nyuuzyou/wikis huggingface dataset:
Marine helmet

A Marine helmet is a full-head power armor helmet that forms a full set along with the Marine armor.
== Acquisition == 
Alternatively, they can be received as a quest reward, found in ancient shrines, purchased from outlander and Empire traders and faction bases, or obtained from the following raider kinds:
Raider Kind 	Chance	Average Quality	Health
Elite mercenary	? 	Normal 	70-230%
Boss 	? 	Normal 	70-230%
Grenadier 	100% 	Normal 	70-230%
== Summary ==
== Analysis == 
Marine helmets are in the middle of the 3 power armors, stronger than the recon helmet, and weaker than the cataphract helmet. Unlike the simple helmet and flak helmet, all 3 power armors cover the full head. The marine helmet is roughly equivalent to a Recon Helmet of one quality level above (e.g. a Normal Marine Helmet ~= Good Recon Helmet), or a cataphract helmet one quality levels below. 
The marine helmet only costs 10 plasteel more than a recon helmet. And unlike the body armors, helmets do not slow the wearer down. Therefore, there is little reason to make recon helmets over marine helmets, once Marine Armor has been researched.
Likewise, cataphract helmets only cost an additional 10 plasteel compared to marine. However, researching Cataphract armor requires 2 of its techprints. This can potentially be an issue; but once you can build cataphract helmets, there is little reason not to unless you already have a particularly high quality marine helmet.
Without the Royalty DLC, an end-game colony should equip marine helmets on every colonist that does not require some other specialized headwear, such as the social impact hats or the mechlord helmet.
== 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.
PoweredArmorHelmet.png|Base variant
Animalist marine helmet.png|Animalist variant
Morbid marine helmet.png|Morbid variant
Totemic marine helmet.png|Totemic variant
== Trivia ==
Every marine helmet found on an Imperial Grenadier will be green.
== Version history ==
* 0.19/1.0 - it received a recipe change and a rename from Power helmet to Marine helmet.
* 1.1 - Received a buff to sharp protection (100% --> 106%) and blunt protection (36% --> 45%) and a nerf to heat protection (90% --> 54%).
* 1.1.2647 - No longer meets the clothing requirement of nobles, replaced in that role by Prestige marine helmet
* 1.2.2753 - Icons of spacer armor now display as off-white instead of dark gray.
* 1.3.3066 - Now spawns on new Imperial grenadiers.
* Ideology DLC Release - Received styles via new Ideoligion style system. 
* 1.3.? - Description changed to fix the lore inconsistency as Imperial Janissaries don't wear the helmet. "Armor like this is often used by imperial janissaries and rapid-incursion space marines." -> "Armor like this is often used by rapid-incursion space marines.".
== See also ==
* Prestige marine helmet - a variant of the marine helmet that both pleases nobles and improves psychic ability.
Category:Armor
Market Value Ignoring Hitpoints

