nyuuzyou/wikis huggingface dataset:
Jade (ore)

Jade (ore) is a rare natural structure that can be mined to obtain jade.
== Summary ==
Jade tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 jade, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn. 
== Analysis ==
== Gallery ==
Jade ore.png|Jade (ore)
Jade a.png|Stack of one jade
Jade b.png|Stack of multiple jade
Jade c.png|Full stack of jade
== Version history ==
* Release - Added.
Category:Natural wall
Jade knife

The jade knife is a knife that's made out of jade. This weapon is unique because it can only be obtained via the Lost tribe scenario; it cannot be crafted nor purchased.
Owing to jade's properties as a material that favors blunt damage over sharp, the jade knife's handle is actually the strongest attack tool that it has, though its overall damage output is still lackluster. The jade knife performs similarly to the wooden club in combat despite its minor DPS deficit though due to how cutting attacks work.
Category:Equipment Category:Weapons Category:Neolithic Weapons
Category:Melee Weapons Category:Sharp Weapons Category:Knives
Juggernaut serum

The juggernaut serum is an item added by the Anomaly DLC
== Acquisition ==
It can also occasionally be bought from traders. 
== Summary == 
A pawn taking juggernaut serum will do so right where they stand without looking for a place to sit first. Juggernaut serum is taken by ingestion, taking .
As a serum, it does not have the traditional high mechanics of other drugs. Instead, it applies the "juggernaut" hediff with the following effects for 10 days: 
* move speed +0.50
* melee damage factor (x150%)
* injury healing factor (200%)
* . This mood penalty is nullified by the inhumanized hediff.
== Analysis ==
== Version history == 
* Anomaly DLC Release - Added.
Category:Drug Category:Serum
Jump Range

This stat is measured in cells (c).
== Bases ==
Apparel 	JumpRange
Jump pack 	23.9 c
Locust armor	23.9 c
== Factors ==
Quality 	Factor
Awful 	
Poor 	
Normal 	×100%
Good 	
Excellent 	
Masterwork	
Legendary 	
Here is a table of apparel whose Jump Range is affected by quality:
Apparel 	Awful	Poor	Normal	Good	Excellent	Masterwork	Legendary
Jump pack 	 	 	23.9 c	 	 	 	
Locust armor	 	 	23.9 c	 	 	 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:JumpRange
* Label:Jump range 	The maximum jump distance.	
* Display Order:30
* Def Name:Apparel
* Label:Apparel
* Display All By Default:	
* Min Value: 0
* To String Style: FloatOne
* Format String: {0} c
* Show If Undefined:	
* Parts:
** StatPart_Quality:
*** Factor Awful: 
*** Factor Poor: 
*** Factor Normal: 
*** Factor Good: 
*** Factor Excellent: 
*** Factor Masterwork: 
*** Factor Legendary:	60
== Version history ==
* 1.2.2719 - Added
Kid helmet

The kid helmet is a headgear apparel added by the Biotech DLC. 
== Acquisition ==
== Summary ==
The kid helmet is a child-sized version of the regular simple helmet, meaning it can only be worn by pawns under 13.
== Analysis ==
As technically the only armor available for children, the kid helmet offers superior protection from damage to the head compared to anything else. This makes it an excellent choice for preventing nasty booboos. Due to the low body part HP of children, even a bullet blocked by armor is likely to kill. But a kid helmet is better than nothing, and steel helmets are relatively affordable.
In hot biomes, you may prefer headgear like the cowboy hat, which protects against warmer temperatures. Similarly, a tuque can be good for its cold insulation.
== Version history ==
* Biotech DLC Release - Added.
Category:Armor
Kid pants

