Difference between revisions of "User:Harakoni/Sandbox"

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Latest revision as of 04:16, 26 November 2024

https://rimworldwiki.com/wiki/User:Harakoni/Sandbox?action=purge

https://www.mediawiki.org/wiki/Manual:Purge

*

Player created pawns[edit]

Pawn name Title
(Short Title)
Description Skill Modifications Work types Traits Tribal Outlander Pirate Offworld Outsider Imperial
Common
Imperial
Fighter
Imperial
Royal
Bodytype
James 'Doc' Grey
Male.png
Pirate King - Can be a faction leader
Fallen prodigy
(Prodigy)
[PAWN_nameDef] was born on a glitterworld falling into chaos. [PAWN_possessive] father was killed in action.

[PAWN_pronoun] struggled for a scholarship at Utmaior Academy and had to prove [PAWN_possessive] right to be there. A child genius, [PAWN_pronoun] was bullied as a charity case and couldn't make friends with the other kids.

  • −Social
Too smart Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Ex.png Ex.png Naked Thin south.png
Mad scientist
(Scientist)
Stripped of [PAWN_possessive] life’s work and exiled after [PAWN_possessive] unethical experiments on the survivors of the Callos IX incident were published, [PAWN_nameDef] learned the skills necessary to survive in the outer rim.

Continuing [PAWN_possessive] research with nothing left to lose, [PAWN_pronoun] made minions to carry out the tasks that bored him.

  • −Hauling
  • −Mining
-
Yiyang 'Mitsuya' Jiang
Male.png/Female.png
Transfer student
(Student)
A midworld child, [PAWN_nameDef]'s wealthy parents sent [PAWN_objective] to a nearby glitterworld to receive a better education.

[PAWN_nameDef] was a talented student. However, due to [PAWN_possessive] family's wealth, [PAWN_pronoun] never had to do dumb labor.

  • −Dumb labor
- Ex.png Ex.png Check.png Check.png Ex.png Ex.png Ex.png Ex.png Naked Male south.png/Naked Female south.png
Politician
(Politician)
[PAWN_nameDef] was an activist in a powerful political faction. There [PAWN_pronoun] learned the art of persuasion and speech.

[PAWN_pronoun] had many enemies, so [PAWN_pronoun] took secret courses in shooting and hand-to-hand combat.

  • −Plants
  • −Mining
-

Weapon DPS comparator[edit]

Tradeable items[edit]