== Stat Parts ==
=== Quality ===
For items with quality, their Market Value is multiplied by these values depending on quality:
Quality 	Factor	Max Gain
Awful 	 	-
Poor 	 	-
Normal 	×100% 	-
Good 	 	
Excellent 	 	
Masterwork	 	
Legendary 	 	
=== Worn By Corpse ===
If apparel is tainted, Market Value is multiplied by 10%.
=== Is Corpse Fresh ===
If a corpse is not fresh, Market Value is multiplied by 0, (i.e. it has no value).
=== Weapon Traits Market Value Offset ===
Certain persona weapon traits have offsets to Market Value:
Weapon trait 	Offset
Kind thoughts 	
Calm thoughts 	
Mad muttering 	
Mad wailing 	
Kill-focused 	
Kill-happy 	
Kill-sorrow 	
Kill thirst 	
Psy-meditative	
Painless 	
Fast mover 	
Hunger pangs 	
Neural cooling	
Jealous 	
=== Biocoded ===
If a weapon is biocoded, Market Value is multiplied by 0, (i.e. it has no value).
=== Reload Market Value ===
If an item is reloadable, the Base Market Value of the item used for ammo will be multiplied by the maximum amount needed to reload the item (the amount that will fully reload the item). This value is subtracted from the market value.
If an item is destroyed when empty (i.e. it has charges but can't be reloaded), then the market value is multiplied by the ratio of remaining charges to maximum charges. If the market value is negative, it will be adjusted to 0.
=== Genes ===
Market Value is multiplied by the following factors: Number of Genes Factor, Archite Cost Factor, and Gene Market Value Factors
Number of Genes Factor = The larger value of: 3.5 - (0.5 × Total Gene Count) and 0.5
Total Gene Count	Number of Genes Factor
0 	3.5
1 	3
2 	2.5
3 	2
4 	1.5
5 	1
6+ 	0.5
Archite Cost Factor = 1 + (3 × Total Archite Count)
Gene Market Value Factors:
Gene 	Market Value Factor
Never sleep 	
Fire spew 	
Piercing spine 	
Acid spray 	
Resurrect 	
Superfast wound healing	
Super immunity 	
Deathless 	
Archite metabolism 	
All available Gene Market Value Factors are multiplied by each other before being used as a factor.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MarketValueIgnoreHp
* Label:market value ignoring hitpoints	- 	
* Display Order:1
* Def Name:BasicsImportant
* Label:Basics
* Display All By Default:	
* Worker Class: StatWorker_MarketValue
* Min Value: 0
* To String Style: Money
* Round To Five Over: 200
* Minified Thing Inherits: 
* Show On Untradeables: 
* Scenario Randomizable: 
* Always Hide:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: ×
*** Factor Good: 
*** Max Gain Good: 
*** Factor Excellent: 
*** Max Gain Excellent: 
*** Factor Masterwork: 
*** Max Gain Masterwork: 
*** Factor Legendary: 
*** Max Gain Legendary: 
** StatPart_WornByCorpse
** StatPart_IsCorpseFresh
** StatPart_WeaponTraitsMarketValueOffset
** StatPart_Biocoded
** StatPart_ReloadMarketValue
** StatPart_Genes	2510
Marriage spot

A marriage spot decides where colonists will hold their marriage ceremony. 
== Acquisition ==
Marriage spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.
== Summary ==
Colonists will normally group up in a gathering spot for marriages, but a marriage spot takes priority. During the ceremony, the married couple will stand on the spot. Other colonists will watch the couple from a distance. You can also arrange the attendance's location by placing chairs, pews, kneel sheets, or any other seating nearby.
Drafting either side of the marriage will lead to the marriage being called off. It's possible to hold the event until everybody makes it to attendance by holding one of the two drafted outside of the room.
Marriage spot usable now.png|
Category:Miscellaneous
Mass

How heavy an object is to carry in a caravan or a transport pod.
Take note that for stackable items (like resources), the displayed mass corresponds to a single item, not the whole stack. Thus a full stack of 75 steel (mass equals 0.5 kg each) actually weights 32.5 kg in total.
== Calculating Mass ==
For pawns and corpses, the base mass is multiplied by the body size (which is first determined by a base body size, and a body size factor depending on the pawn's lifestage) and the combined coverage of natural (not missing) body parts.
After these factors, pawn/corpse mass is offset by the mass of gear (worn apparel and equipped weapon) and inventory items.
For added body parts (artificial items that fully or partially replace limbs: not internal organs or implants), the mass of the item spawned when surgically removed (i.e. the item installed) is multiplied by 90%. This is repeated for each added body part, and the sum of these adjusted masses is added as a singular offset.
Overall, this equates to:
Total Pawn or Corpse Mass = (Base Mass × (Base Body Size × Body Size Factor) × Coverage of Natural Body Parts) + Gear + Inventory + (Added Body Part Item Masses × 0.9)
For unfinished items, the base mass is offset by the combined mass of all ingredients:
Unfinished Item Mass = Mass Base + ((Ingredient 1 Mass × Ingredient 1 Amount) + (Ingredient 2 Mass × Ingredient 2 Amount) etc...)
== Base Values ==
Click to 
Thing	Mass Base
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:Mass
* Label:mass	The physical mass of an object.	
* Display Order: 10
* Def Name:Basics
* Label:Basics
* Display All By Default:	
* Default Base Value: 1
* Min Value: 0
* To String Style: FloatTwoOrThree
* Format String:"{0} kg"
* Minified Thing Inherits: 
* Show On Unhaulables:	
* Parts:
** StatPart_BodySize
** StatPart_NaturalNotMissingBodyPartsCoverage
** StatPart_GearAndInventoryMass
** StatPart_UnfinishedThingIngredientsMass
** StatPart_AddedBodyPartsMass	1500
== Version history ==
Mass chaos skip

