nyuuzyou/wikis huggingface dataset:
Ancient exostrider midsection

Ancient exostrider midsection are ruins added by the Biotech DLC. Upon destruction, it will explode into flames and leave behind a mechanoid transponder.
== Occurrence ==
== Summary ==
The ancient exostrider midsection spawns with 1 ancient exostrider head, 1 ancient exostrider cannon, and 3 ancient exostrider legs nearby.
Once a pawn walks within 4 tiles of it, a letter will appear:
Passing near the remains of an ancient exostrider mechanoid, <PAWN> noticed an intact transponder inside.If you could get the transponder, you could read valuable information from it. The massive mech is smashed and fused into a solid piece. You must destroy it to retrieve the transponder.Be careful - the incendiary weapon cells look unstable and will likely detonate after you do some damage.
When damaged below 17% of its health, it will start leaking puddles of chemfuel before exploding after , dealing Flame damage in a 5 tile radius around itself and setting fire to all affected tiles.
Destruction will yield 6 steel slag chunks and a mechanoid transponder. The transponder can then be decrypted at a simple research bench or hi-tech research bench. Upon decryption, the transponder will be destroyed and a quest will trigger, allowing you to call a ship to land on the map. The ship will contain a few hostile mechanoid and a desiccated mechanitor corpse. The mechlink can then be extracted from the mechanitor corpse. For further details, see the mechanoid transponder page.
Note that exostrider parts will not spawn in the Mechanitor starting scenario.
== Analysis ==
Destroying the ancient exostrider midsection to obtain its transponder is a quick and straightforward way to find a mechlink and become a mechanitor.
One should exercise caution when destroying it however, as the resulting explosion could easily set your pawns or the surrounding environment ablaze, causing much destruction. Preferrably, one should keep multiple pawns on standby nearby to deal with the fires so they don't spread out of control. Be sure to zone a home area around the fires to aid in firefighting. Pawns will have enough time to escape the explosion if melee attacking the midsection as long as they move shortly after the fuse begins. But if wanting to minimize risk, ranged weaponry should be used instead.
== Gallery ==
Ancient exostrider wreckage complete.png|A completed exostrider wreckage, as it may appear in-game
== Version history ==
* Biotech DLC - Added.
* 1.4.3528 - Fix: Ancient exostrider remains are failing to generate in swamp maps.
Category:Ruins
Ancient lamp

Ancient lamps are buildings found ruins added by the Ideology DLC. They provide perpetual, but dim lighting
== Summary == 
An ancient lamp produces light in a 4 tile radius, with the nearest tiles at or above 30% light level and considered "Lit", to a maximum of 50%. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff "In darkness". However, ancient lamps are not bright enough to grow most crops indoors, which require 51% illumination. Light does not "stack", so no amount of lamps will ever give more than 50% illumination (e.g. for rice plants, etc).
== Analysis ==
The ancient lamp provides a very small amount of light immediately around itself, unconditionally. This light is incredibly weak, barely able to reach the tiles next to it, making it unsuitable for most tasks.
However, if the terrain is in your favor, you can build a Simple research bench right next to it, so that the colonist is in light to increase your research speed very slightly. You can also fit a second work station, such as a Hand tailor bench on the opposite side. This gives its light a niche similar to the Unstable power cell and Mech node, without the costs associated with those two structures (both having -20 beauty, the mech node being far more valuable to just deconstruct for plasteel and components, and the unstable power cell exploding violently if it's damaged).
It also provides no heat, which may make it slightly preferable to torches in conditions where heat cannot be easily managed, or where wood is scarce. However, it cannot satisfy ideological requirements (e.g. darklight or styles).
== Version history ==
* Ideology DLC Release - Added.
Category:Ruins Category:Lamp
Ancient mech drop beacon

Ancient mech drop beacon are ruins added by the Ideology DLC.
== Gallery ==
MechDropBeacon.png|Intact mech drop beacon 
Ancient mech drop beacon.png|Ancient mech drop beacon sprite variant A
DestroyedMechDropBeaconB.png|Ancient mech drop beacon sprite variant B
DestroyedMechDropBeaconC.png|Ancient mech drop beacon sprite variant C
== Version history ==
* Ideology DLC Release - Added.
Category:Ruins
Ancient mega-cannon platform

Ancient mega-cannon platform are ruins added by the Ideology DLC.
== Gallery ==
AncientMegacannonTripodA.png | Variant A
AncientMegacannonTripodB.png | Variant B
AncientMegacannonTripodC.png | Variant C
== Version history ==
* Ideology DLC Release - Added.
Category:Ruins
Ancient nav beacon