Kid pants are a piece of apparel added by the Biotech DLC. 
== Acquisition ==
== Summary ==
Kid pants are a child-sized version of the regular pants. It can only be worn by pawns between the ages of 3 and 13.
== Analysis ==
Kid pants are one of the few body clothing options that children can wear. 
Kid pants should be combined with a kid shirt to fully clothe a child.
* Compared to a kid romper, the kid shirt and kid pants has better insulation against heat and cold, but does not cover the arms. Both sets have the same armor rating. The shirt + pants set costs 10 textile more and takes slightly longer to make.
* Compared to kid tribalwear, the kid shirt and kid pants cover the shoulders or legs, but the kid tribalwear has +32% better heat insulation and +8% cold insulation. Both sets have the same armor rating. The shirt and pants set costs 10 textile more, and takes slightly more work to make.
Due to the low protection of skin-layer apparel, even when made out of materials like devilstrand, the differences between all 3 sets are very small. Children are frail - even if armor reduces damage, a shot is likely to kill or maim a child. Therefore, children should avoid combat (or at least avoid getting hit in combat), and covering the arms doesn't mitigate this. If children don't undergo combat at all, then tribalwear is a superior choice, as it is cheaper and more insulating. If insulation isn't needed, the romper is cheaper and slightly more protective than a shirt and pants.
If a colonist would only need pants to be considered nude (male colonists without ideoligion, or any gender depending on ideoligion rules), then pants would become the cheapest way to clothe a child.
== Version history ==
* Biotech DLC Release - Added.
Category:Clothing
Kid parka

The kid parka is a child-sized item of apparel added by the Biotech DLC that provides excellent cold insulation.
== Acquisition ==
== Summary ==
The kid parka is a child-sized version of the regular parka, meaning it can only be worn by pawns under 13.
Kid parkas are worn on the outer layer. No other clothing that children can wear occupies this layer.
== Analysis ==
Just like the parka, the kid parka offers superior cold insulation, making them an essential apparel in cold biomes. The kid parka is also the only child-sized apparel that covers the outer layer, meaning it is fully compatible with all other clothing. If more cold protection is needed, combine the kid parka with a tuque or tailcap and kid tribalwear.
Even in warmer biomes, kid parkas can be created for their protective merit. But unless you use strong textiles like devilstrand or thrumbofur, kid parkas offer minimal protection. In terms of armor, it is exactly equal to an adult's button-down shirt (of the same quality/material). With weaker materials like cloth, the of any reasonable attack is high enough to completely ignore the parka, acting as it doesn't exist. It is wiser to use strong textiles, like thrumbofur, on adult colonists first, as the armor is more likely to be useful.
== Version history ==
* Biotech DLC Release - Added.
Category:Clothing
Kid romper

The kid romper is a piece of apparel added by the Biotech DLC. 
== Acquisition ==
== Summary ==
The kid romper is a child-sized clothing. It can only be worn by pawns between the ages of 3 and 13.
== Analysis ==
The kid romper is one of the few body clothing options that children can wear. 
* Compared to a kid shirt with kid pants, the kid romper covers the arms, but the shirt + pants sets has better insulation against heat and cold. Both sets have the same armor rating. The shirt + pants set costs 10 textile more and takes slightly longer to make.
* Compared to a kid tribalwear, the kid romper also covers the shoulders, arms, and legs, but kid tribalwear has even better insulation against both temperatures. Both sets have the same armor rating and same material cost, though tribalwear takes slightly less work to make. Kid tribalwear also has 10 more HP than the romper.
Due to the low protection of skin-layer apparel, even when made out of materials like devilstrand, the differences between all 3 sets are very small. Children are frail - even if armor reduces damage, a shot is likely to kill or maim a child. Therefore, children should avoid combat (or at least avoid getting hit in combat), and covering the arms doesn't mitigate this. If children don't undergo combat at all, then tribalwear is a superior choice, as it is cheaper and more insulating. If insulation isn't needed, the romper is cheaper and slightly more protective than a shirt and pants.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3524 - Fix: Kid Romper has no alpha channel resulting in pink squares when worn instead of a texture.
Category:Clothing
Kid shirt