 Market Value BaseTypeType2
Biomutation pulser800ArtifactUtility
Holding platform76BuildingAnomaly (Buildings)
Atmospheric heater1,385BuildingAnomaly (Buildings)
Shard beacon425BuildingAnomaly (Buildings)
Bioferrite harvester141BuildingAnomaly (Buildings)
Frenzy inducer495BuildingAnomaly (Buildings)
Shard inhibitor430BuildingAnomaly (Buildings)
Electric inhibitor133BuildingAnomaly (Buildings)
Proximity detector65BuildingAnomaly (Buildings)
Bioferrite shaper200BuildingAnomaly (Buildings)
Serum lab725BuildingAnomaly (Buildings)
Sleep suppressor545BuildingAnomaly (Buildings)
Electroharvester160BuildingAnomaly (Buildings)
Hemopump360BuildingBiotech (Buildings)
Subcore softscanner985BuildingBiotech (Buildings)
Glucosoid pump515BuildingBiotech (Buildings)
Large mech gestator820BuildingBiotech (Buildings)
Gene assembler550BuildingBiotech (Buildings)
Psychofluid pump1,225BuildingBiotech (Buildings)
Mech gestator410BuildingBiotech (Buildings)
Gene extractor670BuildingBiotech (Buildings)
Subcore ripscanner1,925BuildingBiotech (Buildings)
Subcore encoder315BuildingBiotech (Buildings)
Hemogen amplifier550BuildingBiotech (Buildings)
Gene bank145BuildingBiotech (Buildings)
Band node535BuildingBiotech (Buildings)
Mechband dish795BuildingBiotech (Buildings)
Growth vat440BuildingBiotech (Buildings)
Deathrest casket295BuildingBiotech (Buildings)
Deathrest accelerator710BuildingBiotech (Buildings)
Wastepack atomizer2,440BuildingBiotech (Buildings)
Gene processor510BuildingBiotech (Buildings)
Mech booster345BuildingBiotech (Buildings)
Mechband antenna250BuildingBiotech (Buildings)
Large mech recharger570BuildingBiotech (Buildings)
Mech recharger300BuildingBiotech (Buildings)
Pollution pump189BuildingBiotech (Buildings)
Rustic rug (medium)154BuildingFloor
Spikecore floor-star (medium)194BuildingFloor
Spikecore floor-star (broad)290BuildingFloor
Rustic rug (broad)230BuildingFloor
Wall torch lamp18BuildingFurniture
Darktorch24BuildingFurniture
Sun lamp77BuildingFurniture
Standing lamp39BuildingFurniture
Torch lamp24BuildingFurniture
Fungus darktorch22BuildingFurniture
Wall lamp39BuildingFurniture
Flood light97BuildingFurniture
Blood torch24BuildingFurniture
Animus stone5,000BuildingFurniture
Burnbong310BuildingIdeology (Buildings)
Effigy107BuildingIdeology (Buildings)
Loudspeaker220BuildingIdeology (Buildings)
Cannibal platter132BuildingIdeology (Buildings)
Incense shrine163BuildingIdeology (Buildings)
Biosculpter pod455BuildingIdeology (Buildings)
Christmas tree158BuildingIdeology (Buildings)
Sleep accelerator275BuildingIdeology (Buildings)
Neural supercharger245BuildingIdeology (Buildings)
Ideogram185BuildingIdeology (Buildings)
Pyre138BuildingIdeology (Buildings)
Lightball93BuildingIdeology (Buildings)
Sacrificial flag119BuildingIdeology (Buildings)
Multi-analyzer1,020BuildingMisc
Moisture pump275BuildingMisc
Orbital trade beacon111BuildingMisc
Vitals monitor215BuildingMisc
Comms console365BuildingMisc
Ship landing beacon111BuildingMisc
Firefoam popper180BuildingMisc
Cryptosleep casket710BuildingMisc
Tool cabinet385BuildingMisc
Long-range mineral scanner1,010BuildingMisc
Transport pod152BuildingMisc
Pod launcher138BuildingMisc
Ground-penetrating scanner655BuildingMisc
Bioferrite generator740BuildingPower
Chemfuel powered generator295BuildingPower
Watermill generator600BuildingPower
Toxifier generator360BuildingPower
Power switch61BuildingPower
Waterproof conduit19BuildingPower
Solar generator295BuildingPower
Wood-fired generator265BuildingPower
Battery200BuildingPower
Geothermal generator945BuildingPower
Wind turbine265BuildingPower
Machining table455BuildingProduction
Hydroponics basin230BuildingProduction
Hopper30BuildingProduction
Electric smelter400BuildingProduction
Brewery210BuildingProduction
Electric smithy295BuildingProduction
Electric stove225BuildingProduction
Fabrication bench1,180BuildingProduction
Biofuel refinery390BuildingProduction
Fueled stove159BuildingProduction
Fueled smithy200BuildingProduction
Nutrient paste dispenser340BuildingProduction
Fermenting barrel57BuildingProduction
Deep drill290BuildingProduction
Piano670BuildingRecreation
Tube television315BuildingRecreation
Flatscreen television920BuildingRecreation
Harp245BuildingRecreation
Harpsichord415BuildingRecreation
Megascreen television2,000BuildingRecreation
Telescope350BuildingRecreation
IED firefoam trap115BuildingSecurity
IED antigrain warhead trap1,205BuildingSecurity
IED trap115BuildingSecurity
Uranium slug turret1,445BuildingSecurity
IED EMP trap115BuildingSecurity
Autocannon turret1,270BuildingSecurity
IED tox trap115BuildingSecurity
IED smoke trap115BuildingSecurity
IED incendiary trap115BuildingSecurity
IED deadlife trap100BuildingSecurity
Rocketswarm launcher1,075BuildingSecurity
Ship reactor5,440BuildingShip
Ship computer core5,845BuildingShip
Ship cryptosleep casket1,035BuildingShip
Ship engine3,555BuildingShip
Ship structural beam1,065BuildingShip
Sensor cluster1,805BuildingShip