Ancient nav beacon are ruins added by the Ideology DLC. They will often spawn in the corners of partially incomplete, 11x11 areas of concrete, with anywhere between 1 and 4 ancient nav beacons being present - presumably representing ship landing zones.
== Gallery ==
Ship Landing Beacon.png|Ship landing beacon from Royalty DLC
Ancient nav beacon.png|Ancient nav beacon from Ideology DLC
Ruined landing pad.png|An ancient landing pad 
== Version history ==
* Ideology DLC Release - Added.
Category:Ruins
Ancient razor wire

Ancient razor wire are ruins added by the Ideology DLC.
== Gallery ==
Ancient Razor Wire A.png|Variant A
Ancient Razor Wire B.png|Variant B
Ancient Razor Wire C.png|Variant C
Ancient Razor Wire D.png|Variant D
Ancient Razor Wire E.png|Variant E
== Version history ==
* Ideology DLC Release - Added.
Category:Ruins
Ancient security turret

Ancient security turret are ruins added by the Ideology DLC. They can be found on the colony map and at ancient complexes. They strongly resemble mini-turrets that can be constructed by a colony, however they are all visibly destroyed and are colored differently.
== Gallery ==
ImprovisedTurretA16.png|Mini-turret from the Core game.
Ancient security turret A.png|Ancient security turret variant A
Ancient security turret B.png|Ancient security turret variant B
Ancient security turret C.png|Ancient security turret variant C
Ancient security turret D.png|Ancient security turret variant D
== Version history ==
* Ideology DLC Release - Added.
Category:Ruins
Ancient terminal

Ancient terminal are ruins added by the Ideology DLC. Hacking it is required in many quests to find information of an ideoligion's relic. Glows slightly.
A pawn must be capable of intellectual to be able to hack a terminal. Terminals in worshipful villages take 3 seconds to hack, while those found in ancient complexes can take significantly longer.
Deconstructing the terminal will instantly fail the quest, even if it has already been hacked. Doing so provides no resources and should be avoided.
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3200 - Terminals in worshipful villages now take 3 seconds to hack.
Category:Ruins
Ancient unstable fuel node

Ancient unstable fuel nodes are ruins added by the Ideology DLC. They spawn in ancient complexes, and act as traps, exploding and setting fires when pawns enter rooms.
== Summary ==
When destroyed or damaged beyond 99% of its health, i.e. any attack that deals damage, or when pawns move in the same room, it will spark and emit a hissing sound and explode after , dealing 10 Flame damage in a 6.9 tile radius around itself. This explosion leaves Chemfuel puddles on 25% of the tiles covered by the explosion which will then ignite and burn. Unlike turrets, destroying the node in a single hit, such as from a frag grenade, will not prevent the explosion.
They spawn in ancient complexes, and act as traps, exploding and setting fires when pawns enter rooms.
== Analysis ==
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=== Tips and tricks ===
# Bringing a firefoam popper on the caravan trip and placing it near the fuel node is a good way of stopping the fire from spreading too much and destroying everything, since some of the ancient complexes contain flammable objects.
# Deconstructing a wall make the room into an outdoors area, instantly equalizing the temperature with the outside and preventing the fire from heating up the room and burning any pawns that are inside. Note: the pawns can still get burnt from nearby fire sources however.
# A pawn with high enough Construction skill can safely deconstruct a previously almost undisturbed node before it explodes
# Sometimes the fuel node can be completely avoided, if there are no hostiles on the map and if the map is not a colony. Rushing for the closed off loot before the fuel node explodes and forming a caravan can keep your pawns and the loot safe from the fire
# Using Wallraise can block in a node, causing its explosion to effect a lesser area and create less fire in the process.
== Gallery ==
AncientUnstableFuelNodeA.png| Variant A
AncientUnstableFuelNodeB.png| Variant B
AncientUnstableFuelNodeC.png| Variant C
== Version history ==
* Ideology DLC Release - Added.
* 1.5.4062 - Fix: Don't send fuel node messages if the fuel node was destroyed.
Category:Ruins
Ancient warwalker claw

Ancient warwalker claw are ruins added by the Ideology DLC. It is one of several warwalker parts along with:
* Ancient warwalker foot
* Ancient warwalker leg
* Ancient warwalker shell
* Ancient warwalker torso
== Gallery ==
Ancient warwalker claw east.png|Variant east
Ancient warwalker claw south.png|Variant south
== Version history ==
* Ideology DLC Release - Added.
Category:Ruins
Ancient warwalker leg

Ancient warwalker leg are ruins added by the Ideology DLC. It is one of several warwalker parts along with:
* Ancient warwalker claw
* Ancient warwalker foot
* Ancient warwalker shell
* Ancient warwalker torso
== Gallery ==
Ancient warwalker leg east.png|Variant east
Ancient warwalker leg south.png|Variant south
== Version history ==
* Ideology DLC Release - Added.
Category:Ruins
Ancient warwalker torso