Mass chaos skip is a level psycast that teleports pawns in its area of effect to a random location in a radius. 
== Acquisition ==
== Summary ==
 <canTargetSelf>True</canTargetSelf>
 <canTargetAnimals>True</canTargetAnimals>
 <canTargetLocations>True</canTargetLocations>
 <requiresLineOfSight>True</requiresLineOfSight>
 <randomRange>6.9~24.9</randomRange>
 <stunTicks>70~120</stunTicks>
<applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
Is goodwill impact per pawn?
== Analysis ==
* Mass Chaos Skip skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.
** Skip multiple enemies out of cover at once, exposing them to gunfire. 
** Only skips things to a location within line of sight of their starting position. However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).
** Note that "line of sight" operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it. Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.
** Be careful: you may accidentally skip the enemies behind or even right next to your pawns. The brief stun when the target arrives at the new location can permit time to react, however.
== Version history ==
* Royalty DLC Release - Added.
* 1.4.3523 - Now has a maximum body size of ?.
Category: Psycasts
Materials

----
__NOTOC__
Materials are the most basic resources. They are used for structures, buildings, apparel, weapons and more.
== Stuff ==
Materials are grouped in five stuff categories:
*Stony for all types of stone.
*Metallic for all metals.
*Woody for wood.
*Leathery for all leathers.
*Fabric for all fabrics.
So called "stuffable" buildings and items (walls, armchairs, longswords, plate armor etc.) have stuff tags. They determine from which stuff categories the building or item can be made of. The player can choose any material from these stuff categories to build or craft that building or item. The stats of the end product are then affected by the modifiers of the used material.
== Comparison table ==
The following table shows all materials, their stuff category and all their modifiers. The empty cells give a good overview which materials can't be used for what kind of building or item.
* Fabrics and leathers can't be used for weapons, doors and beds
* Stone can't be used for apparel. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)
Category:Resources
Max Hit Points

== Bases ==
Click to 
Thing	Max HitPoints
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MaxHitPoints
* Label:max hit points 	The maximum hit points of an object.This represents how much damage it can take before being destroyed.	
* Display Order:2
* Def Name:BasicsNonPawnImportant
* Label:Basics
* Display All By Default:	
* Default Base Value: 100
* Min Value: 1
* Round Value: 
* To String Style: Integer
* Round To Five Over: 200
* Show Non Abstract: 
* Scenario Randomizable: 
* Show On Pawns:	- 	99997
Max Install Count

== Bases ==
* Control sublink (standard): 3
* Control sublink (high)Requires 3 standard sublinks to be installed beforehand: 3
* Remote repairer: 3
* Mech gestation processor: 6
* Remote shielder: 3
* Repair probe: 6
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MaxInstallCount
* Label:max install count 	How many times this can be installed. Each additional installation increases or upgrades the base effect.	
* Display Order:10
* Def Name:Basics
* Label:Basics
* Display All By Default:	
* Default Base Value: 0
* Min Value: 0
* To String Style: Integer
* Hide At Value: 0
* For Information Only:	- 	4020
== Version history ==
* Biotech (DLC) Release - Added.
Max Nutrition

