nyuuzyou/wikis huggingface dataset:
Orbital bombardment targeter

The Orbital bombardment targeter is a powerful single-use utility artifact that calls a series of kinetic strikes against a targeted area.
== Acquisition ==
Orbital bombardment targeters cannot be crafted. Instead they can only be acquired through trade, as a reward for performing quests, or found in ancient shrines. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a targeter in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the DLC dilute the reward pool with more options
== Summary ==
When equipped, an orbital bombardment targeter is worn in the waist utility slot. Pawns that are incapable of violence can equip, but not use, the targeter. Once the wearer is drafted, it can be manually activated by the player to target a tile within 45 tiles and within line of sight.
After a 3s warm-up, a targeting laser will shoot down from above and a series of approximately 30 explosions, one every , will rock the ground near it for a , dealing massive damage. The warmup time before firing is affected by the Aiming Time stat of the wearer. The targeting radius is approximately 20 tiles, while each individual explosion's radius is 7 tiles and deals 50 bomb-type damage. These strikes can hit targets under roofs, including overhead mountain.
The targeter cannot be recharged or refueled - once its single charge is expended, the item is completely destroyed.
== Analysis ==
Can hit objects though overhead mountains, making it decent at dealing with late-stage infestations.
It is great at dealing with tough mech clusters that need to be wiped out immediately, since the Bomb damage type deals ×2 to passible buildings and ×4 to impassible buildings. Any type of static target such as a siege camp or hostile base can be easily dealt with by the bombardment, though don't count on getting much loot or many prisoners. Incapacitated humans and items on the ground, aside from indestructible raw materials like steel, will be hit and damaged by the explosions as much as your enemies.
== Version history ==
* 0.18.1722 - Added. 
* 1.2 - Changed from a ranged weapon to a utility slot item.
* 1.2.2719 - New visual effects for all orbital bombardments. You can now see and hear incoming projectiles and other details are improved.
* 1.2.2753 - New artwork for orbital targeters. Removed full-map light up effect of all strikes except orbital beam.
* 1.3.3067 - Escaping prisoners are now capable of picking up and using targeters.
OrbitalTargeter.png|Old generic targeter sprite
Category:Artifact
Category:Utility
Orbital mech cluster targeter

The Orbital mech cluster targeter is a powerful single-use utility artifact that calls a mechanoid cluster down on the targeted location. These mechanoids are not allied to the user in any way, and behave as normal mechanoids do.
== Acquisition ==
Orbital mech cluster targeters cannot be crafted. They can only be acquired through trade, as a quest reward, or found in ancient shrines.
== Summary ==
When equipped, an orbital mech cluster targeter is worn in the waist utility slot. Pawns that are incapable of violence can equip, but not use, the targeter. Once the wearer is drafted, it can be manually activated by the player to target a tile within 45 tiles and within line of sight. It can be targeted under roofs of all types but pods landing on overhead mountain will cause cave-ins and create collapsed rocks, destroying the pod and its occupants in the process.
After a 3s warm-up, a mechanoid cluster will spawn in the targeted area. The warmup time before firing is affected by the Aiming Time stat of the wearer. This cluster is identical to other clusters but will never spawn with a condition causer. The mechanoids within are not allied to the user in any way, and behave as normal mechanoids do. They will be hostile to everyone except other mechanoids.
The targeter cannot be recharged or refueled - once its single charge is expended, the item is completely destroyed.
== Analysis ==
They are in every way a mech cluster you can summon, with all the help and hindrance that can bring. Use with caution and remember it does not help against other mechanoids.
== Version history ==
* Royalty DLC Release - Added.
* 1.2.2719 - Will no longer spawn a cluster with condition causer.
* 1.2.2753 - New artwork for orbital targeters. Changed from a Weapon to a Utility item. Prior to this, like all ranged weapons it couldn't be used when the pawn was wearing a shield belt.
OrbitalTargeter.png|Old generic targeter sprite
Category:Artifact
Category:Utility
Orbital power beam targeter

