nyuuzyou/wikis huggingface dataset:
Dye

Dye comes from the tinctoria plant. It can be used to to paint walls and other buildings or dye apparel and hair at the styling station
== Acquisition ==
Dye is obtained by harvesting tinctoria plant. Each fully grown plant yields before modifiers for Storyteller Harvest Yield and the harvesting pawn's Plant Harvest Yield. Note that by default, Storyteller Harvest Yield varies by difficulty.
== Summary ==
=== Color availability ===
The below table attempts to catalog all the colors available. However, note that a different selection of colors is available for paint/hair/apparel, that each selection is ordered very differently, and that only the colors available as paint are named in-game.
== Analysis ==
Even a small field of tinctoria will rapidly provide an excess of dye for dyeing. Clothes aren't dyed often, and hair even less, so there is little need to stockpile more than a stack or two for any purposes other than painting a large section of a base. Stockpiles of dye should generally be kept next to the styling station to minimize walking time.
Use of dye generally is of questionable mechanical utility, providing at most mood. However, it can be helpful to make specific pawns or locations immediately identifiable by the player without having to make suboptimal material choices for apparel or buildings, and creative players can of course make good use of its aesthetic properties.
== Gallery ==
Dye.png|One dye
Dye b.png|Partial stack
Dye c.png|Full stack
== Version history ==
* Ideology DLC release - Added
* 1.3.3067 - Now used for dying hair
* 1.3.3080 - Dye now deteriorates.
* 1.4.3523 - Moved from Ideology DLC to Core. Now used in the new painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.
* Unknown (some 1.4 between 3523 and 3704)- Dye market value changed from 0 to 2.65
Category:Plant Matter
EMI dynamo

EMI dynamos are mechanoid cluster buildings and quest condition causers added by the Royalty DLC. Similar to a solar flare, they shut down all electronics, affecting a 10 world-tile radius around them.
== Summary ==
Upon activation, EMI dynamos disable all electronic devices, similar to a solar flare. Unlike solar flares, an EMI dynamo will last until destroyed. Wood-fired generators and chemfuel generators will still burn fuel. Buildings which don't require electricity, such as butcher tables, campfires, and mortars, still function as usual. Mechanoids (including the player's) and hostile mechanoid structures are unaffected by EMI dynamos. 
When destroyed, EMI dynamos release an EMP blast with a radius of 10 tiles.
Multiple EMI dynamos affecting a given tile have no extra effect.
== Analysis ==
EMI dynamos are a major nuisance to any colony with electricity, and possibly a serious danger. On a more immediate scale, electric heaters and coolers cease to function, hydroponics basins and sun lamps will turn off, and turrets (other than mortars) can no longer defend your colony. In general, no electricity means electric workshops like the machining table and hi-tech research bench no longer function. With the Biotech DLC in particular, band nodes will shut down; mechanitors without enough bandwidth run the risk of their mechs going feral.
If you have wood available, then campfires and passive coolers can be used to control temperature in extreme biomes, and insulating apparel like dusters and parkas help a lot. If your colony is reliant on sun lamps, ensure the colony's food supply can be maintained. Building a campfire or fueled stove will allow cooks to continue making meals, though wood is required to operate it. 
EMI dynamos should be destroyed as soon as possible. If the dynamo landed as part of a mechanoid cluster, mortars can be used to destroy it from a distance. If spawned as a world map event, it will be defended by a force ranging from a few raiders or manhunting animals to an entire mechanoid cluster. The dynamo itself will always spawn inside a small, square structure near the center of the map. You can destroy the dynamo and then leave through the green border on the world map.
Category:Miscellaneous
EMP Resistance

== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset Label	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:EMPResistance
* Label:EMP resistance
----
* May Require Any Of:
** Biotech 
** Anomaly	This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP.	
* Display Order:13
* Def Name:Mechanoid
* Label:Mechanoid
* Display All By Default:	
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids: 
* Default Base Value: 
* Min Value: 
* To String Style: PercentZero
* Show If Undefined:	- 	2030
== Version history ==
* Biotech (DLC) Release - Added.
EMP shell

