nyuuzyou/wikis huggingface dataset:
Table (1x2)

The Table (1x2) is one of four table varieties. Tables are one of the two types of furniture necessary for creating a dining room. The other three sizes are:
* Table (2x2)
* Table (2x4)
* Table (3x3)
== Acquisition ==
They can also be bought from traders and found in ruins.
== Summary ==
When placed adjacent to a stool, dining chair, or armchair, colonists will eat their meals at the table. This avoids giving them the "Ate without table" bad thought that non-ascetics will get otherwise, and gives them good thoughts if your dining room has high impressiveness.
Colonists more than 50 tiles away from a table at the moment they decide to eat something will ignore the table and eat where they stand, suffering a -3 mood hit. Larger colonies may benefit from building a second dining room, or have scattered tables, especially next to a killbox, mining site, or anima tree (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns in a more favorable position).
Tables are set by default as gathering spots. Colonists will gather here to socialize for recreation, especially when idle. This should be toggled off on all tables except for the one in the rec room. Not toggling can cause people to recreate and have parties in the middle of an ugly, dirty mining site, making everybody unhappy.
== Analysis ==
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.
If you don't want to build multiple tables, you can stagger the recreation schedule of colonists to make sure they don't take all of the space on a table.
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Table1x2 north.png|Base Variant
Morbid table (1x2).png|Morbid Variant
Totemic table (1x2).png|Totemic Variant
Spikecore table (1x2).png|Spikecore Variant
Rustic table (1x2).png|Rustic Variant
Techist table (1x2).png|Techist Variant
== Version history ==
Prior to Beta 18, tables only came in two forms: short table (2x2) and long table (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.
* Ideology DLC Release - Received styles via new Ideoligion style system. 
Category:Furniture Category:Table
Table (2x2)

The Table (2x2) is one of four table varieties. Tables are one of the two types of furniture necessary for creating a dining room. The other three sizes are:
* Table (1x2)
* Table (2x4)
* Table (3x3)
== Acquisition ==
They can also be bought from traders and found in ruins.
== Summary ==
When placed adjacent to a stool, dining chair, or armchair, colonists will eat their meals at the table. This avoids giving them the "Ate without table" bad thought that non-ascetics will get otherwise, and gives them good thoughts if your dining room has high impressiveness.
Colonists more than 50 tiles away from a table at the moment they decide to eat something will ignore the table and eat where they stand, suffering a -3 mood hit. Larger colonies may benefit from building a second dining room, or have scattered tables, especially next to a killbox, mining site, or anima tree (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns in a more favorable position).
Tables are set by default as gathering spots. Colonists will gather here to socialize for recreation, especially when idle. This should be toggled off on all tables except for the one in the rec room. Not toggling can cause people to recreate and have parties in the middle of an ugly, dirty mining site, making everybody unhappy.
== Analysis ==
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.
If you don't want to build multiple tables, you can stagger the recreation schedule of colonists to make sure they don't take all of the space on a table.
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Table2x2 north.png|Base Variant
Morbid table (2x2).png|Morbid Variant
Totemic table (2x2).png|Totemic Variant
Spikecore table (2x2).png|Spikecore Variant
Rustic table (2x2).png|Rustic Variant
Techist table (2x2).png|Techist Variant
== Version history ==
Prior to Beta 18, tables only came in two forms: short table (2x2) and long table (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.
* Ideology DLC Release - Received styles via new Ideoligion style system. 
Category:Furniture Category:Table
Table (2x4)

The Table (2x4) is one of four table varieties. Tables are one of the two types of furniture necessary for creating a dining room. The other three sizes are:
* Table (1x2)
* Table (2x2)
* Table (3x3)
== Acquisition ==
They can also be bought from traders and found in ruins.
== Summary ==
When placed adjacent to a stool, dining chair, or armchair, colonists will eat their meals at the table. This avoids giving them the "Ate without table" bad thought that non-ascetics will get otherwise, and gives them good thoughts if your dining room has high impressiveness.
Colonists more than 50 tiles away from a table at the moment they decide to eat something will ignore the table and eat where they stand, suffering a -3 mood hit. Larger colonies may benefit from building a second dining room, or have scattered tables, especially next to a killbox, mining site, or anima tree (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns in a more favorable position).
Tables are set by default as gathering spots. Colonists will gather here to socialize for recreation, especially when idle. This should be toggled off on all tables except for the one in the rec room. Not toggling can cause people to recreate and have parties in the middle of an ugly, dirty mining site, making everybody unhappy.
== Analysis ==
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.
If you don't want to build multiple tables, you can stagger the recreation schedule of colonists to make sure they don't take all of the space on a table.
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Table2x4 north.png|Base Variant
Morbid table (2x4).png|Morbid Variant
Totemic table (2x4).png|Totemic Variant
Spikecore table (2x4).png|Spikecore Variant
Rustic table (2x4).png|Rustic Variant
Techist table (2x4).png|Techist Variant
== Version history ==
Prior to Beta 18, tables only came in two forms: short table (2x2) and long table (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.
* Ideology DLC Release - Received styles via new Ideoligion style system. 
Category:Furniture Category:Table
Table (3x3)

