nyuuzyou/wikis huggingface dataset:
Biofuel refinery

The biofuel refinery is a production building that produces chemfuel from wood or non-hay raw food. 
== Acquisition ==
== Summary ==
While the refinery is selected, click "Bills" then "Add Bill" to add an order to produce chemfuel:
* Make chemfuel from wood: Turns 70 wood logs, worth into 35 chemfuel, worth . Takes of work, scaling with the General Labor Speed of the crafter.
* Make chemfuel from raw food: Turns 3.5 nutrition worth of food ingredients into 35 chemfuel, worth . Takes of work, scaling with the General Labor Speed of the crafter.
** Hay or meals are not accepted, though kibble made with hay will work. Most raw ingredients have a nutrition value of 0.05. For such ingredients, 3.5 nutrition requires 70 units, which is the same quantity required of wood.
Food that colonists don't like, such as human meat, insect meat, or twisted meat can be processed in a biofuel refinery at no consequence. Note that butchering a human at all comes with a mood penalty in the first place, unless disabled by a trait or ideoligion .
== Analysis ==
Biofuel refineries are one of the few ways to produce chemfuel. Boomalopes are better in both nutrition/chemfuel and work/chemfuel with any amount of Animals proficiency. However, you'll need to actually get boomalopes, and manage the explosive animal. Infinite chemreactors are entirely free fuel, but it is exclusively a quest reward. 
Chemfuel is required in order to create items like molotov cocktails and high-explosive shells, and refuel items like pod launchers and firefoam pop packs. Meanwhile, chemfuel powered generators are more efficient than wood generators in almost any scenario (see Comparison to chemfuel generators).
=== Fuel creation ===
As a rough order of which fuel takes the least work:
# Insect meat and human meat (if the butchering penalty can be ignored). An infestation can lead to a massive amount of food, for instance.
# Harvesting trees, if you have a lot of trees in the nearby area (such as in a Tropical rainforest). 
# Growing plants - specifically corn, if available.
# Actually sowing trees takes a lot of time - it is never worth it to use wood over raw food if you have to grow wood.
== Version history ==
* Before Beta 19, it used to be simply called the Refinery, and meals could be used as organic ingredients.
OldRefinery.png|The former Refinery texture
Category:Production Category:Resource Production
Biomutation lance

The biomutation lance is a four-use artifact added in the Anomaly DLC that can be equipped by pawns in the Utility slot and manually activated to forcibly transform a target into a Fleshbeast
== Acquisition ==
Alternatively, they can be received as a quest reward.
== Summary ==
The Biomutation Lance can be used to transform a targeted (non-downed) pawn into a random Fleshbeast. The Fleshbeast is hostile to all human pawns. The chances of which fleshbeast it will turn into depends on the size of the pawn; smaller creatures will normally become a Fingerspike or Trispike, human pawns typically become a Toughspike. Note that there is a maximum body size above which the lance cannot used - if it is attempted on too large a target, it will simply not allow the target to be selected, and a notification will explain why. The pawn will take no action and no charges will be consumed. The specific cut off is currently unknown, but it is between 2.4 which allows transformation, and 4.0 which does not. 
The pawn's original body is completely destroyed, leaving no opportunity for Death refusal or other means of reviving, and any equipment will be dropped to the ground untainted.
== Analysis ==
== Version history ==
* Anomaly DLC Release - Added.
Category:Utility
Bionic ear