Mech node200BuildingSpecial
Infinite chemreactor1,500BuildingSpecial
Psychic emanator1,300BuildingSpecial
Vanometric power cell1,200BuildingSpecial
Unstable power cell400BuildingSpecial
Bridge20BuildingStructure
Security door535BuildingStructure
Vent58BuildingTemperature
Passive cooler61BuildingTemperature
Campfire25BuildingTemperature
Cooler275BuildingTemperature
Heater131BuildingTemperature
Incendiary shell55Crafted resourcesMortar shell
High-explosive shell55Crafted resourcesMortar shell
Deadlife shell55Crafted resourcesMortar shell
Smoke shell55Crafted resourcesMortar shell
Tox shell55Crafted resourcesMortar shell
EMP shell55Crafted resourcesMortar shell
Firefoam shell55Crafted resourcesMortar shell
Ghoul275EntityBasic
Tome250Exotic itemBook
Novel160Exotic itemBook
Schematic150Exotic itemBook
Textbook160Exotic itemBook
Carnivore fine meal20FoodMeal
Vegetarian lavish meal40FoodMeal
Carnivore lavish meal40FoodMeal
Fine meal20FoodMeal
Simple meal15FoodMeal
Vegetarian fine meal20FoodMeal
Lavish meal40FoodMeal
Packaged survival meal24FoodMeal
Cassowary egg (fert.)19FoodRaw Food
Tortoise egg (fert.)23FoodRaw Food
Cobra egg (fert.)40FoodRaw Food
Iguana egg (fert.)25FoodRaw Food
Ostrich egg (fert.)23FoodRaw Food
Emu egg (fert.)18FoodRaw Food
Psychic shock lance550GearUtility
Orbital mech cluster targeter1,200GearUtility
Shield belt390GearUtility
Low-shield pack430GearUtility
Turret pack235GearUtility
Firefoam pop pack143GearUtility
Smokepop pack166GearUtility
Shard insanity lance530GearUtility
Tox pack132GearUtility
Disruptor flare pack80GearUtility
Orbital bombardment targeter1,200GearUtility
Control pack395GearUtility
Jump pack645GearUtility
Orbital power beam targeter1,200GearUtility
Psychic insanity lance650GearUtility
Tornado generator800GearUtility
Deadlife pack445GearUtility
Bandwidth pack1,360GearUtility
Biomutation lance850GearUtility
Shard shock lance510GearUtility
Control sublink (standard)1,200Medical ItemsBody Parts
Flesh tentacle385Medical ItemsBody Parts
Mindscrew210Medical ItemsBody Parts
Revenant vertebrae1,895Medical ItemsBody Parts
Sterilizing stomach1,030Medical ItemsBody Parts
Aesthetic nose585Medical ItemsBody Parts
Bionic heart1,030Medical ItemsBody Parts
Kidney900Medical ItemsBody Parts
Corrosive heart95Medical ItemsBody Parts
Archotech eye2,800Medical ItemsBody Parts
Learning assistant1,030Medical ItemsBody Parts
Detoxifier kidney1,080Medical ItemsBody Parts
Knee spike355Medical ItemsBody Parts
Control sublink (high)1,200Medical ItemsBody Parts
Stoneskin gland1,920Medical ItemsBody Parts
Bionic leg1,030Medical ItemsBody Parts
Prosthetic arm260Medical ItemsBody Parts
Circadian half-cycler1,030Medical ItemsBody Parts
Bionic ear785Medical ItemsBody Parts
Psychic sensitizer1,000Medical ItemsBody Parts
Bionic eye1,030Medical ItemsBody Parts
Adrenal heart95Medical ItemsBody Parts
Archotech leg2,800Medical ItemsBody Parts
Neurocalculator1,030Medical ItemsBody Parts
Venom fangs355Medical ItemsBody Parts
Remote repairer1,200Medical ItemsBody Parts
Aesthetic shaper830Medical ItemsBody Parts
Healing enhancer1,030Medical ItemsBody Parts
Prosthetic leg260Medical ItemsBody Parts
Bionic jaw1,030Medical ItemsBody Parts
Ghoul barbs48Medical ItemsBody Parts
Heart1,200Medical ItemsBody Parts
Bionic stomach785Medical ItemsBody Parts
Armorskin gland1,475Medical ItemsBody Parts
Psychic reader1,000Medical ItemsBody Parts
Toughskin gland1,030Medical ItemsBody Parts
Detoxifier lung925Medical ItemsBody Parts
Prosthetic heart230Medical ItemsBody Parts
Archotech arm2,800Medical ItemsBody Parts
Psychic harmonizer1,030Medical ItemsBody Parts
Venom talon355Medical ItemsBody Parts
Remote shielder1,200Medical ItemsBody Parts
Coagulator830Medical ItemsBody Parts
Painstopper220Medical ItemsBody Parts
Ghoul plating85Medical ItemsBody Parts
Love enhancer1,030Medical ItemsBody Parts
Mechlink500Medical ItemsBody Parts
Liver1,200Medical ItemsBody Parts
Power claw385Medical ItemsBody Parts
Lung1,000Medical ItemsBody Parts
Nuclear stomach1,030Medical ItemsBody Parts
Bionic tongue565Medical ItemsBody Parts
Hand talon355Medical ItemsBody Parts
Field hand425Medical ItemsBody Parts
Xenogerm100Medical ItemsBody Parts
Bionic arm1,030Medical ItemsBody Parts
Repair probe1,200Medical ItemsBody Parts
Gastro-analyzer830Medical ItemsBody Parts
Death acidifier400Medical ItemsBody Parts
Cochlear implant220Medical ItemsBody Parts
Reprocessor stomach1,030Medical ItemsBody Parts
Mech gestation processor1,200Medical ItemsBody Parts
Immunoenhancer1,030Medical ItemsBody Parts
Elbow blade355Medical ItemsBody Parts
Drill arm425Medical ItemsBody Parts
Bionic spine1,030Medical ItemsBody Parts
Joywire220Medical ItemsBody Parts
Metalblood heart95Medical ItemsBody Parts
Psylink neuroformer2,600Medical ItemsBody Parts
Circadian assistant1,030Medical ItemsBody Parts
Antigrain warhead1,200ResourcesMortar shell
Harbinger seed600ResourcesPlant matter
Gauranlen seed70ResourcesPlant matter
Polux seed1,200ResourcesPlant matter

