nyuuzyou/wikis huggingface dataset:
War urchin

A war urchin is a mechanoid added by the Biotech DLC.
== Summary == 
Dead war urchins may be shredded at the machining table or crafting spot for steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the urchin.
War urchins are mechanoids created by a war queen. A war queen can create 3 war urchins every 15 seconds, and each one costs 25 steel to create (75 steel per batch). Uniquely, war urchins can not be recharged - they will expire after have passed. They do not use bandwidth and can't go dormant.
Unlike other mechanoids, war urchins created by the player cannot be manually ordered, even within range of their mechanitor, nor can they be zoned; they just behave like ally pawns from NPC factions.
=== Combat ===
War urchins wield the spiner gun, which has an incredibly short range of tiles.
== Analysis ==
===As an enemy===
War urchins spawn directly on queen's position. When they enter combat (more specifically "collision"), they can push combatants around, disrupting positioning, until every creature has its own space.
===As an ally===
War urchins are extra-disposable pawns, even cheaper than a militor. They can lure in attacks from enemies. Their small size can make them surprisingly competent hallway blockers.
== Health ==
=== Body parts ===
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3531 - Fix: War urchins are not newborn when created by a war queen.
Category:Mechanoids
Warg

Wargs, called warg puppies as babies, are cold-loving, wolf-like carnivorous animals that roam through . While most carnivores can eat meat, corpses, kibble, and meals, Wargs can only eat raw meat and corpses.
== Summary ==
Unlike every other carnivore in the game, wargs can't eat or be fed with meals or kibble. A steady supply of meat/corpses is required to keep them fed. As allowing your wargs to feed on human corpses doesn't generate bad thoughts, zoning your wargs into a human corpse freezer is an efficient way of getting rid of corpses and keeping your wargs fed at the same time.
It is advisable to keep your colonists and animals (excluding even larger beasts like Thrumbos) away from Wargs as their high hunger rate, carnivorous nature and brutal combat ability make them extremely dangerous. Keep smaller animals, children or colonists with poor combat skills far away from Wargs and exercise caution keeping anybody near them. Allowing Wargs to feed on corpses may be an effective strategy to reduce the risk of Wargs hunting your pawns.
Wargs have 80% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.
Wargs can appear in raids alongside yttakin pirates. 
== Attacks ==
Wargs have two attacks: scratch (paw) and bite (teeth). Both attacks apply a stun for 6.67 seconds on their first strike when hunting. Faster and smaller than a Grizzly bear and with of their DPS, though with less and the health, Wargs are remarkably strong in combat.
== Taming ==
Wargs can be tamed by a handler with at least a 5 in animal skill from . Wargs can also be purchased pre-tamed from bulk goods traders or one can be spawned at the start of a game as the starting pet. They breed quickly and are strong fighters.
== Training ==
== Health ==
== Gallery ==
Warg east.png|Warg facing east
Warg north.png|Warg facing north
Warg south.png|Warg facing south
Dessicated warg east.png|Warg decaying
== Version history ==
* 0.11.877 - New sound: warg voices.
* 0.12.906 - Sprite changed
* Beta 19/ 1.0 - damage increased by 15%.
Old warg and husky.png|Legacy texture before version A12. Was later reused by the husky
Category:Animals
Category:Pet
Warped obelisk

The Warped Obelisk (also referred to as the "Abductor") is one three potential Obelisks that may arrive at your colony. The Warped Obelisk will kidnap creatures and colonists on activation, sending them to an alternate dimension called The Labyrinth.
== Occurrence ==
The warped obelisk can spawn in the map as a Major Threat.
== Summary == 
Like all Obelisks, the Warped Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk teleports the interacting colonist to the Labyrinth. The chance of this event occurring is on average, once every 24 hours of either suppression or study. 
* When it reaches 100% Activity Level the Warped Obelisk will explode, drop a Shard, and teleport random pawns on the map into The Labyrinth. Colonists, prisoners, and animals all can be teleported. If you attack the obelisk with multiple colonists, it can send more than one to the Labyrinth. They will arrive at different places, but on the same map, speeding up your exploration and giving you more firepower to defend against the threats inside. Do note that the obelisk's explosion is extremely deadly within 1 tile.
* After 10 Anomaly research points from studying the obelisk a teleport button will appear. (15-80 day cooldown)
* Inside the The Labyrinth you can find gray boxes and corpses with food, organs, and weapons.
* Once you have found the warped obelisk inside of The Labyrinth you can interact with it to be teleported back to your base, however alongside some of its content, which may be flesh beasts, or a lot of corpses that will come alive during the next death pall. When you return the obelisk will be gone.
* Unlike other obelisks, the warped obelisk cannot be deactivated.
== Analysis ==
== Version history == 
* Anomaly DLC Release - Added.
Category: Entities
Waste rat