Ancient warwalker torso are ruins added by the Ideology DLC. It is one of several warwalker parts along with:
* Ancient warwalker claw
* Ancient warwalker foot
* Ancient warwalker leg
* Ancient warwalker shell
== Gallery ==
Ancient warwalker torso east.png|Variant east
Ancient warwalker torso north.png|Variant north
Ancient warwalker torso south.png|Variant south
== Version history ==
* Ideology DLC Release - Added.
Category:Ruins
Ancients

Ancients are semi-hidden spacer tech level factions, exclusively made up of pawns found in the ancient cryptosleep caskets in ancient shrines. There are two factions of Ancient: Neutral Ancients, which start neutral, and Hostile Ancients, which are always hostile. All ancient shrine pawns will belong to one of these two factions.
== Lore ==
== Variants ==
All ancient shrine pawns will belong to one of the two following factions, and the factions are world-wide - neutral ancients from one map's shrine belong to the same faction as neutral ancients from another map.
=== Neutral Ancients ===
Neutral ancients predictably start off neutral, but will turn permanently hostile when any hostile act is taken against their members. This applies to all neutral ancients in the world, even others from other maps. 
However, their tendency to just walk off the map after opening the caskets remains even after making the faction hostile, so they may not fight despite being displayed, and reacted to by your pawns, as hostile.
=== Hostile Ancients ===
As the name implies, Hostile Ancients are permanently hostile. The faction cannot be befriended, however, they can be downed and taken prisoner to be sold, enslaved, or recruited.
== Pawns ==
Ancient pawns always have backstories from the "offworld" category.
== Faction bases ==
Unlike other factions, Ancients have no faction bases and instead only appear in ancient shrines on the player's map.
== Analysis ==
Any pawn from a Cryptosleep Casket that is initially capable of walking has a resistance of 1 or less. Both neutral walking and hostile ancients can be quickly recruited as prisoners if the players is able to capture them alive.
Downed pawns from a Cryptosleep casket have a chance of joining the colony automatically if rescued. It is believed the % chance to join is based on Population Intent. Downed pawns from a Cryptosleep Casket have a much larger initial resistance if captured. 
Category:Factions
Ancients/Pawns

{| 
! Pawn Type !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info edit
|- id="Ancient soldier"
! Ancient Soldier 
| 85 || 100 || Normal || 0-3800 || 300-900 || | || Any || Will never have headgear of any type. Has a 40% chance to carry 1 or 2 combat enhancing drugs. Has a 20% chance to carry a biocoded weapon. Is always capable of Violent. 8% chance to have a drug addiction. Base recruit difficulty of 30%
Has a 40% chance to have one of the following prostheses: 
|-
|}Category:Pawnkind tables
Anima grass

Anima grass grows from anima trees when it is meditated under by a pawn with the natural psyfocus. It is not immune to toxic fallout, fire or rot from the continued absence of light. 
Once twenty anima grass has grown, a pawn may use the tree to gain a psylink level, consuming some or all of the grass. See Anima tree for details. If unused, the grass will die after days.
== Gallery ==
Anima grass a.png|Anima grass variant A
Anima grass b.png|Anima grass variant B
Anima grass c.png|Anima grass variant C
== Version history ==
* 1.3.3067 - Added anima grass growth rate from meditation penalty to anima tree, based on proximity to artificial buildings.
* 1.3.3076 - Fix: Gauranlen moss can spawn over anima grass and Gauranlen pods.
Category:Plants
Category:Wild plants
Animal Gather Yield

Animal Gather Yield is uncapped however it does not further increase the yield gathered from animals above 100%. , the maximum possible value it can take in the core game is 581.7% while the maximum usable value is 513.8%. This is achieved with an animal skill of 20 (), the Ranching precept (), and a maxed manipulation of either with trauma savant which prevents animal handling, or without. 
== Factors ==
* Animals 
* Manipulation: 30% importance, No max
* Sight: 20% importance, 100% limit
* Ranching precept multiplies efficiency by 
== Version history ==
* 0.17.1546 - Added as Animal Product Yield
* ? - Renamed to Animal Gather Yield
* 1.5.4062 - Cap removed.
Animal Hide Working (mod)

This mod adds the ability to make rugs out of animals as well as being able to taxidermy them and install them as art sculptures in your base. Stuffed animals are tradeable and traders can carry them.
== How to use ==
=== Rugs ===
To build a rug all you need to do is butcher an animal for it's leather and then choose the rug from the Rugs tab in the architect menu and place it where you want it.
=== Taxidermy ===
To taxidermy an animal you first need to build a taxidermy table. You need to have up to 75 cloth and the corpse of an animal you wish to stuff. Once you've got those all you need to do is set a bill on the taxidermy table and wait for a crafter to make the stuffed animal.
Once it's been created, you can install the stuffed animal as a form of art anywhere in your base.
Animal Products Price Improvement