Nutrition math sanity check[edit]

Assuming an arbitrarily large number of females all serviced by one male, nutritional efficiency per offspring assuming they're slaughtered as an adult can be summarized as:

Food produced/Food consumed 
where:
Food consumed = Food consumed to raise 1 animal to adulthood = Food eaten as baby + food eaten as juvenile + food eaten by mother during gestation - food created by mother during gestation
Food produced = Food produced by slaughtering that animal = adult meat yield * 0.05 

Cow: 10.27092

for 16.8

Horse 11.1486

for 16.8

[edit]

Operations[edit]

Operation Description Operation Success Rate Multiplier (%) Violation Anesthetize XP Factor Work Medicine required Skill required
Administer Drug In-game description

Mechanical desc

Can't fail Violation Anesthetize XP Factor 9,999,999,999 ticks (2,777,777.78 mins) Medicine required Skill required
Anesthetize Render a creature unconscious by administering general anesthetic.

Mechanical desc

200 Violation Check.png 16x ticks (0 secs) Herbal medicine 1 -
Euthanize by cut Euthanize a creature by cutting.

Mechanical desc

500 Check.png Anesthetize 16 500 ticks (8.33 secs) Herbal medicine 1 Skill required
Remove (Artificial body part) In-game description

Mechanical desc

120 Check.png Anesthetize 16 2,500 ticks (41.67 secs) Herbal medicine 1 Medical 5
Install (body part) In-game description

Mechanical desc

120 Violation Anesthetize XP Factor 2,500 ticks (41.67 secs) Herbal medicine 2 Medical 5
Harvest (body part) Remove a body part.

Mechanical desc

120 Violation Anesthetize 16 2,000 ticks (33.33 secs) Herbal medicine 1 -
Terminate pregnancy Content added by the Biotech DLC Terminate the pregnancy of an animal or human.

Mechanical desc

2% death on fail chance

200 Check.png Anesthetize XP Factor 1,500 ticks (25 secs) Herbal medicine 2 Skill required
Extract ovum for IVF Content added by the Biotech DLC Extract an ovum into a storage capsule. It can then be fertilized by a man, and finally implanted into a mother to start a pregnancy.

Mechanical desc Requires Fertility proceedures researched must be 15+ Mst be fertile must be female

500 Check.png Anesthetize XP Factor 500 ticks (8.33 secs) Herbal medicine 1 Skill required
Implant embryo Content added by the Biotech DLC In-game description

Mechanical desc

500 Check.png Anesthetize XP Factor 500 ticks (8.33 secs) Herbal medicine 1 Skill required
Extract hemogen pack Extract a hemogen pack from the target. The operation will fail to produce a hemogen pack if the target does not have enough blood.
Hemogen packs can be administered to others to reduce blood loss or to satiate those who feed on blood.

Chance Check.png Ex.png 2x 500 ticks (8.33 secs) - -
Implant xenogerm Implant a xenogerm into a patient. This replaces any previous xenogerm they may have had.

Mechanical desc

Chance Check.png Anesthetize XP Factor 2,000 ticks (33.33 secs) Herbal medicine 4 -
Perform tubal ligation In-game description

Mechanical desc

Chance Violation Anesthetize XP Factor 9,999,999,999 ticks (2,777,777.78 mins) Medicine required Skill required
Perform vasectomy In-game description

Mechanical desc

Chance Violation Anesthetize XP Factor 9,999,999,999 ticks (2,777,777.78 mins) Medicine required Skill required
Reverse vasectomy In-game description

Mechanical desc

Chance Violation Anesthetize XP Factor 9,999,999,999 ticks (2,777,777.78 mins) Medicine required Skill required
Implant IUD In-game description

Mechanical desc

Chance Violation Anesthetize XP Factor 9,999,999,999 ticks (2,777,777.78 mins) Medicine required Skill required
Remove IUD In-game description

Mechanical desc

Chance Violation Anesthetize XP Factor 9,999,999,999 ticks (2,777,777.78 mins) Medicine required Skill required
Blood transfusion In-game description

Mechanical desc

Chance Violation Anesthetize XP Factor 9,999,999,999 ticks (2,777,777.78 mins) Medicine required Skill required
Excise carcinoma In-game description

Mechanical desc

Chance Violation Anesthetize XP Factor 9,999,999,999 ticks (2,777,777.78 mins) Medicine required Skill required
Cure scaria This special medical operation cures scaria.

Mechanical desc

Chance Violation Anesthetize 16 4,500 ticks (1.25 mins) Medicine 3 Medical 8
Sterilize Sterilize a creature so it can no longer reproduce.

Mechanical desc

surgeryIgnoreEnvironment true

Chance Check.png Anesthetize 16 500 ticks (8.33 secs) Medicine required Medical 3
Cure blood rotContent added by the Royalty DLC This special medical operation cures blood rot by a massive infusion of bacteriophage mechanites.

Mechanical desc

Chance Ex.png Anesthetize 16 2,000 ticks (33.33 secs) Glitterworld medicine 10 Medical 5
Anti-abasia mechanite infusionContent added by the Royalty DLC This special medical operation uses a massive dose of mechanites to saturate brain tissue and execute a coordinated restructure of neural activity without damaging the brain. It permanently cures a patient's abasia-induced paralysis, but consumes a large amount of glitterworld medicine.

Mechanical desc

Chance Ex.png Anesthetize XP Factor 2,000 ticks (33.33 secs) Glitterworld medicine 10 Medical 5

Loop[edit]

{{{2}}}

remove linkng[edit]

Knife




MBOX[edit]





Page existence[edit]

The image is a link, and it has an explanatory mouse over.