A Bionic ear is an artificial body part that replaces the ear and provides 125% part efficiency, improving the hearing of the implantee. 
== Acquisition ==
They can also be bought from exotic traders, Empire traders, and at Outlander faction bases. They are also sometimes offered as a quest reward.
== Summary ==
Bionic ears replace the user's organic ear. They are universal and can be installed on either the left or right side. It has a part efficiency of 125%, which impacts Hearing. It also removes the "Disfigured" opinion penalty from other pawns when missing an ear.
The more capable ear is responsible for 75% of Hearing. For pawn with 2 healthy ears, installing a 1 bionic ear increases hearing by 19%. Note that , hearing over 100% does not improve any stat beyond that which an healthy pawn would already have.
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the part will be destroyed.
== Analysis ==
The hearing capacity only affects two different work types: 
# Social - Wardening and Trade; and
# Animals - Taming and Training
Hearing also affects social interaction between pawns, so an implant will slightly increase their chances to share a double bed. Hearing also affects the Trade Price Improvement stat. Hearing of 80% or better gives maximum effect for trade prices.
While superior to a cochlear implant, bionic ears only affect those 2 work types, and only up to 100% Hearing. The only pawns that will benefit from a bionic ear are those who serve one/both of those roles and have damaged hearing. There is 0 benefit to installing a bionic ear on a healthy pawn, except for body modders and transhumanists but unless they are performing the social/animal roles, the cheaper cochlear implant serves just as well. 
A pawn with hearing loss will reach >100% hearing with 1 bionic ear. A pawn deaf in or missing both ears would get only 94% Hearing from a single bionic ear, but a bionic ear + cochlear implant would push hearing to 110%.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Bionic heart

The bionic heart is an artificial body part that replaces the heart and improves blood pumping, giving a small boost to a wide range of stats and tasks.
== Acquisition ==
They can also be found in ancient shrines, offered as a quest reward, or bought from exotic traders, Empire traders, and at Outlander faction bases.
== Summary ==
The bionic heart replaces an organic heart and has a part efficiency of 125%, which improves blood pumping by . This increases the Rest Rate Multiplier by about , and Moving by . The Moving boost is a multiplier, rather than added on, so it further improves other movement increases. For example, 125% Moving, reached with 2 bionic legs, will be increased to 131% (125% * 1.05) rather than 130% (125% + 5%). Moving, in turn, affects the following stats: . For further details, see those pages.
Artificial hearts are also immune to heart attacks and artery blockages, preventing future cases and curing existing ones.
By installing a bionic heart, the pawn's natural heart, if perfectly healthy, is harvested without a penalty. This organic heart can then be sold or stored for later use.
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the part will be destroyed.
== Analysis ==
Like bionic stomachs, bionic hearts are of less obvious importance than bionic legs, arms or eyes due to its less impactful stat boosts. Even though the bonuses are small, faster sleep and movement help improve the productivity of a colonist. The movement speed in particular can make a difference when fleeing animals or mechanoids, and can be installed after legs. The bionic heart also stops and prevents heart attacks, which makes it very useful for wake-up users or old people, especially if they already have an artery blockage.
Unlike the prosthetic heart or a natural, biological heart, there is not a 25% chance of instant death in the event of failed installation. This makes it significantly safer to install. It also only requires a medical skill of 5 compared to the organic heart's 8. The prosthetic is lower still, requiring only 4.
Installing a bionic heart on a healthy patient grants a natural heart, worth . This is more than the bionic heart, worth . This means the surgery is theoretically profitable. Along with Detoxifier lungs, Bionic hearts are the only artificial part which has a lower market value than their natural counterpart while also being strictly superior to their natural counterpart.
== Version history ==
* 0.19.2009 - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Bionic jaw