The kid shirt is a piece of apparel added by the Biotech DLC. 
== Acquisition ==
== Summary ==
The kid shirt is a child-sized version of the regular T-shirt. It can only be worn by pawns between the ages of 3 and 13.
== Analysis ==
The kid shirt should be combined with kid pants to fully clothe a child. This combination is one of the few body clothing options that children can wear. 
* Compared to a kid romper, the kid shirt and kid pants has better insulation against heat and cold, but does not cover the arms. Both sets have the same armor rating. The shirt + pants set costs 10 textile more and takes slightly longer to make.
* Compared to kid tribalwear, the kid shirt and kid pants cover the shoulders and legs, but the kid tribalwear has +32% better heat insulation and +8% cold insulation. Both sets have the same armor rating. The shirt and pants set costs 10 textile more, and takes slightly more work to make.
Due to the low protection of skin-layer apparel, even when made out of materials like devilstrand, the differences between all 3 sets are very small. Children are frail - even if armor reduces damage, a shot is likely to kill or maim a child. Therefore, children should avoid combat (or at least avoid getting hit in combat), and covering more body parts won't mitigate this. If children don't undergo combat at all, then tribalwear is a superior choice, as it is cheaper and more insulating. If insulation isn't needed, the romper is cheaper and slightly more protective than a shirt and pants.
== Version history ==
* Biotech DLC Release - Added.
Category: Clothing
Kid tribalwear

Kid tribalwear is a neolithic piece of apparel added by the Biotech DLC.
== Acquisition ==
== Summary ==
The kid tribalwear is a child-sized version of the regular tribalwear. It can only be worn by pawns between the ages of 3 and 13.
== Analysis ==
Just like tribalwear, it is one of the primary ways to occupy the skin layer. It is the only option for initially available for New Tribes, with other options locked behind the Complex Clothing research project. New Arrivals begin with this research, and can instead create kid rompers or sets of kid shirt and kid pants to clothe their children.
Kid tribalwear is the cheapest and most insulating option, but the least protective:
* Compared to the kid romper, kid tribalwear does not cover the shoulders, arms, or legs, but it has +40% better heat insulation and +28% cold insulation. Both have the same armor rating and cost the same material, though the romper takes slightly more work to make.
* Compared to kid shirt + kid pants, kid tribalwear does not cover the shoulders or legs, but it has +32% better heat insulation and +8% cold insulation. Both sets have the same armor rating. The shirt and pants set costs 10 textile more, and takes slightly more work to make.
Due to the low protection of skin-layer apparel, even when made out of materials like devilstrand, the differences between all 3 sets are very small. As children are frail, they should avoid combat anyways (or at least, avoid getting hit in combat); a slightly higher armor rating doesn't mitigate this. As kid tribalwear is cheaper and more insulating, it is often the best choice.
== Version history ==
* 1.4.3555 - Added.
Category:Clothing
Kill satiety

The kill satiety need is the game mechanic that controls the need of Characters with the Kill thirst gene to kill other humans in melee combat. Despite the similarity in name and mechanics, it has no connection with the Kill thirst persona weapon trait.
== Need changes ==
The need only becomes active after age 13. It is only active on colonists, slaves, and prisoners. Pawns from other factions such as raiders or in caravans do not have the need active, even if the gene is present. 
The need decays at a rate of 3.33% per day. Killing a human in melee combat will fill the need to 100%. A ranged attack in melee range does not count, it must be a melee attack. Killing downed pawns counts. A melee attack with a ranged weapon does not work. Nor does executing a pawn, if the executioner is carrying a ranged weapon.
== Need threshold == 
A "Kill thirst" mood penalty is inflicted once the need drops to 30%. This starts at and increasing as need drops to a maximum of at 0%. 
== Analysis ==
Kill thirst is a rather tedious gene to manage for colonies that don't raid frequently or much rather prefer using ranged weapons, fortunately it doesn't occur naturally outside the very rare custom xenotypes or trader genepacks, so kill satiety will be a rare issue and only ever self-inflicted.
To get rid of kill thirst you can try replacing the xenogerm if possible or using the pawn as a Human Resource especially if the pawn is incapable of violence where they will suffer an mood constantly.
Otherwise, do caravan raids frequently, set your ranged pawns to hold fire to prevent kill stealing and let the desired pawn kill a enemy in melee combat and capture any prisoners regularly to be executed later by that pawn.
== Version history ==
* Biotech DLC Release - Introduced.
* 1.4.3555 - Fix: Kills with body part weapons like knee spike and power claw don't satisfy kill satiety.
Category: Status Level
Kneel pillow