  • [[example|{{#ifexist: example|<span style="color:green;">This page exists.</span>|This page does not exist.}}]]
  • [[exampl|{{#ifexist: exampl|<span style="color:green;">This page exists.</span>|This page does not exist.}}]]

Animal nutrition table[edit]

  • Products Nutrition/Day when eaten as:
    Raw Simple meal Nutrient paste meal
    14xMilk/Day 0.7 1.26 2.1
  • Market Value Calculated, not set[edit]

    Adrenal heart, Airwire headset, Array headset, Atmospheric heater, Autocannon turret, Band node, Bandwidth pack, Battery, Bioferrite generator, Bioferrite harvester... further results

    Animal DPS[edit]

    Name DPS AP
    Alpaca 3.74 11.25
    Bison 5.14 20.25
    Boomalope 4.63 13.5
    Capybara 4.21 13
    Caribou 5 15.6
    Cassowary 4.46 10.5
    Chicken 1.47 3.75
    Chinchilla 2.55 6
    Cow 3.81 12.25
    Deer 3.63 10.5
    Donkey 4.07 16.35
    Dromedary 4.63 13.5
    Duck 2 5
    Elephant 9.38 34
    Elk 5 15.6
    Emu 5.08 12.25
    Gazelle 3.62 8.5
    Goat 3.49 10.5
    Goose 2.64 7
    Guinea pig 2.55 6
    Hare 1.7 5
    Horse 3.26 10
    Ibex 3.97 12.45
    Megasloth 9.88 31.5
    Muffalo 5 15.6
    Ostrich 6.77 16
    Rhinoceros 8.84 28
    Sheep 4.52 18.15
    Snowhare 1.7 5
    Squirrel 2.13 6.25
    Turkey 3.23 7.5
    Yak 3.81 12.25
    Alphabeaver 3.76 11.5
    Thrumbo 11.1 33.67
    Boomrat 3.25 7.75
    Grizzly bear 8.67 27.5
    Human 4.1 12
    Husky 5.03 16.5
    Iguana 3.95 12.75
    Labrador retriever 4.73 15.67
    Megascarab 2.5 7
    Megaspider 4.62 18
    Monkey 2.28 5.25
    Pig 3.49 10.5
    Polar bear 8.67 27.5
    Spelopede 3.5 10
    Raccoon 3.13 9.25
    Rat 2.58 6
    Tortoise 3.08 12
    Wild boar 4.7 14.5
    Yorkshire terrier 1.95 5.5
    Arctic fox 4.17 12.33
    Arctic wolf 5.86 17.5
    Cat 3.85 9.25
    Cobra 6 18
    Cougar 7.54 18
    Fennec fox 4.17 12.33
    Lynx 6 14.25
    Panther 7.54 18
    Red fox 4.17 12.33
    Timber wolf 5.86 17.5
    Warg 8.31 19.75
    Barkskin 4.17 12.33
    Berrymaker 4.17 12.33
    Carrier 4.17 12.33
    Clawer 12 80
    Gaumaker 4.17 12.33
    Immature dryad 4.17 12.33
    Medicinemaker 4.17 12.33
    Woodmaker 4.17 12.33
    Centipede 6.54 25
    Lancer 6 18
    Pikeman 6 18
    Scyther 10 30
    Termite 6.54 25

    Weapon Table[edit]

    Name Average DPS Damage type Average AP Value Silver
    Axe Axe
    Wood Wood 1.2
    Beer Beer 12
    Bionic arm Bionic arm 1,030
    Club Club
    Elephant tusk Elephant tusk 80
    Gladius Gladius
    Ikwa Ikwa
    Jade knife Jade knife 159
    Knife Knife
    Longsword Longsword
    Mace Mace
    Monosword Monosword 2,000
    Persona monosword Persona monosword 3,000
    Plasmasword Plasmasword 2,000
    Persona plasmasword Persona plasmasword 3,000
    Eltex staff Eltex staff 2,000
    Spear Spear
    Thrumbo horn Thrumbo horn 800
    Warhammer Warhammer
    Zeushammer Zeushammer 2,000
    Persona zeushammer Persona zeushammer 3,000
    Archotech arm Archotech arm 2,800
    Power claw Power claw 385
    Prosthetic arm Prosthetic arm 260
    Drill arm Drill arm 425
    Elbow blade Elbow blade 355
    Field hand Field hand 425
    Hand talon Hand talon 355
    Venom talon Venom talon 355
    Venom fangs Venom fangs 355
    Knee spike Knee spike 355


    This article is about the base weapon, for the persona weapon, see Persona zeushammer

    This article is about the Persona weapon, for the base weapon, see Zeushammer

    AP = flat scalar


    Does this armor occupy the middle layer Ex.png Check.png

    Ex.png

    Middle, Outer 0

    p


    Skin


    Example way to display outdated data page[edit]