A waste rat is an animal added by the Biotech DLC.
== Summary ==
Waste rats are rodents that are able to spawn on polluted maps that are considered moderately polluted or more. Unlike normal rats, waste rats have a rather high 50% revenge chance as well as a 20% chance to revenge when a handler fails to tame them. Bites from waste rats are capable of inflicting toxic buildup at a rate of 1.5% per damage inflicted. 
Waste rats have 100% Toxic Environment Resistance rendering them immune to environmental effects such as rot stink and toxic buildup from non-attack sources.
== Analysis ==
On heavily polluted maps, waste rats may be a more reliable source of food thanks to their environmental toxic immunity, so long as your colonists are careful; much like cobras, attacks from waste rats can poison your colonists with toxic buildup. As a tamed animal, Waste rats reproduce incredibly fast and can be trained to attack, allowing a swarm to form. however this is not without fault, due to their toxic buildup they can be prone to causing corpses to rot, leading to the leather and meat being wasted and posing a Lung rot risk for any pawn cleaning up after, their small size also makes them quite fragile as well. Essentially serving a role as cannon fodder with less maintenance and more control compared to their non-wasted variants that have higher wildness.
== Training ==
== Health ==
== Gallery ==
WasteRat_east.png|Facing east
WasteRat_north.png|Facing north
WasteRat_south.png|Facing south
Dessicated_WasteRat_east.png|Decaying
== Version history ==
* Biotech DLC Release - Added.
Category:Animals
Category:Wild animal
Wastepack infestation

Wastepack Infestations are most commonly triggered by destroyed Toxic Wastepacks but also can occur as a Major Threat. When a wastepack infestation triggers, it creates wastepack cocoons. When these cocoons are disturbed, or when a human walks within a set radius, the insects will appear. These insects erupt hostile to all non-Insects, including wild animals and even some spawned map detritus like Ancient Car Frames. Wastepack Infestations generated an amount of cocoons based on Raid Points. Each cocoon's raid point amount is the same as the insect inside: 150 for Megaspider, 75 for Spelopede and 40 for Megascarab. 
== Wastepack spawned Wastepack Infestations ==
Anytime a Wastepack deteriorates or is destroyed on the map there is a ( 1.2% chance * Wastepack Cocoons Infestations difficulty option ) of a Wastepack Infestation. These Wastepack Infestations appear around the location of the wastepack being destroyed. 
== Storyteller fired Wastepack Infestations ==
The storyteller can also fire a Wastepack Infestation without any Wastepacks deteriorating. These Wastepack Infestations are fired like any other major threat like Raids, Manhunter Packs, or Defoliator Ships. Wastepack Infestations fired via the storyteller appear roughly in the center of the map and have the same mechanic as Wastepack fired Wastepack Infestations.
Category:Game mechanics
Wastepacks Per Recharge