== Acquisition ==
They can also be found in ancient shrines, offered as a quest reward, or bought from exotic traders, Empire traders, and at Outlander faction bases.
== Summary ==
A Bionic jaw replaces an organic jaw and has a part efficiency of , improving both Talking and Eating by . This increases the Eating speed by .
The following stats are also affected: . Note however that, , no stat is improved by a Talking capacity above 100%. However, a bonus will provide a buffer against stat and capacity penalties from other sources.
It also removes the Disfigured condition from pawns missing a jaw or a tongue. Installing a Bionic Jaw will replace any previously installed Bionic Tongues, and it is impossible to install a tongue on a colonist with a Bionic Jaw. This means that the Bionic Jaw is superior to a Bionic Tongue in every way. 
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the part will be destroyed.
== Analysis ==
A bionic jaws combines well with a joywire for dedicated wardens. It cancels the penalty to talking and eating from lowered consciousness. This combination can help take advantage of Moral Guides from secondary ideoligions without having to worry about their mood. However, bionic jaws will not nullify the effect of the joywire on manipulation and moving, greatly penalizing most other types of work and combat effectiveness. 
The only other type of work requiring good talking is animal handling. However, the relevant stats, Tame Animal Chance and Train Animal Chance both allow for a maximum 20% defect to talking, making the bionic jaw unnecessary.
For any other pawn, there is very little benefit from having a bionic jaw over a natural jaw.
For pawns with a missing jaw, then the bionic jaw must be compared to a denture. A denture is virtually free, except for the medicine used to install it. Both replacements will remove the disfigured social penalty.
For the purpose of wealth management, a pawn with a denture will have a wealth value around 30% lower compared to the same pawn with a natural jaw. With a bionic jaw, the same pawn will have a value increased by 785 silvers. A denture is therefore a much better choice for the purpose of wealth management.
The increase to eating will allow a pawn to eat and to consume several types of food by about 23.75%. However, since a pawn spends only a tiny amount of time eating everyday, the benefit of this is negligible.
== Version history ==
* 1.5.4062 - Added. 
Category:Medical Item Category:Body Part Category:Artificial Body Part
Bionic leg

== Acquisition ==
They can also be found in ancient shrines, offered as a quest reward, or bought from exotic traders, Empire traders, and at Outlander faction bases.
== Summary ==
Bionic legs replace the user's entire organic leg. They are universal and can be installed on either the left or right side. The bionic leg has a part efficiency of 125%. This not only fully replaces the functionality of a normal leg - when coupled with the leg body part having a Moving importance of 50%, it results in an increase in moving of 12.5% over natural for each bionic leg installed. 
Moving, in turn, affects the following stats: . This results in a directly proportional change to a pawn's move speed, and an improvement in melee dodge chance equivalent to an additional levels of Melee skill per leg replaced.
Each bionic leg results in -?% character quality and thus a ?% reduction in the affected individual's pawn value.
As an artificial part, bionic legs will give a mood buff to anyone with the Body modder trait, and a mood penalty to anyone with the Body purist trait.
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the part will be destroyed.
== Analysis ==
For all pawns, but especially pawns with jobs that require a lot of travel, e.g. prioritize growers and haulers who often travel across the map, over researchers who sit in one place. For people who dislike using killboxes, they are useful for kiting.
Unlike organic parts, bionic legs don't contain subparts - all damage is taken by the main, 30 HP part, instead of spread throughout bones and toes. This means that a bionic leg is easier to destroy. However, the bionic part never feels pain, never bleeds, and can never lose toes in the first place. 
== Version history ==
* 0.19.2009 - Received a nerf to efficiency but is now craftable.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Bionic spine

A bionic spine is an artificial body part that acts a total spine replacement. It provides 100% efficiency, the same as an organic spine.
== Acquisition ==
They can also be found in ancient shrines, offered as a quest reward, or bought from exotic traders, Empire traders, and at Outlander faction bases.
== Summary ==
The bionic spine replaces a shattered or otherwise damaged spine, and both prevents and cures the bad back condition. It otherwise provides no other statistical, curative, or preventative benefit.
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the part has a 100% chance to be destroyed.
== Analysis ==
As it does not provide additional efficiency, it's best as a replacement for a bad spine. Bionic spines can cure colonists with scarred or shattered spines, as well as the bad back condition from old age. Bad backs and scars are only otherwise curable with luciferium, a healer mech serum, biosculpter pod bioregeneration cycle, or the scarless gene, which is naturally found on Sanguophages. A shattered spine can only otherwise be cured by a healer mech serum. 
The bionic spine can also be useful to give to body modders for a mood buff without affecting any stats, with 6 installed parts giving the maximum mood buff. However bionic eyes, legs, and arms all cost the same as the bionic spine in silver or resources and, unlike the spine, give a stat boost to the relevant capacity. Two of each of these alternatives reaches the maximum buff and results in a significantly more capable colonist. Thus, the spine should only be used for this purpose if the other options are unavailable or otherwise contraindicated, such as on Blindsight pawns.
== Version history ==
* 0.19.2009 - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Bionic tongue