The orbital power beam targeter is a powerful single-use utility artifact that deals damage in a wide radius for a short duration.
== Acquisition ==
Orbital power beam targeters cannot be crafted. Instead they can only be acquired through trade, as a reward for performing quests, or found in ancient shrines. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a targeter in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the DLC dilute the reward pool with more options
== Summary ==
When equipped, an orbital power beam targeter is worn in the waist utility slot. Pawns that are incapable of violence can equip, but not use, the targeter. Once the wearer is drafted, it can be manually activated by the player to target a tile within 45 tiles and within line of sight.
After a 3s warm-up, a massive beam will shoot down from above for . Once per activated tick, the beam chooses 4 random tiles in a 15-tile radius of the target, setting them on fire and dealing between 65 and 100 Flame damage to everything on each tile. The warmup time before firing is affected by the Aiming Time stat of the wearer. The beam can hit targets under roofs, including overhead mountain.
The targeter cannot be recharged or refueled - once its single charge is expended, the item is completely destroyed.
== Analysis ==
Can hit objects through overhead mountain, decent at dealing with late-stage infestations.
Because Mechanoids are immune to fire damage, they cannot be harmed by an orbital power beam.
== Version history ==
* 0.18.1722 - Added. 
* 1.2 - Changed from a ranged weapon to a utility slot item.
* 1.2.2753 - New artwork for orbital targeters.
* 1.3.3067 - Escaping prisoners are now capable of picking up and using these.
OrbitalTargeter.png|Old generic targeter sprite
Category:Artifact
Category:Utility
Orbital trade beacon

An orbital trade beacon is a miscellaneous structure that allows items stored within its range to be used for trading with orbital traders. 
== Acquisition ==
== Summary ==
Powered orbital trade beacons are required to engage in orbital trade. A comms console is required to find and contact trade ships. Beacons can be used to pay factions for ransom or persona core information. All silver and other tradeable items within a beacon's radius are available to offer. Animals don't need to be within the beacon's radius to be traded away.
Trade beacons will work both when outdoors and under a roof, and do not need to be placed in range of a comms console. Solid walls will break the area of influence of a trade beacon, but columns and other passible objects don't block it. Items purchased from a trader will be dropped within range of a beacon if unroofed and not inside a pen, otherwise they will be dropped as close to the beacon as possible, avoiding the roofs.
40% of center drop pod raids will target a powered, unroofed orbital trade beacon if one is present, but will default to regular behavior otherwise.
== Analysis ==
 
Orbital trade can be very useful to a colony's progression. Trade ships are uncommon compared to caravans, but provide vast amounts of buyable materials, from steel and plasteel to components to neutroamine, without having to create your own caravan. Lacking these types of materials can impede a colony's advancement. The further away neutral/friendly faction bases are, the more useful trade ships become. Trade ships will often buy and sell items that are impractical with caravans, including large supplies of stone blocks, which can save a tremendous amount of time in constructing a base. Of course, a means of making money is almost required to actually buy things from trade ships. 
For ease of use, it may be best to place your stockpiles with beacons in mind - shaping them such that places are left for the beacons and the beacons cover at the very least anything that will likely be sold, if not everything in storage. Shelves will triple the amount of space you can store inside each beacon.
=== Raid Manipulation ===
Orbital trade beacons can be used to exploit the spawning behavior of drop pod raiders. By building a beacon outside of your base, a percentage of drop pod raiders will be spawned there outside your defenses instead of in the middle of your base. This can be further exploited by placing defenses such as IED traps around the landing site. Note that received trade goods will still be sent to this "bait" beacon, so it must still be safely accessible to colonists. Alternatively, the bait beacon can be powered off just before receiving trade goods and then switched back for daily operation, ensuring that the goods will land in a safe place inside your base. However, the player should decide if this is worth it as this causes additional micromanagement during already time-sensitive orbital trades.
== Version history ==
*0.3.410 - Landing pad replaced by Orbital Trade Beacon.
Launch pad.png|Original landing pad sprite
AreaLanding.png|Original landing pad sprite
Category:Miscellaneous
Category:Trade
Ore

Ore is a general term for natural structures that yield valuable resources when mined:
Material	Material 	HP	Base Yield
 	Compacted plasteel 	 	
 	Silver ore 	 	
 	Compacted steel 	 	
 	Uranium ore 	 	
 	Jade 	 	
 	Gold ore 	 	
 	Compacted machinery	 	
The yield of each ore is affected by the Mining Yield stat of the miner, as well as the Mining yield storyteller setting. For example, in Losing is Fun, mining yield is multiplied by 80%.
Organ decay