A kneel pillow is a miscellaneous building added by the Ideology DLC. It is used as a seat by pawns.
== Acquisition ==
?
== Summary ==
Kneel pillows act like normal chairs. They can be used to eat at tables, and provide comfort when used while working.
They can be selected as ritual seating for an ideoligion, providing a quality bonus to some rituals, depending on how many pawns can sit at them.
Pillows and Sheets are notable for their higher average beauty compared to stools, dining chairs and armchairs. 
Able to exceed the beauty of all other seating, if crafted from Thrumbofur.
=== Comfort ===
Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.
Comfort varies by quality but not material. Kneel pillows of the same quality level will all have the same quality, regardless of what they're constructed from.
== Analysis ==
Compared to stools, kneel pillows provide more comfort and beauty, and are made of textiles instead of wood, metals, or stone. This makes kneel pillows interesting for general usage if complex furniture has not yet been researched.
Compared to dining chairs and armchairs, kneel pillows provide more beauty, but less comfort. They are significantly cheaper than armchairs, and require different materials compared to dining chairs.
Non-grand meditation thrones provide more comfort, but less beauty. They require different materials, though meditation thrones are overall more expensive.
Amongst ritual seating, kneel pillows are the only single-tile option, allowing for easiest placement. Having the same beauty as the other two seats, they provide more beauty per tile. Pews can be made of stone, allowing to make them non-flammable, and provide 35% cover (as opposed to 5% for kneel pillows and sheets). Kneel sheets require 80 materials to craft, 20 less than four keel pillows.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings) Category:Chair
Kneel sheet

A kneel sheet is a ritual seating added by the Ideology DLC.
== Acquisition ==
Can be built without any research.
== Summary ==
Can be used as a normal chair on tables and benches. 
Pillows and Sheets are notable for their higher average beauty compared to stools, dining chairs and armchairs. 
Able to exceed the beauty of all other seating, if crafted from thrumbofur.
Has the lowest "per pawn" mass (weight) of all seating options, making it useful as a caravan seating option.
=== Comfort ===
Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.
Comfort varies by quality but not material. Kneel sheets of the same quality level will all have the same comfort, regardless of what they're constructed from.
== Analysis ==
Like the kneel pillow, it must be made of a fabric or leather textile.
Able to seat four pawns. Although the orientation will not effect table/bench use, it is the only "group" seating option that is not in-line, such as the 3, in line, seat pew.
This allows for interesting asthetics, but is functionally identical to the kneel pillow and pew. 
Compared to stools, kneel sheets provide more comfort and beauty, and are made of textiles instead of wood, metals, or stone. This makes kneel pillows interesting for general usage if complex furniture has not yet been researched.
Compared to dining chairs and armchairs, kneel sheets provide more beauty, but less comfort. They are significantly cheaper than armchairs, and require different materials compared to dining chairs.
== Version history ==
* Ideology DLC Release - Added.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings) Category:Chair
LMG