The EMP shell is a type of mortar shell that upon exploding, releases an EMP burst.
== Acquisition ==
 The steel cost is increased to 25 if the Classic Mortars difficulty option is enabled.
They can also be purchased from traders.
== Usage ==
== Summary ==
When fired from a mortar, EMP shells deal damage in a tile radius, stunning mechanoids, turrets, generators and other mortars for 25 seconds, and instantly but temporarily downing shield belts, low-shield packs, mech low-shields, and mech high-shields.
After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for . Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid.
When damaged beyond 70% of its health, it will explode after between and , dealing 50 EMP damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of tiles at a full stack of 25.
They are also used in the construction of IED EMP traps.
== Analysis ==
It is a niche weapon that is extremely good at whatever it does- downing shields and stunning mechanoids. Its blast radius is much larger than regular high-explosive shells, so only a few shells are required per barrage. Because of this, it finds good value even though it deals no physical damage whatsoever. Given that, as well as its combat effectiveness, it is a very cost-efficient choice - despite requiring components to make.
EMP shells are required to down mech high-shields from a distance, so that other mortars can fire. The shield stun isn't enough for the same mortar to fire an EMP shell, then fire a mortar shell. Therefore, 2 (or more) separate mortars must be used together, with the EMP shell firing slightly before the others.
The radius from an exploding EMP shell is significantly larger than that of a fired EMP shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.
== Gallery ==
Shell emp a.png|One EMP shell
Shell emp b.png|Partial stack
Shell emp c.png|Full stack
== Version history ==
* 1.1 - crafting cost was increased (20 --> 25 steel, 1 --> 2 components).
* 1.3.3066 - Steel requirement decreased from 25 -> 15 unless Classic Mortar difficulty option enabled.
Category: Mortar shells
Eating

Eating is a function of a human's or animal's health, affected by Consciousness, the jaw, tongue, and neck. 
Eating and manipulation are the two determining factors of the Eating Speed stat.
Eating is not affected by stomach efficiency or digestion; these factors independently affect the ability to use nutrition to satisfy hunger. Moving can severely restrict a creature's ability to move to nearby nutrition but are also independent from eating. Sight does not affect eating nor a creature's ability to find available nutrition.
== Affected stats ==
== Factors ==
The following factors affect Eating:
* Consciousness: 100% importance, no allowed defect. No Max
* Jaw part efficiency. 140% importance, 0% allowed defect. No Max
** Denture: Part efficiency 
* Tongue part efficiency. 50% importance, 0% allowed defect. No Max
** Bionic tongue: Part efficiency 100%
** Bionic jaw: Part efficiency 125%
Since consciousness is effectively maxed out to , eating effectively ranges from (absolute minimum) to , with a bionic jaw installed on top of maximum consciousness.
Effect Radius

== Bases ==
Ability	Effect Radius (Cells)
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:Ability_EffectRadius
* Label:effect radius 	The radius of the area of effect of this ability.	
* Display Order:60
* Def Name:Ability
* Label:Ability
* Display All By Default:	
* Default Base Value: 0
* Min Value: 0
* Hide At Value: 0
* Show If Undefined:	- 	998
Effigy

An Effigy is a consumable ritual focus added by the Ideology DLC. It serves as a focus for the Symbol Burning ritual.
== Acquisition ==
 Effigies can only be constructed by pawns with an ideoligion that has selected them as a building option. Only ideoligions with the Nudism, Raider, Flesh Purity, Pain Is Virtue, Individualist or Human Primacy memes or the Ideological structure can select them.
== Summary ==
Adding a symbol burning festival without giving your Ideoligion access to either the pyre, sacrificial flag, or effigy will result in the ritual being impossible to complete.
== Analysis ==
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings)
Egg box