    Alpaca, Alphabeaver, Arctic fox, Arctic wolf, Barkskin dryad, Berrymaker dryad, Bison, Boomalope, Boomrat, Capybara, Caribou, Carrier dryad, Cassowary, Cat, Chicken, Chinchilla, Clawer dryad, Cobra, Cougar, Cow, Deer, Dirtmoles, Donkey, Dromedary, Duck, Elephant, Elk, Emu, Fennec fox, Gaumaker dryad, Gazelle, Genies, Goat, Goose, Grizzly bear, Guinea pig, Hare, Highmates, Horse, Human, Husky, Hussars, Ibex, Iguana, Immature dryad, Impids, Labrador retriever, Lynx, Medicinemaker dryad, Megascarab... further results

    This displays all pages in a category that aren't Verified for the current version using Template: Verified. Animals is used here for function testing but all that would be required would be for the pages to atuomatically have

    [[Category: Data Pages]] {{Verified|<version number here>}}
    

    When tehy're created and then we could have the

    {{#ask: [[Category:Data Pages]]  [[Verified For::!Version/{{Current Version}}]]}}
    

    On the To-Do page to remind people to update the data pages as needed.

    Asks[edit]

     Maintenance Reason
    [[:|]]Consider merge of info here into that page and leave this page as redirect - will depend on length of that page and complexityof this topic
    Stub: General and formatting
    Mechanoid clusterImage wanted:
    Stub: Mechanics and Analysis
    Rewrite: Cleanup
    RitualsStub: Role change ritual. Also rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page
    Image wanted:
    Section stub: Details
    Section stub: General mechanics.
    RuinsStub:
    Image wanted:
    Corrosive heartSection stub: Can ghouls have heart attacks or artery blockages at all (even if they regenerate them)? When installing a corrosive heart, do you get an organic heart back?
    Section stub: Medicine item requirement, if any, and stats for removal
    Image wanted: 1) Corrosive spray gizmo (note may be the same as acid spray?) 2) AoE of spray in standard style of Category: Images - Graphics
    Disruptor flare packSection stub: Inadequate analysis given utility of item and strategies it facilitates. Also general value proposition for crafting, use, and EDC
    Image wanted: 1) Light radius image like File:Standing_lamp_illumination_area.png 2) AoE image in standard style 3) Launch flare gizmo
    Nutrient paste dispenserImage wanted: 1) Orange version for prisoners and integration of same. 2) Updated images below with current textures
    Section stub: Describe what happens when nutrition of individual feedstock item exceeds required nutrition (Note: see below for order of hopper draw when testing):
    1. Only 1 item in hopper, but with too much nutrition. Result: Item consumed, extra nutrition wasted
    2. First hopper drawn has item with too much nutrition, second hopper drawn has unitized item that can be consumed without wasting nutrition. Does it consume the larger item and waste nutrition or empty 2nd hopper first?
    3. First hopper contains item/s with insufficient nutrition (e.g. 0.25 nutrition, second has large item (e.g. 1 nutrition). Does it use the 0.25 and waste even more of the second hopper item than option 1, or does it just take the large item and save the 0.25
    Ancient mega-cannon barrelImage wanted: A combined image of Ancient mega-cannon barrel and Ancient mega-cannon platform to show what it might have looked like intact
    Stub: This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details
    Ancient mega-cannon platformImage wanted: A combined image of Ancient mega-cannon barrel and Ancient mega-cannon platform to show what it might have looked like intact
    Stub: This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details
    Adrenal heartImage wanted: Ability gizmo image
    Section stub: General. see other bionics for sufficient detail. Metalblood heart#Summary
    Stub: Missing infobox details and almost all information. description is a priority
    Small bookcaseImage wanted: Add pictures of stocked bookcases so we can see all the pretty covers.
    Section stub: Missing all mechanics - research bonus etc
    Section stub: Missing Analysis
    Stub: General but also parity eith bookcase
    BookcaseImage wanted: Add pictures of stocked bookcases so we can see all the pretty covers.
    Section stub: Missing all mechanics - research bonus etc
    Section stub: Missing Analysis
    Stub: General but also parity eith small bookcase
    Shard inhibitorImage wanted: Could benefit from images regarding placement of containment cells and beacon
    Image wanted: AoE image in the standard style of Category: Images - Graphics
    Section stub: general summary info
    Section stub: Missing analysis
    Bioferrite generatorImage wanted: AoE image in the standard style
    Section stub: AoE of moodlet, thought template, whether the moodlet persists after leaving the area, does the generator produce light &/or heat?