== Factors ==
* Hediffs
** Ghoul: 
With adult humans having a max nutrition of 1, this means Ghouls have a max nutrition of 2.
Max Nutrition is calculated by:
 Max Nutrition = (Body Size Factor × Base Body Size) × Food Max Factor
Where Body Size Factor and Food Max Factor are from the pawn's current lifestage, and Base Body Size is from the pawn's race: all are 1 by default. This means that most adult pawns have a Body Size Factor and Food Max Factor of 1, and therefore their max nutrition is equivalent to the body size of the pawn's race.
 Body Size = Body Size Factor × Base Body Size
* Life Stage Factors:
Life Stage 	Body Size Factor	Food Max Factor	Max Food
Baby 	0.2 	0.625 	0.125
Child 	0.35 	2.286 	0.8001
Teenager 	0.8 	1.25 	1
Larva (Insect) 	0.2 	2 	0.4
Immature (Insect) 	0.5 	1.5 	0.75
Baby (Animal) 	0.2 	3 	0.6
Baby (Tiny Animal)	0.1 	6 	0.6
Juvenile (Animal) 	0.5 	1.5 	0.75
Preteen 	0.7 	1.552 	1.0864
* Base Body Size:
Click to 
Pawn	Body Size
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:MaxNutrition
* Label:max nutrition	The amount of nutrition needed to completely fill this creature's stomach.	
* Display Order: 11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 1
* Hide At Value: 1
* Min Value: 0.01
* To String Style: FloatMaxTwo
* Show On Mechanoids: 
* Show On Entities: 
* Cacheable:	
* Parts:
** StatPart_BodySize
** StatPart_LifeStageMaxFood	2501
== Version history ==
Max Power Output

== Bases ==
Power Plant	Max PowerOutput (Watts)
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:PowerPlantMaxPowerOuput
* Label:max power output	The maximum power that this generator can output in ideal conditions.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Worker Class: StatWorker_MaxPowerOutput
* Default Base Value: 0
* Min Value: 0
* To String Style: Integer
* Show On Non Power Plants:	- 	1000
Maximum Comfortable Temperature

Note that the default value is only used when it is not defined for species and that the listed effective bounds are for humans. Also note that higher maximum comfortable temperatures are better.
== Base value == 
The default base value for humans is . The collapsed table below shows the minimum and maximum temperatures of all pawns
Any unique temperature mechanics will be described on their individual pages.
Pawn	Minimum	Maximum	Type
: Note: Despite having a minimum and maximum comfortable temperature defined, mechanoids are unaffected by temperature extremes.
: Note: Unlike most pawns, insectoids do not experience hypothermia and death from low temperatures and instead experience hypothermic slowdown.
== Factors ==
There are two ways to increase a pawns maximum comfortable temperature, being Apparel and Genes. Note that insulation from apparel does not affect whether a pawn "Slept in the cold/heat" mood penalty, but the effects of genes do. 
Apparel increases maximum comfortable temperature by its Insulation - Heat which is modified by its quality, and if stuffable by the insulation factor of the material from which it is made. Apparel will never decrease a pawns maximum comfortable temperature, so it is not necessary to remove clothing to make a pawn more comfortable. See Insulation for further details. 
There are 3 genes that affect a pawns maximum comfortable temperature:
* Heat weakness: 
* Heat tolerant: 
* Heat super-tolerant: 
== Analysis ==
The absolute highest a human's maximum comfortable heat can be, comes from these factors:
* Default value: 
* Legendary hyperweave tribalwear: 
* Legendary phoenix armor: 
* Legendary hyperweave cowboy hat/shadecone: 
* Legendary hyperweave face mask: 
* Heat super-tolerant gene: 
Total: 
Pawns and items will spontaneous ignite above , however, limiting the actual maximum temperature that a base can operate under below this value.
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:ComfyTemperatureMax
* Label:max comfortable temperature	Above this temperature, characters will be unhappy.Significantly above this temperature, they will develop heatstroke and eventually die.	
* Display Order: 11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 
* To String Style: Temperature
* Min Value: 
* Max Value: 
* Scenario Randomizable: 
* Cacheable:	
* Parts:
** StatPart_GearStatOffset
*** Apparel Stat: Insulation - Heat	2010
== Version history ==
Meals

Cooking meals lets you convert raw ingredients into food which is more enjoyable and/or nutritious. If the cook is decently skilled (4 or better), it can also reduce the chance of food poisoning from eating raw foods, eliminates the negative thought associated with eating some raw foods (meat, grains), and, with the higher level meals, can give a good thought.
== Comparison table ==
Name	Market Value	Ingredient Count	Nutrients Required	Nutrient Yield	Nutrient Efficiency	Taste	Skill	Work To Make
Note that despite its taste being classified as raw, eating Kibble applies a worse mood penalty to humans than eating actual raw food (-12 vs -7).
== Descriptions ==
== Version history == 
* 1.3.3066 - Meals no longer stack when they have "incompatible ingredients". 
* 1.3.3387 - Nutrients needed for lavish vegetarian and lavish carnivore meals changed to 1.25 (previously 2.5).
#Meals
Meat