A bionic tongue acts as a replacement for a removed tongue. It has 100% part efficiency, perfectly replacing but not exceeding the capabilities of a natural tongue. 
== Acquisition ==
== Summary ==
Bionic tongues fully replace an organic tongue. Without a tongue, pawns have 0% Talking and are unable to:
* Initiate or responds to relationship requests, become lovers, or propose marriage
* Engage in conversations, good or bad.
** Will not be rebuff or be rebuffed by others
** Unable to trigger social fights by insulting others
** Unable to increase opinion of an existing romatic partner
* Will not try and convert others to their ideoligion.
* (to be checked): Unable to issue role commands 
In addition, a pawn without a tongue is considered disfigured, giving opinion from others. They will also have a Missing tongue mood debuff until the tongue is replaced.
Installing a Bionic Jaw will also fix the missing tongue condition, as well as removing any previously installed bionic tongues upon installation. It is impossible to install a tongue on a colonist with a Bionic Jaw. This means that the Bionic Jaw is superior to a Bionic Tongue in every way. 
=== Installation ===
Installing the part requires of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the part will be destroyed.
== Analysis ==
As a bionic tongue has the same stats as a regular tongue, installing one on a healthy pawn serves no physical purpose. If Ideology DLC is installed, the biosculpter pod can be used to restore the tongue at the cost of 2 instead. Otherwise, only the rare healer mech serums can fix it. 
Replacing a missing tongue may not be necessary at all, however. While very important on any pawn that uses their talking stat (wardening, trading, taming), other pawns face a tradeoff. It removes all negative conversations, which can help with traits like Abrasive, but removes relationship penalties. Note that the healer mech serum can heal an missing tongue in place of other ailments.
Body modders and transhumanists will be happier when using any artificial body part. Among the artificial parts that don't have any downsides, bionic tongues require the fewest advanced components. This should be compared to dentures and cochlear implants, which only gives a penalty to jobs using the Social or Animals skills. With the Royalty DLC, Venom fangs , knee spikes , and elbow blades can provide a similar benefit without requiring advanced components and xenogerms are effectively free, even a purely cosmetic gene will satisfy them.
== Version history ==
* 1.3.3101 - Added.
Category:Medical Item Category:Body Part Category:Artificial Body Part
Bionics

Bionics may refer to one of several different body part replacements unlocked by the Bionic replacement research project. These are:
* Bionic arm
* Bionic eye
* Bionic ear
* Bionic heart
* Bionic leg
* Bionic spine
* Bionic stomach
* Bionic jaw
* Bionic tongue
They are superior to normal body parts, and provide a bridge between the inferior-to-natural prosthetics and the superior but uncraftable archotech parts. Not all body parts are represented in every tier.
Bionics is also used informally to refer to artificial body parts generally, but is not used as such in-game.
Biosculpter Occupant Speed

== Factors ==
This stat determines how long a pawn will stay in a biosculpter pod in order to complete the cycle. This is affected by the transhumanist meme and it's respective biosculpting issue, which will increase the occupant speed to .
Issue 	Precepts 	Biosculpter PodCycle Speed Factor
Biosculpting	Accelerated	
== Table ==
Circumstances 	Cycle Days (Tuned Time)	Cycle Days (Tuned Time)	Cycle Days (Tuned Time)	Cycle Days (Tuned Time)
Circumstances 	Medic 	Bioregeneration 	Age reversal 	Pleasure
Default 	() 	() 	() 	()
Sterile 	() 	() 	() 	()
Transhumanist 	() 	() 	() 	()
Transhumanist and Sterile	() 	() 	() 	()
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:BiosculpterOccupantSpeed
* Label:biosculpter occupant speed	A multiplier on how quickly this person will complete a biosculpter pod cycle.	
* Display Order:130
* Def Name:PawnMisc
* Label:Misc
* Display All By Default:	
* Default Base Value: 
* Hide At Value: 
* To String Style: PercentZero
* Show On Animals: 
* Show On Mechanoids: 
* Scenario Randomizable:	
* Parts:
** StatPart_BiosculptingSpeedFactor	1900
== Version history ==
* 1.3.3066 - Added.
Biosculpter Pod Speed Factor