    ParamedicSection stub: Need analysis on what it takes to reach 98% (i.e. max) success chance for ops for each medicine type. Reports that herbal need Leg. Hospital Bed, Vitals monitor, lit and sterile but needs verification and expansion
    Rewrite: Verify numbers for tend speed
    Section stub: What can and can't they be ordered to do while drafted
    Image wanted: AoE images in the standard style of the jump range and the burst
    IncineratorSection stub: Unique shooting mechanics, also burner details. penetrates skipshield, does it ignore low shield packs and shield belts in enemies? considerstions need to be added to analysis as well.
    Stub: General also verify page info.
    Image wanted: AoE see hellcat rifle for example
    Faction baseStub: Lack of content, mechanics, and detail. Also lacks integration with rest of the wiki
    Image wanted: Bases of each faction type, map icons etc.
    Animal husbandrySection stub: This section is included in the Butchery project - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details
    Image wanted: Clean Screenshot of menu
    MortarImage wanted: Clean images of all the command gizmos (Hold fire, forced target etc.). Image of building explosion (not shell explosion) AOE in the style of File:Friendly Fire Radii.png
    Section stub: Needs actual tactics (ex. how far do you need to lead a shot to hit a moving enemy)
    Ancient warwalker clawImage wanted: Collated image of warwalker parts e.g. 1 or 2 but original
    Stub: This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details
    Ancient warwalker shellImage wanted: Collated image of warwalker parts e.g. 1 or 2 but original
    Stub: This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details
    Ancient warwalker legImage wanted: Collated image of warwalker parts e.g. 1 or 2 but original
    Stub: This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details
    Ancient warwalker torsoImage wanted: Collated image of warwalker parts e.g. 1 or 2 but original
    Stub: This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details
    Ancient warwalker footImage wanted: Collated image of warwalker parts e.g. 1 or 2 but original
    Stub: This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details
    Ancient bedImage wanted: Colored image
    Stub: Needs proper analysis of bed options
    Section stub: Is it +4 like a spot, +8 like a normal bed, or something else?
    Uranium slug turretImage wanted: Concise, small infographic of the cover bug
    Section stub: Exploiting/avoiding the cover bug in killbox/defense design
    Autocannon turretImage wanted: Concise, small infographic of the cover bug
    Section stub: Exploiting/avoiding the cover bug in killbox/defense design
    Growing zoneRewrite: Format standardization - complete separation of Summary and Analysis, cleanup, and stub - growing zone options and their gizmo images, mechanics inc. harvesting/cutting/crop swapping/etc, harvest yield factors (difficulty, skill, RNG, etc)
    Section stub: Proper description of options like cutting and sowing. description of what is cut when (mentions cutting edge trees when trees are selected, but doesn't it cut them when trees are the selected crop)
    Image wanted: Control gizmos
    CenturionSection stub: General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.
    Image wanted: Coverage image ala File:Low_shield_pack_radius.jpg
    Section stub: Needs analysis. Cost effectiveness, strategies for player use or as enemies, weakenesses etc
    LegionaryImage wanted: Coverage image ala File:Low_shield_pack_radius.jpg
    Stub: Analysis needed
    Berserk pulseImage wanted: Example of U-bend killbox maze
    Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    Section stub: General
    DiabolusImage wanted: Fire burst gizmo
    Section stub: Why build the diabolus? Also tactics. Diabolus killbox example and synergy with Skipshield
    DoorImage wanted: Gizmos for hold open and such
    Section stub: Base door open speed, animals
    Section stub: door gizmo on walls
    GasStub: General
    Image wanted: Illustrative examples of spreading, dissipation, and other mechanics.
    Mass chaos skipStub: General
    Image wanted: Image of AoE in a style similar to File:Skip shield radius.jpg.
    Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    Vertigo pulseSection stub: Ubend killbox maze to fascilitate burn/gas mazes
    Stub: General
    Image wanted: Image of AoE in a style similar to File:Skip shield radius.jpg.
    Manhunter pulseStub: General
    Image wanted: Image of AoE in a style similar to File:Skip shield radius.jpg.
    Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    WaterskipImage wanted: Image of AoE in a style similar to File:Skip shield radius.jpg.
    Section stub: Does it make pawns in the radius on cast wet? Does it cause zzts like rain? Does it change flammability?