Meat is one of the primary sources of food, obtained by butchering the corpses of animals, including humans. The amount obtained depends on the Meat Amount of the butchered animal, as well as the Butchery Efficiency of the butcher. It can be used alone to produce simple meals, or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. As a raw food item, colonists dislike eating uncooked meat.
Each stack of meat is labeled to identify the species it came from. In most cases, the properties of meat do not differ by species and the stats on this page apply to all of them.
There are three exceptions: insect meat, human meat, and twisted meat.
== Gallery ==
Meat big a.png|One meat big variant
Meat big b.png|Partial stack
Meat big c.png|Full stack
Meat small a.png|One meat small variant
Meat small b.png|Partial stack
Meat small c.png|Full stack
== Version history ==
Meat big old.png|Old texture of big variant
Meat small old.png|Old texture of small variant
Category:Food Category:Raw Food Category:Meat
Meat Amount

The actual amount of meat gained from butchering is also affected by Butchery Efficiency and the Work Efficiency Factor of the production station used to do the butchering. Butcher spots have a factor of 70%, while butcher tables have a factor of 100%.
== Factors ==
The base value of Meat Amount is 140, other than for dryads, which have a base value of 2. This is multiplied by the following factors:
* Body Size
* Remaining body parts
* Not carefully slaughtered: ×0.66
* Butcher yield from difficulty
* Malnutrition: 100% malnutrition is ×0.4, scales linearly
== Optimum meat amount per animal ==
 Meat amount per animal
Animal 	Meatamount
Alpaca 	140
Alphabeaver 	63
Bear (any) 	301
Bison 	336
Boomalope 	280
Boomrat 	31
Capybara 	105
Caribou 	140
Cassowary 	84
Cat 	45
Chicken 	42
Chinchilla 	49
Cobra 	36
Cougar 	140
Cow 	336
Deer 	168
Donkey 	196
Dromedary 	294
Duck 	42
Elephant 	560
Elk 	294
Emu 	84
Fox (any) 	77
Gazelle 	98
Goat 	105
Goose 	84
Guinea pig 	31
Hare 	31
Horse 	336
Husky 	120
Ibex 	140
Iguana 	56
Labrador 	105
Lynx 	84
Megascarab 	31
Megasloth 	560
Megaspider 	168
Monkey 	49
Muffalo 	336
Ostrich 	140
Panther 	140
Pig 	238
Raccoon 	56
Rat 	31
Rhinoceros 	420
Sheep 	105
Snowhare 	31
Spelopede 	112
Squirrel 	31
Thrumbo 	560
Tortoise 	70
Turkey 	84
Warg 	196
Wild boar 	119
Wolf (any) 	119
Yak 	294
Yorkshire terrier	45
== Post-Process Curve ==
Meat Amount is then affected by a post-process curve with points:
* (0,0)
* (5,14)
* (40,40)
* (100000,100000)
Meat Amount by Body Size
== Stat Def Data ==
Name	Description 	Category	Parameters	Complex Parameters	Display Priority In Category
* Def Name:MeatAmount
* Label:meat amount	The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.	
* Display Order: 11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* Worker Class: StatWorker_MeatAmount
* Default Base Value: 140
* Min Value: 0
* Show On Mechanoids: 
* To String Style: Integer	
* Parts:
** StatPart_BodySize
** StatPart_NaturalNotMissingBodyPartsCoverage
** StatPart_NotCarefullySlaughtered:
*** Factor: 
** StatPart_Difficulty_ButcherYield
** StatPart_Malnutrition:
*** Curve:
**** Points:
***** (0, 1)
***** (1, 0.4)
* Post Process Curve:
** Points:
*** (0,0)
*** (5,14)
*** (40,40)
*** (100000,100000)	3552
== Version history ==