The Table (3x3) is one of four table varieties. Tables are one of the two types of furniture necessary for creating a dining room. The other three sizes are:
* Table (1x2)
* Table (2x2)
* Table (2x4)
== Acquisition ==
They can also be bought from traders and found in ruins.
== Summary ==
When placed adjacent to a stool, dining chair, or armchair, colonists will eat their meals at the table. This avoids giving them the "Ate without table" bad thought that non-ascetics will get otherwise, and gives them good thoughts if your dining room has high impressiveness.
Colonists more than 50 tiles away from a table at the moment they decide to eat something will ignore the table and eat where they stand, suffering a -3 mood hit. Larger colonies may benefit from building a second dining room, or have scattered tables, especially next to a killbox, mining site, or anima tree (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns in a more favorable position).
Tables are set by default as gathering spots. Colonists will gather here to socialize for recreation, especially when idle. This should be toggled off on all tables except for the one in the rec room. Not toggling can cause people to recreate and have parties in the middle of an ugly, dirty mining site, making everybody unhappy.
== Analysis ==
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.
If you don't want to build multiple tables, you can stagger the recreation schedule of colonists to make sure they don't take all of the space on a table.
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Table3x3 north.png|Base Variant
Morbid table (3x3).png|Morbid Variant
Totemic table (3x3).png|Totemic Variant
Spikecore table (3x3).png|Spikecore Variant
Rustic table (3x3).png|Rustic Variant
Techist table (3x3).png|Techist Variant
== Version history ==
Prior to Beta 18, tables only came in two forms: short table (2x2) and long table (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.
* Ideology DLC Release - Received styles via new Ideoligion style system. 
Category:Furniture Category:Table
Table of Human Body Part Groups

This is a table of human body part groups.
Referenced on:
*Human
Body Part Group Name	Contents
Torso 	clavicles, sternum, ribs, pelvis, spine, stomach, heart, lungs, kidneys, liver, neck
UpperHead 	head, skull, brain, ears
FullHead 	head, skull, brain, eyes, ears, nose, jaw
Shoulders 	shoulders
Arms 	arms, hands, humeri, radii
Hands 	hands, fingers.
LeftHand 	left hand, left hand fingers
RightHand 	right hand, right hand fingers
Legs 	legs, feet, femurs, tibiae
Feet 	feet, toes
 
==See also==
* Table of Human Body Parts
Category: Health
Tactical turret

The tactical turret is a temporary short range, low power turret deployed from the turret pack.
== Acquisition ==
It is deployed by the turret pack.
== Summary ==
Once deployed, it lasts for , and it remains in an unpowered state once the battery is depleted.
* Label: "Battery power"
* Tooltip: "This turret has a limited battery life. Once it runs out, it will stop working entirely."
It is forbiddable, breakdownable, stunnable by Stun and EMP damage, and has a 50% chance to explode from damage, taking to explode, with a radius of 3.9 cells of Bomb damage.
== Analysis ==
?
== Version history ==
* Anomaly (DLC) Release - Added.
Tactical turret gun

The tactical turret gun is a turret-only ranged weapon. It is the main armament of the tactical turret, which is spawned by the turret pack. It fires a 2-round burst that deals modest damage with a long cooldown.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
Notably, with the exception of range and graphical size, it is identical to a mini-turret gun.
== Acquisition ==
Tactical turret guns spawn on all tactical turrets. However, it is not possible to obtain it directly in normal play. Buildings do not drop it upon destructions and 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.
== Version history ==
* Anomaly DLC release - Added
Category:Weapons Category:Turret Weapons
Category:Unobtainable items
Tailcap