== Calculating Wastepacks Per Recharge ==
All Mechanoids have a base value of 5. This value is multiplied post process by a mech's Bandwidth Cost stat to produce the final value:
Wastepacks Per Recharge = Base Wastepacks Per Recharge × Bandwidth Cost
Simply put, just multiply bandwidth cost by 5.
Here is a table with the final amount of toxic wastepacks produced per full charge cycle for each mechanoid:
Mechanoid 	Wastepacks Per Recharge
Centipede blaster	20
Centipede gunner 	20
Centipede burner 	20
Lancer 	15
Scyther 	10
Pikeman 	10
Termite 	5This mech cannot be gestated by a mechanitor, so this is irrelevant
Militor 	5
Lifter 	5
Constructoid 	5
Fabricor 	5
Agrihand 	5
Cleansweeper 	5
War urchin 	5This mech cannot be recharged, so this is irrelevant
Paramedic 	5
Legionary 	10
Tesseron 	15
Scorcher 	5
Tunneler 	15
Apocriton 	10
Centurion 	25
War queen 	25
Diabolus 	25
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:WastepacksPerRecharge
* Label:wastepacks per recharge	How many toxic wastepacks this mechanoid will generate at a mech recharger when going from 0 to 100% energy. Larger mechanoids will generally create more toxic wastepacks.	
* Display Order:13
* Def Name:Mechanoid
* Label:Mechanoid
* Display All By Default:	
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids: 
* Default Base Value: 5
* Min Value: 0
* Show If Undefined:	
* Post Process Stat Factors:
** Bandwidth Cost
* Parts:
** StatPart_Hyperlinks:
*** Thing Defs: Toxic wastepack	2000
== Version history ==
* Biotech (DLC) Release - Added.
Waterproof conduit

The underwater conduit can be used to power or connect things on another side of a river such as watermill generators or deep drills.
== Acquisition ==
== Summary ==
=== Short circuit ===
A conduit can short circuit, damaging a random piece of conduit and discharging all connected stored power from batteries, in an fiery explosion proportional to the amount of charge. This damage can be mitigated by building walls over your power conduits (preventing fires), keeping critical areas and storage away from conduits, and disconnecting charged banks of batteries from the network via a power switch.
== Analysis ==
As an alternative to the waterproof conduit, bridges can be built over water and normal conduits built upon the bridges. This costs far less steel than the use of underwater conduits—ten times less to be precise. However, this technique has some drawbacks:
* Bridges are somewhat costly in terms of wood, which can be a problem in biomes where trees are scarce.
* The bridge-and-conduit combination takes far longer ( vs ) to construct than waterproof conduits do (mostly because of the bridges), making this a questionable option for colonies short on building labor and a terrible option in emergencies.
* The length of bridge used for the conduits can provide an unwanted route to raiders who would otherwise be slowed by the body of water, though scattering spike traps on the bridge can turn this problem into a defensive advantage.
* The bridge-and-conduit combination is far more vulnerable to fire (from e.g. a short circuit). An underwater conduit that catches fire will go out almost immediately, while a bridge with a conduit on it will often continue to burn until the destruction of the conduit and possibly the bridge along with it.
== Version history ==
* 0.19.2009 - Added.
Category:Power
Waterskip

Waterskip is a level psycast that creates water in its area of effect, putting out fires.
== Acquisition ==
== Summary ==
thumb|left|175px|Area of affect of Waterskip. Cast location has been marked in yellow, surrounding affected tiles in white, and unaffected tiles in red.
On cast, Waterskip instantly extinguishes all fires within a 3x3 square centered on the target tile, including burning pawns. Additionally, a water puddle is left behind on each affected tile for a variable duration between 7 - 10 in-game hours (approx.). While they persist, these puddles effectively reduce the flammability of a tile to 0, preventing fires from forming on or spreading to the tiles they're on. They are a type of filth, with a beauty of and cleanliness of and able to be cleaned as normal. Beyond this, the puddles are entirely cosmetic - they do not affect the flammability of pawns standing on them, nor do they extinguish burning pawns moving onto them, as standing water does. Additionally, neither the initial cast nor the resulting puddles cause eligible buildings to zzztt, nor inflict the soaking wet thought on pawns.
Waterskip will also reveal any invisible revenants that are within its radius when cast.
== Analysis ==
Waterskip is psycast that provides a free but less effective alternative to firefoam. Compared to a firefoam pop pack, Waterskip has significantly less coverage (only a 3x3 squares compared to a 6 tile radius circle for the pop pack). This low range is compounded to the small cast time for Waterskip, compared to the instant activation of the pop pack, making extinguishing flames in large quantities comparatively much slower. Waterskip also doesn't give the covered in firefoam hediff that prevents pawn from being reignited, but the puddles left by waterskip does prevent fire from starting on that cell (negating the effect of chemfuel puddles).
However, Waterskip doesn't have to be reloaded like firefoam, it has a massively increased effective range, being able to target any pawn and any location (within line of sight) up to 25 tiles. Additionally, unlike the pop pack, Waterskip can be cast several times consecutively (as neural heat and psyfocus allow), whereas a pop pack must be reloaded between uses. Finally, the pack takes up the valuable Utility slot for a capability that may not be useful every time, introducing a significant opportunity cost.
This gives Waterskip a role in unexpected emergencies, combating widespread fires, or small fires that are out of reach of your pawns. It can also be used to extinguish burning pawns without having to expose yourself by moving near them.
== Version history ==
* 1.1.2647 - Added.
Category: Psycasts
Weapon comparison table