Main article: organ decay
Organ decay is a rare, painful, and untreatable disease that causes increasingly reduced function in a particular organ, until destroying it completely. It is unknown what pathogen causes the illness.
== Overview ==
Organ Decay can affect the heart, lungs (left and/or right), and kidneys (left and/or right); multiple organs can be afflicted simultaneously (at least 3, at most, 5). Organ decay causes pain and reduced part efficiency (for example, breathing) in the afflicted organ with the associated knock-on effects. When the disease progress reaches 100% the affected organ will be destroyed- which is immediately fatal if the heart is destroyed. 
Organ Decay cannot be treated with bed rest or medicine, and it is not prevented by penoxycyline. Instead, the afflicted organ must be replaced entirely, either with a natural organ or a bionic replacement. Healer Mech Serum will heal a single affected organ, even if multiple organs are afflicted with organ decay. The decaying organ can be surgically removed, but it cannot be harvested.
Organ decay will reach full saturation after 30 to 40 days. Accelerated organ decay, which appears on creepjoiners, will take only 10 to 20 days to reach maximum saturation.
== Stages ==
==== Minor ====
* Pain
* Part efficiency
==== Moderate ====
* Pain
* Part efficiency
==== Severe ====
* Pain
* Part efficiency
==== Extreme ====
* Pain
* Part efficiency
* Complete loss of function at 1 severity.
== Progression ==
=== Stages ===
If obtained by a disease event, it is detected immediately and starts at 0 severity. Severity increases over time, at a rate of 1.66% to 3.34% per day for normal organ decay, and at a rate of 5% to 10% for the accelerated version.
Organ decay can appear as a downside on creepjoiners or duplicates, although it initially stays undiagnosed. After diagnosis, it starts at 0.02% to 15% severity.
* Minor - Severity: 0 - 0.199
* Moderate - Severity: 0.2 - 0.399
* Severe - Severity: 0.4 - 0.599
* Extreme - Severity: 0.6 - 0.999
* Loss of function - Severity: 1
== Version history ==
* 1.5.4062 - Added.
<noinclude>
Category:Disease
Ornate door

Ornate doors are beautiful, wide doors that can be used to contain rooms.
== Acquisition ==
== Summary ==
Needs walls on both sides to work, otherwise stays open
== Analysis ==
Ornate doors add to the Wealth and Impressiveness of rooms, which can be important for meeting the requirements of certain titles or just increasing the mood bonus of dining rooms, rec rooms and bedrooms. Noticeable they add to the stats of both rooms they are bordering, which means when placed strategically they offer a relatively compact way of increasing impressiveness and wealth. However the fact that they require gold makes them in many ways subpar when compared to statues which can be made out of any material or simply covering the floor with fine carpet.
Ornate doors are much stronger than regular doors, with base HP of 250 versus 160, making them an expensive but feasible way to slow down attackers. A plasteel ornate door has 700 HP, only slightly less than the 800 HP of a security door, at a cost of 75 plasteel and 50 gold instead of 50 plasteel and 2 components, with lesser technology requirements and not relying on electricity to maintain 100% opening speed. If used for containment of entities, a plasteel ornate door provides 140 containment, compared to 90 from a plasteel door or 160 from a security door. A colony that lacks the technology for security doors, but has gold to spare, can substantially boost the containment strength of their cells with ornate doors.
== See also ==
* Security door - another 2x1 door with significantly more utility.
== Version history ==
* 1.5.4062 - Added.
Category:Structure Category:Door
Ostrich

Ostriches are huge, flightless birds that are easily riled, found in arid shrublands and deserts. Male adult ostriches are dark, while young and female ostriches are lighter brown.
== Taming ==
Ostriches can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.
== Summary == 
A female ostrich produces ostrich egg every day when fertilized. Ostriches will not lay unfertilized eggs.
== Analysis ==
Ostriches are one of many egg-laying animals that are inferior to chickens. A hen lays eggs for every ostrich egg. While an ostrich egg is worth chicken eggs, a single hen remains superior to an ostrich. 3 hens eat less food than 1 ostrich. Hens do not need to be fertilized, which adds a further advantage.
While chickens cannot be found in the wild, the dromedary is superior to the ostrich. Dromedaries produce more food (in the form of milk), both per day and per nutrition fed. They are easier to tame, can be ridden on a caravan, and found in all biomes that ostriches reside in. So if dromedaries are available, there's little point in keeping an ostrich pet.
Therefore, ostriches are mostly relegated to hunting fodder and the occasional manhunter pack. Even then, dromedaries give more food and won't go manhunter when hunted.
== Attacks ==
Ostriches have three attacks: scratch (feet), bite (beak), and, less commonly used, blunt (head). In addition to the base damage, the scratch and bite attacks apply a stun for .
== Training ==
== Health ==
== Gallery ==
Male Ostrich east.png|Adult Male Facing east
Male Ostrich north.png|Adult Male Facing north
Male Ostrich south.png|Adult Male Facing south
Dessicated ostrich east.png|Adult Male Decaying
Female Ostrich east.png|Female and Young Facing east
Female Ostrich north.png|Female and Young Facing north
Female Ostrich south.png|Female and Young Facing south
Dessicated ostrich east.png|Female and Young Decaying
== Version history ==
* 1.3.3066 - No longer trainable. Egg interval reduced from 19 days to 3.33. BaseHungerRate reduced from 0.55 to 0.42. Adult age 0.45 -> 0.2222
Category:Animals
Category:Wild animal
Ostrich egg (fert.)