Tailcaps are a form of clothing added by the Ideology DLC. They provide very good cold insulation but don't provide heat insulation nor a Social Impact bonus like many other hats.
== Acquisition ==
 Fabrics can't be used to create tailcaps.
== Analysis ==
The tailcap is essentially a tuque made with leather instead of fabric, to the point where it is largely statistically identical. Thus, the differences between the two pieces of headwear come primarily from the materials that are used to make them rather than items themselves.
Leathers provide better armor and worse insulation compared to fabrics. Typically however, the low base armor of the tailcap means that even with the leathers' higher armor, it is still too low to provide meaningful protection, thus a key advantage of leather is negated. There are exceptions to both generalisations however - a thrumbofur tailcap provides almost as much protection as a steel simple helmet while also providing exceptional cold insulation. Guinea pig fur, chinchilla fur, and heavy fur also buck the trend by providing top tier cold insulation.
Thus, when deciding between the tuque and the tailcap, it largely comes down to that stats of the textiles are available. For ease of comparison, see the table on the Textiles page, as well as the material table below and on the Tuque page.
== Version history ==
* Ideology DLC Release - Added.
Category:Clothing
Talking

Talking is a factor of all social stats. Talking capacity is reduced by a damaged or missing jaw. Dementia also impairs talking.
, the maximum possible talking capacity is for a pawn with sensory mechanites and the maximum possible consciousness of . There is however no advantage of a talking capacity above 100%.
== Affected stats ==
== Factors ==
The following factors affect Talking:
* Consciousness: 100% importance, no allowed defect. No Max
* Jaw part efficiency. 100% importance, no allowed defect. No Max
** Denture: Part efficiency offset 
* Tongue part efficiency. 100% importance, no allowed defect. No Max
** Bionic tongue: Part efficiency offset 0%
* Ghoul: Being a ghoul multiplies a pawn's Talking by 
== Offsets ==
The following offsets affect Talking:
* Dementia: 
** Note, that as dementia also inflicts a -15% Consciousness penalty, this is effectively a to Talking.
* Sensory mechanites:
Teak tree

== Growing ==
Teak trees have a base growing time of 32.5 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 teak trees to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
Teak trees have the highest yield out of any tree in the game, but also the longest growing time. As is typical with long grow cycle plants: teak trees may be more susceptible to blight in non-native biomes, and temperature changes will only further lengthen how long the plant takes to grow - although the latter can be circumvented with internalised growing.
In terms of yield per day, teak trees are the second best growable tree in the game; somewhat better than oak trees, but also somewhat worse than poplar trees.
== Food production ==
Teak trees don't yield any human-edible products.
== Economy ==
The teak 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 	0.64 	0.75	0.9 	-
Refined 	0.96 	1.13	1.36 	-
== Gallery ==
Teak tree a.png|Teak tree variant A
Teak tree b.png|Teak tree variant B
Category:Plants
Category:Trees
Techprint

Techprints are exotic consumable items associated with a specific research project and which must be consumed to unlock access to that research project.
== Acquisition ==
Techprints cannot be crafted. Instead they can be purchased from caravans and trading ships, or obtained as a quest reward. They can also be found inside ancient shrines and ancient complexes .
== Summary ==
Techprints can be applied to research benches to unlock the specific research project it is associated with for research and completion. The associated project will be mentioned in the techprint's name and projects that require techprints will note that information in the Research menu. Most projects require only a single techprint to unlock, but the cataphract armor research requires two. For this purpose, all techprints for the same project are interchangeable - any two techprints of the right type will function. 
Upon use, a researcher will bring the techprint to a research bench of any sort and proceed to consume it, gaining 2000 Intellectual XP in the process. This XP is unaffected by the researcher's passion or learning rate. If a hi-tech research bench is used for this purpose, it need not be powered. 
Applying the techprint does not require that any prerequisite research be finished, or even the appropriate structures (e.g. hi-tech research bench, multi-analyzer) to be used, however using the techprint to unlock a project does not complete the project, it only allows it to be researched as normal. If the project has prerequisites or required structures, they will still be necessary to research the project.
Applying a techprint of a project that is already unlocked will grant progress on the project equal to half of the remaining points to complete the project. This will still grant the Intellectual XP to the researcher, and will do so even if the project has been completed. 
There are reports that due to rounding errors, a finite number of techprints will actually unlock a project however these reports are unconfirmed, and even if true, it is unclear if this will allow "sequence breaking" by unlocking a project before the prerequisites have been completed.
All techprints have a Sell Price Multiplier of x10%.
=== Variations ===
These are the different technologies you can obtain techprints for with the Royalty DLC active: 
* Artificial Metabolism
* Brain Wiring
* Cataphract Armor
* Circadian Influence
* Compact Weaponry
* Flesh Shaping
* Healing Factors
* Jump packs
* Molecular Analysis
* Neural Computation
* Poison Synthesis
* Specialized Limbs
* Skin Hardening
== Version history ==
* 1.1 - Added
* 1.1.2647 - It has been changed to no longer work without the Royalty DLC. Previously mods could add research requiring techprints, even without the DLC.
* 1.4.3523 - Techprints now give a flat 2000xp bonus, unaffected by learning rate.
Category:Exotic Item
Techprof subpersona core