Egg boxes are miscellaneous buildings that egg-laying animals will try to lay eggs in. They do not protect eggs from temperature spoilage, but do prevent deterioration from exposure.
== Acquisition ==
== Summary ==
Hold up to 25 eggs of a single type. Once it has 20 eggs it will be emptied by haulers. They do not protect eggs from temperature spoilage, but do prevent deterioration from exposure.
Egg-laying animals will try to lay the egg in the box if they are within range and the box is accessible, allowing them to be both protected and easily collected.
== Analysis ==
Egg laying animals will always lay egg in an egg box if one is available in their assigned pen, therefore, egg boxes are extremely useful to control the environment in which the eggs are placed.
Egg boxes function as shelves preventing weather and outdoors degradation types e.g. "Outdoors", "Unroofed", "Rain", "Shallow Water", etc., however, they do not prevent eggs from rotting (rotting eggs vanish just like all other food stuffs). Additionally, egg boxes do not prevent fertilized eggs from being spoiled, however they can be used to force animals to lay eggs in a heated or cooled room, preventing temperature spoilage.
Strategically placing egg boxes can also minimize the amount of hauling work to be done, as it a. prevents pawns from hauling eggs until the egg boxes egg count reaches 20 (or until they are manually tasked to do so); b. by collecting all eggs in a single location rather then having them be spread across a room or pen distance traveled by a pawn tasked with hauling will be greatly reduced. 
== Version history ==
* 1.3.3066 - Added.
Category:Miscellaneous
Eggs

When there are two or more eggs in a stack, the image will change to represent a pile of eggs.
== Egg producers ==
Animal	Fert. Egg	Unfert. Egg	Nutritionper Egg	Avg Eggsper Clutch	LayingInterval	Avg Eggsper Day	Egg Nutritionper Day	NeededMales / Female	Daily HungerRate	Daily Egg Nutritionper Hunger
== Fertilization ==
If a male of the same species is not present or fails to copulate with the female before she finishes laying the egg, the female is described as "Unfertilized" in her inspect pane. Once the female lays the egg, it will be spawned as a new item and show (unfert.) after the egg name. Many types of animals do not lay unfertilized eggs. For example, a female ostrich's egg-laying timer stops at 50% until fertilization occurs..
If a male of the same species is present and copulates with the female before she finishes laying the egg, the female will show "Fertilized" on her inspect pane. Once the female lays the egg, it will be spawned as a new item and show (fert.) after the egg name.
Both fertilized and unfertilized eggs are edible. If eaten raw, both generate the "Ate raw food" thought. Eggs can be used as a substitute for meat when cooking meals. Each can substitute for 5 meat, e.g. a fine meal requires only one egg and 5 vegetables.
== Unfertilized eggs ==
All unfertilized eggs rot in 15 days unless refrigerated or frozen. 
== Fertilized eggs ==
When protected from ovivorous animals, bad temperatures, and outdoors deterioration, fertilized eggs will hatch into a baby animal, even if both parents die. The progress to hatching time is displayed on the inspect pane when the egg is selected. Fertilized eggs do not rot like most food, but they can deteriorate if left outside and unroofed or get ruined by bad temperatures.
Extreme temperatures will kill the animal within the egg, rendering fertilized eggs unable to hatch. Eggs are safe between .
An Egg box can be used to direct egg laying animals where to lay both fertilized and unfertilized eggs. 
== Consumption ==
Fertilized and unfertilized eggs can be eaten for their base nutrition. They can also be used as a cooking ingredient, where they can also be substituted for an amount of meat of equivalent nutrition in meals that require meat, and used in place of any nutrition in vegetarian meals.
Letting fertilized eggs hatch and butchering the hatchling for meat often results in more total nutrition than using the fertilized eggs for cooking, but this is species dependent and more time is spent at the butcher's table.
== Version history == 
* 0.12.906 - Added
#Eggs #Eggs #Eggs
Electric inhibitor

