nyuuzyou/wikis huggingface dataset:
Tool cabinet

The tool cabinet is a passive building that provides a 6% work speed bonus to workbenches linked to it. It is a Facility and can be found in the Misc section of the Architect menu. Tool cabinets can be uninstalled and relocated at will.
== Acquisition ==
== Summary ==
A tool cabinet increases the work speed of nearby compatible production benches by per tool cabinet. This is multiplied by other factors to bench work speed, such as temperature and the natural 50% penalty from crafting spots, butcher spots, and hand tailor benches. 
The list of compatible of workbenches are listed below. These correspond with the in-game definitions for the room roles of "Workshop", barring the electric smelter, brewery, bioferrite shaper, and serum lab.
A tool cabinet will link to as many workbenches as are in its range. However, a single work bench can only benefit from up to 2 tool cabinets, for a maximum 12% increase in work speed. 
The maximum range is shown in the image on the right. The range is measured from either end of the toolbox to the center tile of the workbench. This is not the interaction spot. Links are shown as a white line, visible by selecting a tool cabinet or a workbench. The info screen of a workbench will list its current work speed Factor.
== Analysis ==
The bonus may appear small, but it adds up very quickly, especially if you can link the majority of your production to one or two cabinets. For example; linking to two cabinets reduces the time needed to craft marine armor from to , a difference of approximately or in-game hours per armor.
The steel requirement can be steep, especially in the early game. Build tool cabinets when steel is currently in surplus - i.e., when you don't need the steel in the near future. In some maps, such as mountainous maps, steel is common enough that they're fairly cheap. Deep drills will eventually make steel production, and thus the creation of tool cabinets, trivial.
== Gallery ==
Tool cabinet south.png|Facing south
Tool cabinet north.png|Facing north
Tool cabinet east.png|Facing east
== Version history ==
* 0.12.906 - Added
* 1.3.3066 - Fix typo in tool cabinet description. "One workbench use to up to" -> "One workbench can use up to"
Category:Miscellaneous
Top hat

The top hat is a clothing item added in the Royalty DLC. It provides a +20% increase to Social Impact, and meets the headwear requirements of male nobles between Acolyte and Praetor rank.
It is the male equivalent of the ladies hat.
== Acquisition ==
It can also be found on male Imperial Nobles, for sale at traders and as a quest reward.
== Summary ==
To consider themselves properly dressed and avoid a -4 "Want <TITLE>-specific apparel" moodlet, nobles between the ranks of Acolyte and Praetor must wear a or one of the following alternative pieces of headwear:
Note that female nobles will receive a -5 "Wearing male apparel" mood debuff from wearing a top hat, while male nobles will receive the same penalty for wearing a ladies hat.
== Analysis ==
Top hats are a luxurious headgear that offers a significant boost to social impact of +20%, even larger than the bowler hat's 15%, but provide no armor and equivalent or worse insulation and require significantly more material to craft. Thus they are inferior to, and should be exchanged for, literally any other headgear unless required by a noble or for the social impact buff. The top hat can be worn in non-combat situations, and switched for a helmet at the battlefield
As female pawns will receive a mood debuff while wearing this item instead the female equivalent, the ladies hat, should be substituted. 
== Version history ==
* Royalty DLC release - Added.
* 1.2.2753 - Work to make increased from 1600 -> 6000, insulation against cold increased from 0 to 0.1x, insulation against heat increased from 0 to 0.25x. Material cost -> 
Category:Clothing
Tornado generator

