made of stone to fight Centipedes from, and keep firefoam poppers handy just in case fire threatens your stockpiles or farm fields.
Devilstrand clothing, especially dusters, offers a lot of protection against fire damage. Consider investing in some if you can.
== Version history ==
* 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.
InfernoCannonOld.png|Original sprite of the Inferno cannon
Category:Weapons Category:Mechanoid Weapons
Category:Unobtainable items
Inferno cannon (Turret)

The inferno cannon is a turret-only ranged weapon. It is the main armament of the auto inferno turrets that drop with mechanoid clusters. 
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Inferno cannons spawn on all auto inferno 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 ==
While identical in appearance and largely similar statistically, it does have several differences from the inferno cannon carried by centipedes, namely a much larger range, the addition of a minimum range and a longer cooldown. The fire from the inferno cannon can light a pawn on fire, preventing them from shooting or being controlled, which is extremely dangerous.
== Version history ==
* Royalty DLC Release - Added.
Category:Weapons Category:Turret Weapons
Category:Unobtainable items