Electric inhibitors are buildings added by Anomaly DLC that improve the containment of holding platform.
== Acquisition ==
== Summary == 
Each electric inhibitors increases containment of a holding platform by up to a maximum of with 6 inhibitors. 
== Analysis ==
 
Requiring a 1 tile buffer zone to be placed and being 2 tiles long usually will mean a containment area that has to be either redesigned or designed with the placement of the inhibitors in mind. However despite the large space requirement they are a relatively cheap and easy way of containing higher level entities. 
For basic entities, they usually aren't needed as a basic wooden and lit room with a holding platform are able to meet the containment difficulty (Exceptions being a Gorehulk and Toughspike). However Inhibitors will be necessary for Bioferrite harvesting, with 2 being enough to offset it and provide a net gain of Strength.
== Version history ==
* Anomaly DLC Release - Added
Category:Anomaly (Buildings)
Electric smithy

== Acquisition ==
== Summary ==
The electric smithy behaves exactly the same as its fueled counterpart except that it requires power to operate instead of wood. Like other production stations, a bill must be created to specify what items are to be produced and what materials may be used. Each weapon produced has a certain quality depending on the Crafting skill of the colonist (see quality for a detailed chart).
If a smithing job is interrupted for any reason the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons which allows the player to control where they are stored.
Up to two nearby tool cabinets can be connected to a electric smithy to increase work speed.
=== Bills ===
The following items can be crafted at the electric smithy:
== Analysis ==
Smithies primarily produce melee weapons, with pila and a few medieval armor options available. A machining table can also create simple helmets (and kid helmets ), and it is researched just after Smithing. If you are using melee, then smithies can be useful, allowing access to powerful melee weapons like maces. But if you don't plan on using melee, then smithies can often be forgone.
With the Royalty DLC, smithies are required to create the musical instruments required for a throne room, like the harp and piano. This means that, if you weren't making melee weapons in the first place, building the smithy can wait until you have a noble that needs said instruments.
Electric smithies cost 3 components more than a fueled smithy, but don't require constant refueling. If wood is scarce, or if you plan to use the smithy a lot, then the electric variant should be used. If electricity is unavailable, or if you only need to create a single piano, then the fueled smithy can be created instead.
Category:Production Category:Apparel Production
Electric stove

The electric stove is a production bech used for preparing meals and psychite tea. It is the powered equivalent to the fueled stove.
== Acquisition ==
== Summary ==
To order a product, select the stove, click "Bills" and "Add Bill" to choose a product type to create one of the following:
== Analysis ==
Any colonist that prepares a meal has a chance to contaminate it and cause food poisoning. That chance is determined by the colonist's stat for Food Poison Chance, which is determined by their cooking skill level. A level 0 cook has a 20% chance. A level 20 cook has a .01% chance, while extremely rare, it can still happen. A player would likely want to use a colonist with at least a level 7 cooking skill, with only a 0.5% chance of food poisoning.
Vegetarian meals can be forced by removing all meat options from the simple meal bill. They will be created using raw vegetables and fruit found in the surrounding radius.
More advanced meals require meat, which is produced at a butcher table. Human meat will not be used for recipes by default.
A campfire may also be used for cooking, but is limited to simple meals, psychite tea, or pemmican. Alternatively, a fueled stove can be used for preparation of quality meals, but needs wood for fuel.
An active electric stove will generate some heat that may be useful or hurtful depending on your climate. Be mindful of placing a electric stove inside a freezer, or use them as a heater substitute in a frigid climate. Furthermore, a 70% cooking speed penalty is applied if the temperature is less than .
== Version history ==
* 0.2.363 - added as "cook stove"
Category:Production Category:Food Production Category:Drug Production
Electric tailor bench