The tornado generator is a powerful single-use utility artifact that forms a tornado at the targeted location upon activation, wreaking havoc around it. 
== Acquisition == 
Tornado generators cannot be crafted. Instead they can only be acquired through trade, found in ancient shrines, and as a reward for performing quests. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a tornado generator 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, a tornado generator is worn in the waist utility slot. Pawns that are incapable of violence can equip, but not use, the generator. 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 the tornado will deal no damage to targets under overhead mountain.
After a 3s warm-up, a tornado will be created which will move about the map randomly before dissipating between and later. The warmup time before firing is affected by the Aiming Time stat of the wearer. Tornado will hurt units in its proximity over time. 
The generator cannot be recharged or refueled - once its single charge is expended, the item is completely destroyed.
== Analysis ==
Due to its random nature and its slow speed it is not very effective against non stationary targets. Its best use is against enemy bases, enemy sieges or Mechanoid clusters . Over all, this is a very weak and unpredictable super weapon - a doomsday rocket would be preferable in just about every scenario.
Additionally, with a potentially long duration, the tornado can traverse significant distances, and thus should not be used on your home tile unless you are willing to risk damaging your own base or you have a mountain base.
== Version history ==
* 0.19.2009 - Added, replacing the tornado event of Beta 18.
* 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.
* 1.3.3067 - escaping prisoners are now capable of picking up and using these.
Category:Artifact
Category:Utility
Tortoise egg (fert.)

Tortoise eggs are a type of egg laid by female tortoises.
Only fertilized tortoise eggs are laid, so all tortoise eggs are displayed "Tortoise egg (fert.)". Fertilized eggs are edible to colonists and ovivorous animals.
== Gallery ==
Tortoise egg (fert.) a.png|One tortoise egg
Tortoise egg (fert.) b.png|Stack of tortoise eggs
Category:Food Category:Raw Food Category:Animal Products Category:Egg Category:Egg (fert.)
Totemic slab (broad)

A totemic slab (broad) is a floor covering added by the Ideology DLC. It is a larger counterpart to the totemic slab (medium). 
== Acquisition ==
== Summary ==
The totemic slab significantly increases the dominance of the style to those who see it and is also moderately beautiful. As it is not an edifice, other buildings can be built on top of it. There are several possible varieties of texture available - the texture is determined randomly upon placing the blueprint.
It has has no effect on move speed and cleanliness. For these, the stats of the floor or terrain beneath the rug is taken into account.
== Analysis == 
== Gallery ==
Totemic slab (broad) A wood.png|Totemic slab (broad) variant A
Totemic slab (broad) B wood.png|Totemic slab (broad) variant B
== Version history ==
* Ideology DLC Release - Added.
Category:Floor
Totemic slab (medium)

A totemic slab (medium) is a floor covering added by the Ideology DLC. It is a smaller counterpart to the totemic slab (broad). 
== Acquisition ==
== Summary ==
The totemic slab significantly increases the dominance of the style to those who see it and is also moderately beautiful. As it is not an edifice, other buildings can be built on top of it. There are several possible varieties of texture available - the texture is determined randomly upon placing the blueprint.
It has has no effect on move speed and cleanliness. For these, the stats of the floor or terrain beneath the rug is taken into account.
== Analysis == 
This slab is made of wood, which means it is inherently flammable and doesn't gain the benefits of the beauty modifiers of stone. This makes it directly inferior to the morbid slab (medium), which has the same base beauty of 15 but gains extra beauty from the multipliers of the stone used to make it. This puts it on par with three of the five other floor decorations available. Out of those three, it is completely identical to the animalist slab (medium) as they are both made out of wood. Wood is generally a bit more consistently available than cloth for the rustic rug (medium) or steel for the spikecore floor-star (medium). Of course, which one of these will end up being built in your colony will depend on the style of your ideoligion.
Walls can be constructed over slabs, and slabs can be constructed "under" walls. This means that some of the slab can be "buried" in a wall, and the full beauty modifier is still added to the room. By doing this, a smaller room can fit more slabs in an aesthetically pleasing way - for example, building a 9 by 9 room over 9 slabs, with the outermost of them sunk into the walls by one time. Wood is usually easy to come by, and the beauty modifiers of the floor they are built on will still apply with a slab on top, so if resources permit it then there is no reason not to build slabs anywhere they can fit for free beauty points.
== Gallery ==
Totemic slab (medium) A wood.png|Totemic slab (medium) variant A
Totemic slab (medium) B wood.png|Totemic slab (medium) variant B
== Version history ==
* Ideology DLC Release - Added.
Category:Floor
Toughskin gland