== Offsets ==
* Precepts
** Ranching: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:AnimalProductsSellImprovement
* Label:animal products price improvement	When this person sells meat, leather, or wool, prices are improved by this percentage.	
* Display Order:120
* Def Name:PawnSocial
* Label:Social
* Display All By Default:	
* Default Base Value: 
* Hide At Value: 
* To String Style: PercentTwo
* Disable If Skill Disabled: Social	- 	2570
== Version history ==
* Ideology (DLC) Release - Added.
Animal bed

An animal bed provides a place for an animal to sleep and receive medical treatment.
It accommodates animals of any size.
== Acquisition ==
== Summary ==
Unlike animal sleeping boxes, all animals can fit inside an animal bed.
=== Rest effectiveness ===
Rest effectiveness is a measure how fast a pawn will regain rest. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. 
Rest effectiveness for animal beds varies by quality.
=== Comfort ===
Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.
Comfort varies by quality but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.
=== Surgery success chance factor ===
The surgery success chance factor is exactly what it sounds like: a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type only, with both the animal sleeping box and animal bed having a base value of 100% while the animal sleeping spot has a lower value of 70%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.
== Analysis ==
=== Sleeping comparison ===
Compared to an animal sleeping spot, a normal quality bed causes animals to sleep 80% as much. The better quality bed, the less time spent sleeping. However, in practice, animal sleeping time is almost entirely negligible. Most animal products are created even while sleeping. Combat animals can be woken up. Even for haulers, the impact is quite small.
Therefore, creating a box/bed is mostly useful for medical outcomes: recovery, surgeries and Immunity Gain Speed. Of those, animals rarely require surgery. Meanwhile, the immunity boost is rather small (+7% for animal bed, of any quality). Since animals are more resistant against disease, beds usually won't be necessary for infection, but can help against the plague or to heal battle wounds quicker.
On the plus side, animal beds are fairly cheap. They can be created for only cloth or other fabric, which is easy to grow in a temperate biome and not that expensive to trade for.
== Version history ==
* 0.12.906 - Added
* 1.3.3287 - Fix: "Assign owner" tooltip for animal beds mentions humanlike owners.
Category:Furniture
Category:Sleep furniture
Animal flap

Animal flaps are structures similar to doors that pen animals can pass through.
== Acquisition ==
== Summary ==
Animal flaps are largely equivalent to doors, supporting roofs, enclosing rooms, and containing temperature. They differ primarily in that they do not enclose pens, allowing tamed penned animals to pass through them. A room enclosed by an animal flap will be included as part of a pen placed outside.
Animal flaps also have the same opening speed as a regular door.
== Analysis ==
The animal flap is useful for creating insulated, indoor areas for animals. Pen animals will naturally seek out food stored in an animal flap enclosed freezer and will seek out safe temperatures automatically in the event of temperature extremes. They will also seek out shelter from toxic fallout, however an unenclosed roofed area will also provide that benefit. Animal beds can also be placed into a barn to protect them from raiders.
Animal flaps can also be used in place of doors to enclose rooms in biomes like the ice sheet, where materials for traditional doors are in short supply. 
== Version history ==
* 1.3.3066 - Added
Category:Structure Category:Door
Animal sleeping box

An animal box provides a place for an animal to sleep and receive medical treatment, similar to the animal bed or the animal sleeping spot.
== Acquisition ==
== Summary ==
Only animals with a body size under 0.55 can use an animal sleeping box. This includes the following animals:
.
Larger animals need to use the animal bed.
=== Rest effectiveness ===
Rest effectiveness is a measure how fast a pawn will regain rest. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. 
Rest effectiveness varies by quality and material. Stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level 
=== Comfort ===
Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.
Comfort varies by quality but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.
=== Surgery success chance factor ===
The surgery success chance factor is exactly what it sounds like: a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type only, with both the animal sleeping box and animal bed having a base value of 100% while the animal sleeping spot has a lower value of 70%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.
== Analysis ==
== Version history ==
* 0.12.906 - Added
Category:Furniture
Category:Sleep furniture
Animalist slab (broad)

An animalist slab (broad) a floor covering added by the Ideology DLC. It is a larger counterpart to the animalist slab (medium). 
== Acquisition ==
== Summary ==
The animalist slab significantly increases the dominance of the style to those who see it and is also moderately beautiful. As it is not an edifice, other buildings can be built on top of it. There are several possible varieties of texture used - the texture is determined randomly upon completion.
It has has no effect on move speed and cleanliness. For these, the stats of the floor or terrain beneath the rug is taken into account.
== Analysis == 
== Gallery ==
Animalist slab (broad) A wood.png|Variant A
Animalist slab (broad) B wood.png|Variant B
Animalist slab (broad) C wood.png|Variant C
== Version history ==
* Ideology DLC Release - Added.
Category:Floor