== Acquisition ==
== Summary ==
Electric tailor benches allow you to create apparel items from textiles, which counts as Tailoring work. The quality of apparel is determined by Crafting skill. 
If a job is interrupted for any reason, the tailor will drop the piece, usually on the workbench, and it will be in an unfinished state until they finish it. A pawn cannot work on another pawn's clothing. The piece will indicate the name of the tailor and how much work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored. It can connect to up to 2 tool cabinets to increase work speed.
When powered, an electric tailor bench has a Work Speed Factor of 100%, meaning all the bills take the listed amount of time to complete. When unpowered, Work Speed Factor is reduced to 50%, half speed, the same as a hand tailor bench.
=== Bills ===
== Analysis ==
A hand tailor bench or electric tailor bench are the only ways for a colony to create its own clothing. The electric tailor bench is twice as fast when powered, and only costs 50 steel and 2 components more, which usually makes it better. Clothing helps prevent nudity, and any colonist can receive a slight amount of protection from quality button-down shirts and pants. In the mid-game / late-game, devilstrand dusters are a strong option for protective gear, since they can be worn with a flak vest.
An effective tool for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, and you can leave the inferior quality clothes to sell.
Category:Production Category:Apparel Production
Elephant leather

== Acquisition ==
The following animals provide elephant leather.
== Usage ==
Elephant leather can be used to craft and build the following things:
== Analysis ==
Elephant leather ties with bearskin for 6th most protective textile against sharp and blunt, and 3rd against heat. They are very good candidates for dusters and other protective clothing - especially in temperate biomes. 
But even elephant leather should be replaced by better materials, like devilstrand, once available. Dusters and other protective apparel receive priority; using the best textiles on dusters has the most impact on protection. If limited on better material, you can use excess elephant leather for pants or button-down shirts.
For use in furniture, it has a middle-of-the-road beauty factor. But more beautiful textiles, like thrumbofur, are in high demand as clothing. So, once elephant leather is made redundant for clothing, it is a decent choice for furniture beauty.
== Gallery ==
Elephantleather a.png|One elephant leather
Elephantleather b.png|Stack of elephant leathers
Category:Material Category:Textile Category:Leather
Elephant tusk

An elephant tusk is an item obtained from butchering an elephant. Tusks can be sold to exotic goods traders, or used as a melee weapon.
== Acquisition ==
Butchering an adult male elephant will yield two elephant tusks, unless the parts have been destroyed by damage. Female elephants do not drop tusks, despite both having a tusk attack and their texture showing tusks. Only a full adult elephant will produce tusks when butchered. All wild elephants spawn as adults.
They can also be purchased from traders.
== Summary ==
Elephant tusks function identically to any other melee weapon, despite their unorthodox method of production. They do not have a quality value - all elephant tusks are statistically identical.
== Analysis ==
An elephant tusk is a decent, early choice for melee weapon. It requires no crafting and has no quality, so isn't reliant on having skilled pawns nor does it consume resources. While it has a modest DPS, its AP is fairly high for the early game. It thus an effective choice until Smithing is researched and better melee weapons become available, and can be effective for longer if materials and/or skilled crafters are lacking. The primary difficulty comes in killing an elephant in the early game, but the hardy leather and large amount of meat make it a valuable feat if it can be accomplished. 
After the early game, tusks are out-competed by more effective melee weapons, but they are still a nice freebie that adds to the value in preferentially hunting and/or slaughtering elephants over other big game. 
=== Taming vs hunting ===
Hunting elephants may be faster but can prove difficult or prohibitively dangerous, especially when herds turn manhunter. As elephants have a 0% manhunting chance on a failed taming attempt, taming them for slaughter has no risk beyond lost pawn time and a small amount of food, while also providing several additional advantages. Slaughtering a tamed elephant will still produce both tusks, along with significantly more meat and leather. Taming elephants requires an Animals skill of . 
== Version history ==
* Beta 19 - Market price was reduced from 450 silver to 80 silver.
Category:Equipment Category:Weapons Category:Neolithic Weapons
Category:Melee Weapons Category:Sharp Weapons Category:Improvised Weapons
Category:Exotic Item