== Bases ==
Building 	Biosculpter Pod Speed Factor Base
Biosculpter pod	100%
== Factors ==
Room Stats:
Room Stat 	Custom Label
Biosculpter pod speed factor	Room cleanliness
Room cleanliness is a multiplier ranging from - ( without a room), depending on the cleanliness of a room.
Cleanliness	Factor
-5 	0.7
-1 	0.9
0 	1
1 	1.25
== Calculating Biosculpter Pod Speed Factor ==
The factors for Biosculpter Pod Speed Factor are: Biosculpter Pod Speed Factor Base and Room cleanliness. This would be written out as:
Biosculpter Pod Speed Factor = Biosculpter Pod Speed Factor Base × Room cleanliness
The maximum would be:
1 × 1.25 = 1.25
For an effective limit of 125%.
The minimum would be:
1 × 0.7 = 0.7
For an effective limit of 70%.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:BiosculpterPodSpeedFactor
* Label:biosculpter pod speed factor	A multiplier on the speed of a biosculpter pod. This is affected by the cleanliness of the room - a cleaner room will result in a quicker biosculpting cycle.	
* Display Order:50
* Def Name:Building
* Label:Building
* Display All By Default:	
* Default Base Value: 
* Show If Undefined: 
* Min Value: 
* To String Style: PercentZero	
* Parts:
** StatPart_RoomStat:
*** Room Stat: Biosculpter pod speed factor'''
*** Custom Label: Room cleanliness'''	4100
== Version history ==
* Ideology (DLC) Release - Added.
Biotech (Buildings)

{| align=center | |}
----
Biotech (Buildings) are buildings that are listed in the Biotech-tab of the architect menu.
 	 	 	 	 	 	 	
Band node 	Deathrest casket 	Deathrest accelerator	Gene assembler 	Gene bank 	Gene extractor 	Gene processor 	Glucosoid pump
 	 	 	 	 	 	 	
Growth vat 	Hemogen amplifier 	Hemopump 	Mech booster 	Mechband antenna	Mechband dish 	Mech gestator 	Large mech gestator
 	 	 	 	 	 	 	
Mech recharger	Large mech recharger	Pollution pump 	Psychofluid pump	Subcore encoder 	Subcore softscanner	Subcore ripscanner	Wastepack atomizer
Category:Buildings
Birch tree

== Growing ==
Birch trees have a base growing time of 20 days, need a minimum soil fertility of 30%, and have a fertility sensitivity rating of 50%. The following table details how long it takes for birch trees to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
Birch trees are functionally identical to pine trees. Therefore, birch trees are tied with pine trees as being the second worst tree to farm for wood in the game; the worst being cecropia trees.
== Food production ==
Birch trees don't yield any human-edible products.
== Economy ==
The birch tree's raw product is wood, which has a market value of 1.4 silver. The refined product with the largest profit margin is a grand sculpture, having a 51.25%110% sell price multiplier and assuming normal quality. Your mileage may vary; see quality for more information on skill level's impact on the average market value of produced goods. profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown; the market value of the products; and the yield per day:
Ground Type	Gravel	Soil	Rich Soil	Hydroponics
Raw 	0.52 	0.61	0.73 	-
Refined 	0.78 	0.92	1.1 	-
== Gallery ==
Birch tree.png|Birch
Birch tree leafless.png|Leafless birch
== Version history ==
* 0.8.657 - Added
Category:Plants
Category:Trees