The Toughskin Gland is an implant added by the Royalty DLC that gives the host pawn natural armor, in exchange for making them slower. It is the least protective and has the smallest penalties of the three skin gland implants, being weaker than both the armorskin and stoneskin glands.
== Acquisition ==
== Summary ==
Pawns that are implanted with a toughskin gland gain a bonus to Sharp/Blunt/Heat Armor by //% respectively, considered as its own layer for the purposes of armor calculations. It also multiplies moving by a factor of 95%, a 5% reduction. In turn, the penalty to moving reduces the move speed, hunting stealth, and melee dodge chance of a pawn.
It does not reduce pawn beauty like the other skin gland implants.
The armor rating of the gland still protects body parts replaced by artificial body parts, even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability. 
=== 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 a Medical skill of 5.
If the operation fails, the part will be destroyed.
== Analysis ==
It provides slight protection, and covers body parts that get little to no armor, such as the eyes and fingers, but its protection is so small that it's often irrelevant. For example, a punch from a normal human with an organic arm deals blunt damage and has an AP of 12%, meaning this gland provides no protection whatsoever from the weakest possible attack from a human.
Players who wish to protect their pawns should usually instead spend their silver or advanced components on proper armor or bionic limbs. A bionic arm completely removes the need to protect the fingers at all, and a recon helmet provides three times the sharp armor while covering the eyes.
That being said, there is still a niche for this gland. Nudist colonies have very little armor for obvious reasons. Therefore, even the minor protection of this gland may be useful. Even then, though, the armor bonus is still so low that players should generally consider the more protective armor glands.
Comparison table of the three types:
Type 	Armor	Armor	Armor	Moving	Beauty
Type 	Sharp	Blunt	Heat 	Moving	Beauty
Toughskin gland	% 	% 	% 	×95 	-
Armorskin gland	% 	% 	% 	×90 	
Stoneskin gland	% 	% 	% 	×85 	
Sharp	Blunt
 	
== Version history == 
* Royalty DLC initial release - Added.
* 1.1.2563 - Toughskin, armorskin, and stoneskin glands no longer stack
* 1.1.2598 - Buffed from 20/10/20% to 35/10/30%
Category:Medical Item Category:Body Part Category:Implant
Toughspike

Toughspikes are entities, and type of fleshbeast, added by the Anomaly DLC. 
== Occurrence ==
Toughspikes can occur in most instances that fleshbeasts generally do, including raids, in the Undercave, as the result of Draw fleshbeasts, present at Distress call quest sites, and as a result of the twisted obelisk's random mutations of wildlife.
== Summary ==
They are the only fleshbeast that will leave a corpse when killed. 
Effect of its armor
=== Containment ===
?
== Analysis ==
The closest thing that fleshbeasts have to a tanky unit, toughspikes are relatively robust in physiology compared to any other fleshbeast that isn't a dreadmeld, about on par with a human.
Their damage output isn't very high, and so most melee-focused pawns can fight a toughspike one-on-one.
=== Nuggetization ===
Ideally suited to nuggetization by hypothermia i.e. using hypothermia to destroy legs, so the toughspike cannot escape containment.
== Version history == 
* Anomaly DLC Release - Added.
Category: Entities
Category: Fleshbeasts
Tox grenades

Tox grenades are a ranged weapon added by the Biotech DLC that spreads tox gas rather than directly doing damage.
== Acquisition ==
== Summary ==
Tox grenades are weapons. They take up the weapon slot and will not run out of ammo. Grenades are blocked by walls, but the blast ignores cover. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.
They create tox gas. Tox grenades are thrown and once landed, grenades have a ? tick delay before exploding. Shooting skill, shooting accuracy, and health of the grenadier are irrelevant due to the Forced Miss Radius. Aiming time effects still apply, however.
== Analysis ==
Compared to toxbomb launchers, tox grenades have a higher average firerate, leading to greater amounts of gas. However, they have shorter range, and due to the grenade's delay, it takes longer for the first shot to create gas. This makes the launcher relatively better as a in-field support weapon, and grenades for your gas-related kill tunnels.
== Version history ==
* Biotech DLC Release - Added.
Category:Equipment Category:Weapons Category:Industrial Weapons
Category:Ranged Weapons Category:Single Thrown Weapons Category:Grenades
Tox pack