A techprof subpersona core instantly completes the current research project when used.
== Acquisition == 
Techprof subpersona cores cannot be crafted nor bought from traders. Instead they can be acquired 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 core 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.
They can also rarely be found in ancient shrines.
== Summary ==
Techprof subpersona cores can be used to instantly complete the research project that is currently selected for research by selecting a colonist, right-clicking the device, and selecting 'Use techprof subpersona core'.
Note that this only works on research projects that could otherwise research. Research without either the necessary prerequisites or techprints cannot be completed instantly using the core.
It has no effect on Anomaly research projects.
== Analysis ==
Techprof subpersona cores are rare, even compared to other non-craftables. A given colony is fairly likely to simply never see one. As such they should not be relied upon when planning progression. Additionally, short of doing many quests and taking them when offered, there is little in the way of strategy for acquiring them.
They are best used to quickly complete either a long research such as the spaceship research or an urgently needed one, such as flak armor.
How valuable they are in comparison to other reward will vary on a lot of factors that make it difficult to generalize for all colonies. A neanderthal New Tribe on a high difficulty with Research: Slow precept will value a core much more than genie New Arrivals on a low difficulty with Research: Very fast precept and a dozen Research specialists. Consideration should be given to what the research will give you and how long it will take you to unlock it without the core.
To get best use out of it, make sure that you don't use it on a research you've already spent research in. Consider swapping away from your current project just for the use of the core, and then swap back to complete traditional research.
== Version history ==
* 0.18.1722 - Added.
* Beta 19 - No longer finishes a random research project, now completes the currently selected research project.
* 1.5.4062 - When using a techprof persona core, bring up the research completed window.
Category:Exotic Item
Telescope

A telescope is a recreation item that provides "" recreation to a single colonist using it, with a power of %. It also slowly increases the Intellectual skill. It can only be obtained through trade.
== Acquisition ==
Telescopes cannot be crafted, instead they are only available through trade or as a reward from quests.
== Summary ==
Telescopes can only be used if the tile that they are placed on is unroofed. Note that the interaction spot need not be unroofed. 
Using a telescope slowly increases the Intellectual skill of the user at a rate of 0.004 XP per 
A pawn must have a Sight capacity above 0% to use a telescope.
== Analysis ==
A telescope is a useful item to obtain if you need to increase recreational variety. While all telescopes only have 120% recreational power, they provide a unique Recreation "study" type that cannot be obtained from any other item. This means the lack of accrued boredom more than makes up for a base recreation power between tier one and two recreational items and unaffected by quality modifiers.
Colonists using a telescope will also gain a small amount of Intellectual skill, however this is generally not enough to warrant specific action from the player. 
=== Placement ===
While the description states that it must be placed "outside", a telescope can be placed on any unroofed tile. Furthermore, only the telescope tile itself needs to be unroofed; the interaction tile can remain roofed. Thus, a colonist can be kept both indoors and out of the weather by simply unroofing a single tile inside the usual rec room and even gain the usual "impressive rec room" mood buff. A chair can also be placed on the interaction tile to provide comfort to colonist using it.
== Trivia ==
Despite being uncraftable, there is a partial recipe defined for the telescope in the game files. Namely, 50 steel and 1 component. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content.
== Version history ==
* 0.10.785 - Added with the addition of Joy
Category:Recreation