Welcome to the Comparison Table!
This is a tool designed to let you compare every traditional ranged weapon in the game, quality included. Area-of-effect weapons are not included, as their depends on how many enemies you can hit at once and they typically have forced miss radii. 
==== Instructions ====
# - Click this on the control panel to show a weapon and all its variants on the main table.
# - Click this on the control panel to hide a weapon and all its variants on the main table.
Please mouse over column headings with dotted underlines for further explanation including assumptions made. 
==== Sorting ====
The main table can be sorted by each column, and tier sorting is enabled - for example, you can sort by DPS and then by Quality to easily compare DPS at a given quality.
==== Credit and modification ====
This table was initially created by Harakoni (Wiki Moderator) (talk) for personal use, and while it has been deemed stable enough to move into the Main namespace, it remains subject to a number of significant technical constraints. Please consult with him before any modifications are made. Similarly, please report any issues him as well.
=== Control panel ===
 Select which weapons you'd like to compare
Weapon 	Toggle	Weapon 	Toggle
Assault rifle 	 	Autopistol 	
Bolt-action rifle	 	Chain shotgun 	
Charge lance 	 	Charge rifle 	
Great bow 	 	Heavy SMG 	
LMG 	 	Machine pistol	
Minigun 	 	Pila 	
Pump shotgun 	 	Recurve bow 	
Revolver 	 	Short bow 	
Sniper rifle 	 	Hellcat rifle 	
=== Main table ===
	Quality	Name	Damage	AP	Range	Accuracy(Touch)	Accuracy(Short)	Accuracy(Medium)	Accuracy(Long)						Market Value
Back to ToC
#Weapons comparison table
Weather controller

Weather controllers are mechanoid cluster and quest condition causers that force a particular weather.
== Summary ==
Weather controllers force a weather condition within a 10 world-tile radius. It has no impact on caravans, but affects every settled or player-visited tile in range. A weather controller inside your colony takes priority over a weather controller from the world map, and most recent in the case of multiples. 
All in-game weather controllers and quests cause a 'bad' weather type; Fog, Foggy Rain, or Rainy Thunderstorm, but not Dry Thunderstorms. 
== Analysis ==
Since weather penalizes colonists and ranged enemies equally, Rainy weather controllers are one of the least harmful condition causers, and can be left indefinitely without much issue. Since it slows down colonists working outside, you may want to destroy them eventually. Forced fog controllers are a more hazardous weather and should be removed in most circumstances.
When outdoors, forced weather will reduce the accuracy of ranged weapons. If a shooter and their target are both under a roofed tile, then they are not affected by weather, no matter what's between them, including unroofed tiles. In addition, all forms of rain and snow reduce movement speed and give the Soaking Wet moodlet. 
Forced Rain will limit and automatically extinguish wildfires even from lightning, but it is suggested you roof over major walkways and killboxes to limit other negative effects, like unroofed electronics short circuiting and accelerated item decaying. Forced Fog prevents all rain, which typically results in uncontained fires growing indefinitely.
=== Melee colonies & Fog ===
Melee-focused colonies, such as for challenge runs or those relying on trained animals, mechanitor controlled scythers, or ghouls, can benefit significantly from weather controllers, with it up to halving the of ranged enemies but having no effect on melee . Fog or Foggy rain has the weather-maximum 50% reduction in ranged accuracy and is ideal for this purpose as it has no or minimal accompanying Move speed penalty, allowing your pawns to close the distance as fast as possible. Against melee enemies, Fog is the most dangerous forced weather for the same reasons. 
=== Rainy Power generation ===
Weather controllers can significantly impact power generation. Stormy weather raises both the windspeed floor and the maximum and so increases both the reliability and output of power generation from wind turbines. At the new maximum, wind turbines produce 3450W - less consistent than, and not quite competitive with, geothermal generators but not limited in location or number by steam geysers. Moderately sized wind farms paired with the correct weather controller can provide sufficient power for even late game power hungry colonies, especially when outfitted with batteries and hidden conduits. Foggy conditions makes turbines less productive, but foggy rain might be more productive than variable weather depending on world tile average rainfall. 
== Version history ==
* Royalty DLC Release - Added.
Category:Miscellaneous
Wild boar