The tox pack is a utility item added by the Biotech DLC that allows the user to deploy tox gas. 
== Acquisition ==
== Summary ==
Tox packs create a cloud of tox gas centered on the user.
The pack can only be used once before needing to be refueled, at a cost of chemfuel. To refuel it, select its user and right-click a pile of chemfuel.
== Analysis ==
?
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3563 - Tox packs no longer activate upon stripping or butchering corpses wearing them.
Category: Utility
Tox shell

The tox shell is a type of mortar shell that, upon exploding, releasing a cloud of tox gas ? tiles in radius. The cloud persists for ?? seconds.
== Acquisition ==
 The cost is increased to steel and chemfuel if the Classic Mortars difficulty option is enabled.
== Usage ==
== Summary ==
Tox shells can be fired by a mortar to create tox gas. When the shell lands, the shell lingers and emits tox gas for ? ticks. 
Also used to create IED tox traps.
== Analysis ==
Mostly useful for making IED tox traps. It is also faster to unlock for these as it doesn't require Mortars to be researched.
As for Mortar Ammunition it is useful for hitting enemies where damaging shells would cause collateral damage - e.g. near friendly structures or providing danger-close fire support for tox gas immune pawns, they have a longer radius then explosive shells, making a high shooting skill less necessary. Note that tox shells aren't effective by themselves, they are unlikely to kill anyone, so they generally must be paired with sending out colonists to fight. But tox gas does inflicts significant statistical penalties if you can fight enemies in it, so they can make winning battles a lot easier. However, to maintain uptime on it, more than one mortar may have to be manned.
== Gallery ==
Tox shell a.png|One tox shell
Tox shell b.png|Partial stack
Tox shell c.png|Full stack
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3580 - Reduced explosive radius of tox shells when detonated by damage.
Category: Mortar shells
Toxalope

Toxalope, called toxalope calves as babies, are animals added by the Biotech DLC that live in polluted areas and explode into a tox gas cloud upon death.
== Summary ==
Toxalopes have 100% Toxic Environment Resistance, rendering them immune to environmental effects such as rot stink and toxic buildup from non-attack sources.
Creates a tox gas cloud upon death.
== Analysis ==
Toxalopes are one of the few animals that can appear in polluted areas, and can be hunted for its meat in an emergency. 
They do not produce any usable product beside meat and leather, unlike ordinary boomalopes.
== Training ==
== Health ==
== Gallery ==
Toxalope_east.png|Facing east
Toxalope_north.png|Facing north
Toxalope_south.png|Facing south
Dessicated_Toxalope_east.png|Decaying
== Version history ==
* Biotech DLC Release - Added.
* 1.5.4062 - Added toxalope corpse artwork.
Category:Animals
Category:Wild animal
Toxbomb launcher

The toxbomb launcher is a ranged weapon added by the Biotech DLC
== Acquisition ==
== Summary ==
Creates tox gas. Quality seems to have little or no impact to the amount gas created.
== Analysis ==
Compared to tox grenades, toxbomb launchers deploy tox gas faster, as the launcher has higher shot velocity and detonates instantly on impact. They also have greater range. However, tox grenades create more gas over time, due to its faster overall firerate. This makes the launcher relatively better as a in-field support weapon, and grenades for your gas-related kill tunnels.
== Version history ==
* Biotech DLC Release - Added.
Category:Equipment Category:Weapons Category:Industrial Weapons
Category:Ranged Weapons Category:Single-Shot Weapons Category:Launchers
Toxic Environment Resistance