Ostrich eggs are a type of egg laid by female ostriches.
Only fertilized ostrich eggs are laid, so all ostrich eggs are displayed "Ostrich egg (fert.)". Fertilized eggs are edible to colonists and ovivorous animals.
== Gallery ==
Egg small a.png|One ostrich egg (fert.)
Egg small b.png|Stack of ostrich eggs (fert.)
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (fert.)
Outdoor Beauty

== Bases ==
Thing 	Base
Glowstool 	
Agarilux 	
Bryolux 	
Rose 	
Daylily 	
Rice plant 	
Potato plant 	
Corn plant 	
Strawberry plant 	
Haygrass 	
Cotton plant 	
Devilstrand 	
Healroot 	
Hop plant 	
Smokeleaf plant 	
Psychoid plant 	
Cocoa tree 	
Ambrosia bush 	
Tinctoria 	
Agave 	
Pincushion cactus 	
Saguaro cactus 	
Drago tree 	
Grass 	
Tall grass 	
Bush 	
Brambles 	
Wild healroot 	
Willow tree 	
Cypress tree 	
Maple tree 	
Chokevine 	
Dandelions 	
Astragalus 	
Moss 	
Berry bush 	
Oak tree 	
Poplar tree 	
Pine tree 	
Birch tree 	
Low shrubs 	
Alocasia 	
Clivia 	
Giant rafflesia 	
Teak tree 	
Cecropia tree 	
Palm tree 	
Bamboo tree 	
Soil 	0
Lichen-covered soil	0
Marshy soil 	0
Rich soil 	0
Stony soil 	0
Sand 	0
Soft sand 	0
Mud 	0
Ice 	0
Marsh 	0
Stone chunk 	0
Anima tree 	
Anima grass 	
Nutrifungus 	
Bonsai tree 	
Fibercorn 	
Timbershroom 	
Gauranlen tree 	
Gauranlen moss 	
Gauranlen pod 	
Toxipotato plant 	
Polux tree 	
Gray grass 	
Ripthorn 	
Pebble cactus 	0
Gray pine tree 	0
Witchwood tree 	0
Rat palm tree 	0
Harbinger tree 	
Flesh 	
== Factors ==
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:BeautyOutdoors
* Label:outdoor beauty 	How enjoyable something is to look at if it's outside.Beautiful objects fulfill peoples' need for beauty.	
* Display Order:12
* Def Name:BasicsNonPawn
* Label:Basics
* Display All By Default:	
* Default Base Value: 0
* Min Value: -1000
* Hide At Value: 0
* Round Value: 
* To String Style: Integer
* Round To Five Over: 100
* Apply Factors If Negative:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary: 
** StatPart_ContentsBeauty	3000
== Version history ==
* 1.3.3117 - Added.
Outdoors

Outdoors is the need for every pawn without the Undergrounder trait to be outside. Even when landed on a frontier world, most pawns feel the need for the great outdoors. Keeping them inside for too long will eventually affect their mood negatively.
This isn't much of a concern for certain professions. Farmers, animal handlers and hunters will go outside quite regularly. It's more of a concern for pawns whose jobs keep them inside: cooks, builders, tailors, crafters, artists, researchers, etc.
For the equivalent but inverse need for Undergrounder pawns, see Indoors.
== Need thresholds ==
Characters' outdoors level is grouped into six thresholds: None, Stuck Indoors, Trapped Indoors, Cabin Fever, Trapped Underground and Entombed Underground. Each threshold provides a different thought and thus mood penalty to a character.
The outdoors levels are as follows:
Label 	Outdoors 	Mood Debuff
None 	> 80% 	None
Stuck indoors 	>60% and ≤80% 	
Trapped indoors 	>40% and ≤60% 	
Cabin fever 	>20% and ≤40% 	
Trapped underground 	>0.05% and ≤20%	
Entombed underground	≤0.05% 	
Outdoors caps at 0% and 100%.
== Need changes ==
The outdoors status level ticks up or down depending on two factors - the roof above the pawn, and whether they are considered indoors by room mechanics.
Reductions in status level are reduced to 20% of their values while a pawn is in a bed, such as when awaiting an operation, and all changes are frozen while a pawn is sleeping.
The outdoors need can only drop below 20% when under overhead mountain, however, if the outdoors need is already below 20% and the value would otherwise decrease, it will not increase. It will simply stay where it is. 
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 	 	 	 	 	 	
Indoors and in Bed 	 	 	 	 	 	
Outdoors 	 	 	 	 	 	
Outdoors and in Bed	 	 	 	 	 	
== Analysis ==
* Most pawns that aren't zoned out will satisfy this need on their own by going on a walk during Recreation.
* Spacing out your colony buildings from each other can help satisfy this need simply by forcing pawns to walk outdoors between them.
* Build early recreation buildings outside, before you have the ability to create an Impressive rec room.
* Manually Draft them and move them outside for awhile.
* Pawns not under roofs will gain Outdoors faster than under roofs.
* While events will not affect Outdoors, pawns under a thick roof will lose Outdoors ~30% faster, and pawns in bed will lose/gain Outdoors at 20%.
== See also ==
* Deterioration
Category:Status Level
Outlander refugee group