== Summary ==
Wild boars can appear in raids alongside yttakin pirates. ​ Note that "raider" boars are still unable to travel through fences and barricades. This can alter their pathing. If the animal raider cannot reach a better target because of fences/walls, it will start bashing at structures randomly.
== Analysis ==
Boars are one of many animals that exist primarily to be hunted.
As tamed animals, boars are worse for meat/leather than pigs. While boars can be found in the wild, they are generally outclassed for meat by at least 1 animal, regardless of what biome you've settled on.
=== Nutrition ===
When slaughtered, a boar 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 boar consumes nutrition per day, and creates up to offspring per day.
* When offspring are slaughtered as babies, a female boar will produce nutrition of meat per day, giving a 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 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.
Boars are inferior to pigs, chinchillas, ibex, and horses for meat / nutrition consumption. Pigs and horses take less slaughtering work, too. One of the few advantages of boars is that they are omnivorous, able to eat leftover human corpses, but pigs are also omnivores. If pigs are unavailable, then boars are the best for this task.
=== Combat ===
Boars are surprisingly powerful for their size, though boars will rarely fight. They won't revenge when hunted. As pen animals, they will never be attacked by raiders. But when they do attack, such as in manhunter packs, boars are threatening. 
They have a damage output higher than that of a megaspider, with a movement speed equivalent to that of an unarmored human. Boars tend to be able to put up a good fight against predators such as timber wolves and Wargs, often severely injuring, occasionally downing, or even outright killing them on rare occasions.
== Training ==
== Health ==
== Gallery ==
Wildboar east.png|Wild boar facing east
Wildboar north.png|Wild boar facing north
Wildboar south.png|Wild boar facing south
Dessicated wildboar east.png|Wild boar decaying
== Version history ==
* 0.7.581 - Added
* Beta 19 - trainable intelligence Advanced -> Intermediate, tusk damage 9 -> 8, speed 5 -> 4.2, min comfy temperature -20 -> -15
* 1.3.3066 - Trainability changed from intermediate to none, boars now are predominantly a pen animal. Removed manhunter chances.
Category:Animals
Category:Wild animal
Wild healroot

Wild healroot grows in . Each healroot plant yields 1 herbal medicine when fully grown. Harvesting it early results in a chance of failing to receive anything from the harvest, even though it is not marked as failed. Any colonist capable of plant cutting can harvest wild healroot. Once the basics of a base is set up, harvesting all healroot near your base is advised.
Wild healroot is statistically identical to normal healroot, except it cannot be cultivated manually. It has a grow time of 10 days, but harvesting wild healroot will reduce its growth percentage to 30% - so effectively grows for the same time.
== Growing ==
== Version history ==
* 1.3.3066 - Nutrition increased from 0.15 -> 0.2
Category:Plants
Category:Wild plants
Category:Resource plants
Willow tree

The willow tree is only found naturally in . It has a moderate amount of beauty and grows fast, but provides very little wood. 
== Growing ==
== Gallery ==
Willow tree a.png|Willow tree variant A
Willow tree b.png|Willow tree variant B
Willow tree leafless a.png|Leafless willow tree variant A
Willow tree leafless b.png|Leafless willow tree variant B
== Version history ==
Willow tree a old.png|Willow tree variant A old
Willow tree b old.png|Willow tree variant B old
Category:Plants
Category:Trees