Thus, a pawn with a 50% toxic environment resistance would take half the toxic buildup severity increase tox gas or half the rot stink severity from corpses, but would take all the toxic build-up from a cobra's bite. A pawn with 50% Toxic Resistance would instead take half the toxic buildup from both the tox gas and the cobra's bite, but would take all the rot stink severity. 
Humans and most creatures have a base value of 0% resistance. The following exceptions apply:
* Waste rat: 100%
* Toxalope: 100%
* Boomalope: 90%
* Rat: 90%
* Boomrat: 90%
* Raccoon: 80%
* Iguana: 95%
* Warg: 80%
* All Insectoids: 80%
* All Mechanoids: 100%
Note that this is in addition to any toxic resistance they may have.
Also note that many references to the resistance are keyed to the Biotech DLC being present, despite the stat being defined in Core. It is currently unclear what the effect of this is. 
== Factors ==
=== Base ===
Animal	Toxic Environment Resistance
=== Offsets ===
* Partial antitoxic lungs gene: 
* Total antitoxic lungs gene: 
* Detoxifier lung: 
* Fleshmass lung: 
* Gas mask: 
* Face mask: 
* Veil: 
* Prestige robe: 
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:ToxicEnvironmentResistance
* Label:toxic environment resistance	How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.	
* Display Order:11
* Def Name:BasicsPawn
* Label:Basics
* Display All By Default:	
* To String Style: PercentZero
* Default Base Value: 
* Min Value: 
* Max Value:	- 	3450
== Version history ==
* 1.4.3523 - Added.
Toxic Resistance

A pawn with 50% toxic resistance would take half the toxic buildup severity increase from any source as a pawn with 0% resistance, while a pawn with 100% resistance would take none at all.
Thus, a pawn with a 50% toxic resistance would take half the toxic buildup severity increase from toxic fallout or a cobra's bite, but would take all of the rot stink severity from corpses. A pawn with 50% Toxic Environment Resistance would instead take half the toxic buildup severity increase tox gas and half the rot stink severity, but would take all the toxic build-up from the bite.
Humans have a base value of 0% resistance, animals of 50%, and insectoids, mechanoids, and dryads of 100%. Note that this is in addition to any toxic environment resistance they may have. 
== Factors ==
=== Base ===
Animal	Toxic Resistance
=== Offsets ===
* Tox resistance gene: 
* Tox immunity gene: 
* Detoxifier kidney: 
== Version history ==
* 1.4.3523 - Reworked from Toxic Sensitivity to Toxic Resistance, inverting the relationship between build up and stat. Description changed from Multiplier on the impact of toxic buildup on this creature. to How well this creature resists toxic buildup.
Toxic needle gun

The toxic needle gun is an mechanoid-only ranged weapon added by the Biotech DLC. It is the main armament of the apocriton. 
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
== Acquisition ==
Toxic needle guns spawn on all apocritons. However, it is not possible to obtain it directly in normal play. Pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.
== Summary ==
For each point of damage dealt with the toxic bullets, the victim receives 0.65% toxic buildup. Note that this scales inversely with both toxic resistance and body size.
== Analysis ==
The toxic needle gun has a range of 44.9 tiles, matching a sniper rifle. Compared to a sniper, the toxic needle gun is more dangerous: it deals the same damage per shot, has 3% less armor penetration, and fires faster.
The toxic needle gun is highly likely to deal full damage through mid-tier armor such as flak jackets, flak helmets, normal quality dusters, and neolithic options such as the war mask. Flak vests offer decent protection - a normal quality vest offers a 32.5% chance of negating its damage.
With each unmitigated shot increasing severity by up to %, the accumulation of Toxic Buildup is not as immediate of a threat as the damage itself. However, care should be taken to avoid pawns reaching moderate or worse levels of Toxic Buildup. Vomiting is a potentially deadly side effect, and the Consciousness loss can directly kill a pawn before they would die from thieir wounds.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3555 - Damage increased from 15 to 25.
Category:Weapons Category:Mechanoid Weapons