== Acquisition ==
LMGs can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:
Raider Kind 	Chance	Average Quality	Health
Mercenary gunner	11.32%	Normal 	70-320%
Elite mercenary 	46.53%	Normal 	100%
Ancient soldier 	10.56%	Normal 	100%
== Analysis ==
The LMG is an entry crowd-control weapon. It has a relatively long 6-shot burst, and high raw , but this DPS is reduced heavily by poor accuracy. Single-shot damage is decent, but below average, worse than the heavy SMG until past short (12 tile) range. Range is good for a multi-shot firearm, and the LMG's stopping power is also high enough to stagger humans, lancers and scythers. The LMG is the most powerful overall weapon that is capable of staggering humans.
Like the minigun, LMGs are good against crowds, as any missed shots can hit other pawns in the area. Single-target damage improves against larger targets like centipedes, which are easier to hit, though the LMG loses its staggering advantage. The LMG is the 2nd heaviest weapon, though unlike the minigun, it does not slow the user down.
Overall, the LMG is a dedicated support and crowd-control weapon. It can be good for low skill shooters, as missed shots can hit other enemies no matter their accuracy. However, its niche is relatively small.
* Against lone or separated targets, it suffers due to low accuracy and sluggish warmup. For the same reasons, it is a poor weapon inside a killbox.
* In short range, it faces competition from the chain shotgun, which has enough stopping power to stagger humans, decent accuracy, a 3-shot burst, and amazing DPS.
* For longer ranged combat, players often prefer the assault rifle and heavy SMG. Both weapons perform much better against separated targets, while remaining competitive against large crowds. 
: The AR is better than the LMG for long range combat. Meanwhile, the SMG is better for damage at close ranges. Damage is a major benefit of its own - it can even slow enemies through pain. Their superior accuracy and warmup time are helpful in a variety of siuations.
The LMG could see use as support for both long- and short- range combat at the same time, especially when fighting crowds of melee fighters. But this should be weighed against the benefits of the other weapons mentioned here, and the drawbacks of a longer warmup/cooldown cycle. 
=== Stats ===
Against an unarmored human, an LMG can kill with 4 hits to the torso, 3 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~10.4 seconds average) to incapacitate that human from pain shock. 
The LMG is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.
== Version history ==
* 0.3.410 - Can now spawn on pawns
* Alpha ? - Name changed from L-15 LMG
* 1.5.4062 - Texture recreated with higher quality
L-15.png|Original L-15 LMG sprite 
LMG Old.png|Texture prior to 1.5
Category:Equipment Category:Weapons Category:Industrial Weapons
Category:Ranged Weapons Category:Burst Weapons
Lab coat

Lab coats are an apparel item added by the Anomaly DLC that improves the capabilities of researchers.
== Acquisition ==
 
Pawns in the The Anomaly starting scenario will often generate wearing a cloth lab coat.
== Summary ==
A lab coat increases the Research Speed of the wearer by , increasing the rate at which the pawn researches as well as the decreasing the time to scan with the ground penetrating and long-range mineral scanner. See the Research Speed page for further details. 
The lab coat also increases Entity Study Rate by 
Note that these buffs do not vary with quality or material. 
== Analysis ==
Lab Coat is quite weak. It's heat insulation is worse than that of Jacket, cold insulation is worse than Parka, and it's less armored than other competing clothes. That's definitely not what you want to give to most of your pawns on daily basis. However, due to it's research bonuses, it will be useful for your researchers - as it increases your Research Speed and Entity Study Rate. Since it only increases Entity Study Rate and not the amount of research provided it is likely not worth it as entities are analysed infrequently. The 5% research speed bonus is likely only useful on a pawn that is specifically researching, as you are compromising both insulation and protection.
== Version history ==
* Anomaly DLC Release - Added.
Category:Clothing
Labrador retriever

== Analysis ==
Labs and huskies are strong candidates for hauler animals. Both are easy to tame, don't require a minimum skill to train, and don't ever lose training over time. With 0 wildness, they do not generate filth. As omnivores, they can eat meals, kibble, or any food you have lying around. A downside is that they can be hunted by predator animals, as opposed to cougars and bears.
Compared to the husky, a labrador is less combat effective ( vs ), eats less ( vs ), carries slightly less ( vs ), and has slightly more puppies per litter ( vs ).
Labs are one of the few animals that can nuzzle colonists, giving a Nuzzled moodlet to colonists.
== Training ==
== Health ==
== Gallery ==
Labrador retriever.png|Labrador facing east
Labrador north.png|Labrador facing north
Labrador south.png|Labrador facing south
Dessicated labrador east.png|Labrador decaying
== Version history ==
* 0.12.906 - Added
Category:Animals
Category:Pet