Outlander refugee group is a temporary faction.
== Summary ==
Raid Loot Value From Points Curve:
Raid Points	Loot Value
35 	
100 	
1000 	
2000 	
4000 	
== Ideoligion ==
Disallowed memes:
* Nudism
* Raider
* Blindsight
== Pawns ==
=== Pawn Kinds ===
=== Xenotypes ===
== Gallery ==
Category:Factions
Outlander refugee group/Pawns

Pawn Kind	Image	Combat Power	Gear	Age Range	Apparel	Weapons	Tech	Inventory	Additional Info edit
Refugee 	 	35 	
* Health: 20~60%
* Quality: Poor	Any 	
* Budget: 90~280
* 20% Headgear
* Available Apparel:	
* Budget: 60~200
* 10% Biocoded:	
* Budget: 50~50
* 15% chance to have one of the following:	
* Nutrition: 2.55
* 10% chance of: 30~70 or 1	
* Race: Human
* Default Faction: Outlander refugee group
* Backstories: Cryptosleep (5% Commonality)
* Xenotypes: 2.5% 
* : 12%
* : 0~1
* : 8~14
Category:Pawnkind tables
Outlanders/Pawns

Pawn Kind 	Combat Power	Gear 	Apparel 	Weapons 	Tech 	Inventory 	Additional Info edit
Villager (Child)	45 	HP: 20~200%Avg. Quality: Poor	Budget: 200~400Allow Headgear Chance: 40%Available:	Budget: 0Available: 	Budget: 50~6006% chance to have one of the following: 	2.55 Nutrition	Pawn Group Development Stage: ChildRace: HumanDefault Faction Type: Civil OutlanderBackstories: Cryptosleep (5% Commonality)isFighter: falseChemical Addiction Chance: 5%Initial Will Range: 0~1Initial Resistance Range: 10~17
Villager 	45 	HP: 20~200%Avg. Quality: Poor	Budget: 200~400Allow Headgear Chance: 40%Available:	Budget: 65~250Available: 	Budget: 50~6006% chance to have one of the following: 	2.55 Nutrition	Age Range: AnyRace: HumanDefault Faction Type: Civil OutlanderBackstories: Cryptosleep (5% Commonality)isFighter: falseChemical Addiction Chance: 5%Initial Will Range: 0~1Initial Resistance Range: 10~17
Town guard 	60 	HP: 60~200% 	Budget: 400~600Allow Headgear Chance: 40%Available:	Budget: 250~400Available:	Budget: 200~7004% chance to have one of the following: 	2.55 Nutrition	Age Range: AnyRace: HumanDefault Faction Type: Civil OutlanderBackstories: Cryptosleep (5% Commonality)isFighter: trueChemical Addiction Chance: 5%Initial Will Range: 1~3Initial Resistance Range: 15~24
Town trader 	45 	HP: 100%Avg. Quality: Normal 	Budget: 400~600Required: Available: 	Budget: 200~200Available:	Budget: 600~150015% chance to have one of the following:	2.55 Nutrition	Age Range: AnyRace: HumanDefault Faction Type: Civil OutlanderBackstories: Cryptosleep (5% Commonality)Trader: trueisFighter: falseXenotypes: 4% HighmateChemical Addiction Chance: 5%Initial Will Range: 2~4Initial Resistance Range: 12~20
Town councilman 	40 	HP: 100%Avg. Quality: Good 	Budget: 700~1200Required: Available: 	Budget: 200~200Available:	Budget: 600~150015% chance to have one of the following:	2.55 Nutrition	Age Range: At least 30Race: HumanDefault Faction Type: Civil OutlanderBackstories: Cryptosleep (5% Commonality)Faction Leader: trueisFighter: falseChemical Addiction Chance: 5%Initial Will Range: 3~5Initial Resistance Range: 7~11
Category:Pawnkind tables