    <casterMustBeCapableOfViolence>false</ <canTargetPawns>False</canTargetPawns>

    <canTargetLocations>True</canTargetLocations>
    FarskipStub: General. Range and AOE?
    Image wanted: Image of AoE in a style similar to File:Skip shield radius.jpg.
    Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    Chaos skipStub: General
    Image wanted: Image of min and max teleport radii in a style similar to File:Skip shield radius.jpg.
    Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    BridgeImage wanted: Main, widgets, etc
    Section stub: destroyOnBombDamageThreshold of 35. Verify in-game and add
    Image wanted: Image of scattered (non-contiguous) bridge IED traps with roof drop
    PowerSection stub: Does not cover the mechanics of power sufficiently - how is the order of power loss determined when demand>supply? When do power generators tick? When does battery capacity tick? etc.
    Image wanted: Image of the "power cord" connecting a constructed appliance to a conduit, image of the "yellow wire" showing a prospective connection point when placing a blueprint, image of the "pink wire" showing the actual connection points once built
    IED deadlife trapImage wanted: Images of AoE in a style similar to File:Skip shield radius.jpg
    Section stub: Missing summary besides the basic IED information template
    Section stub: General,specific strategies with images if necessary, value proposition etc
    IED smoke trapImage wanted: Images of AoE in a style similar to File:Skip shield radius.jpg
    Section stub: Set up basic ideas but can't really think of many other potential strategies for it cause it overlaps so much with Tox traps
    Pollution pumpImage wanted: Images of AoE in a style similar to File:Skip shield radius.jpg
    Section stub: Missing analysis
    IED tox trapImage wanted: Images of AoE in a style similar to File:Skip shield radius.jpg
    Section stub: 1) Density affects exposure - what densities? Consider also integrating information into requested image. 2) Verify radius
    PiratesSection stub: General - below is a dump of some facts, but it is both insufficient and very rough
    Section stub: Missing faction base section
    Image wanted: Images of bases
    TribesSection stub: Missing faction base section
    Image wanted: Images of bases
    Section stub: Missing section
    OutlandersSection stub: Missing faction base section
    Image wanted: Images of bases
    Work siteImage wanted: Images of each worksite type, and consider whether different faction types have different designs of the same site type
    Stub: General
    Smoke shellImage wanted: Images of fired AoE and one of stack AoE (1 shell and full stack designated by color) in a style similar to File:Firefoam shell radius.png
    Section stub: Comparison to other smoke sources and vs just using a kinetic alternative
    Deadlife shellImage wanted: Images of fired AoE and one of stack AoE (1 shell and full stack designated by color) in a style similar to File:Firefoam shell radius.png
    Section stub: Summary general. See other shell pages as examples
    Rewrite: This is an analysis of the ied, and so should be on that page, not the page for the shell
    Gray boxStub: Compile possible contents and elaborate on chances, add analysis
    Image wanted: Images of obelisk room and side rooms containing boxes.
    TimeSection stub: Exploration of Temperature/Season link and Light/Season link
    Image wanted: Images of speed icons for table. may already be uploaded but couldnt find in cursory search
    Transport podTransport pods and npc drop pods are different buildings, have different mechanics, and different stats.
    Image wanted: Images of the target selection menus with options
    Section stub: General. Value proposition for trading, mutlicolony use, quests, instant emergency reinforcements on quest/caravan battles, and movement on the same map (e.g. doomdropping)
    Section stub: Reports that pods targeted inside rooms ALWAYS land scattered in that room. If true, then should be reflected here, and in the analysis
    Ghoul barbsImage wanted: Images on ghouls
    Section stub: Missing section. See other bionics for sufficient detail
    Ghoul platingSection stub: Detail, also how long does it take to install the part. Medicine? Anesthetized?
    Image wanted: Images on ghouls
    Section stub: Missing analysis
    Waterproof conduitStub: Acquisition and summary need work to explain differences and mechanics.
    Image wanted: In-situ screenshots
    LabyrinthStub: Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.
    Image wanted: Include images of individual notable rooms and structures.
    UndercaveStub: Compile rewards odds, compilation of unique structures and other defining features of the caves, differences in biomes if applicable, enemy types, etc.
    Image wanted: Include images of examples of an entirely explored cave, and notable structures.
    Move: Unclutter structures and create dedicated page for Flesh sack loot chances
    Phoenix armorImage wanted: Launch incendiary gizmo
    Section stub: Cleanup and needs better analysis of integrated weapon, armor comparison, and overall value proposition. See how other power armor pages do it.
    Metalblood heartImage wanted: Metalblood injection gizmo
    Section stub: Stats for removal
    Defense tacticsImage wanted: New images are needed for mechanoids added in Biotech
    Section stub:
    Stub: Needs new Mechanoid types and Mechanoid cluster events from Biotech
    Orbital trade beaconSection stub: If multiple powered & unroofed beacons are available, how do raids and trade ships pick which to use?
    Image wanted: Optimal tessellation ala File:Optimal_sunlamps.png
    Biosculpter podImage wanted: Tesselation pattern like this but nice screenshot/copyrights
    Section stub: Has basics but analysis is limited and theres room for significantly more depth inc. strats for its use
    Section stub: More detailed analysis. Inc. but not limited to: Better breakdown of meal and drug costs etc - what does 12 days of psychite tea cost, lavish meals etc
    Section stub: Ideology mechanics relating to it? Does tuning tick down while the pod is minified and/or unpowered? Operating colors? Is cleanliness to speed multiplier linear between (0,100%) and (0.6, 115%) and if so is it linear when dirty? Who can be placed in a pod and how - downed raiders (if so what happens when they come out), prisoners, slaves, do they need to be downed first etc?
    Image wanted: Pod colors
    Electric inhibitorImage wanted: Positioning
    Section stub: Detail, Positioning, order of operation for containment etc
    Section stub: Largely missing anaylsis
    IED EMP trapSection stub: General use, value prop, strats, prisoner control with brain implants etc.
    Image wanted: Prisone control example, might be a good use case for a gif.
    Mech high-shieldImage wanted: Radius and safe tiles. See File:Low shield pack radius.jpg and File:Skip shield radius.jpg
    Section stub: Compare low shield pack for adequate detail. Radius graphics similar to the low shield pack page would be nice.
    Section stub: General stub - current is just a couple of very rough suggestions
    Mech low-shieldImage wanted: Radius and safe tiles. See File:Low shield pack radius.jpg and File:Skip shield radius.jpg
    Section stub: Compare low shield pack for adequate detail. Radius graphics similar to the low shield pack page would be nice.
    Section stub: General stub - current is just a couple of very rough suggestions
    Section stub: Research needed: can they be used to intercept projectiles from hostile raiders if the shield is kept online?
    RoofImage wanted: Roof building animation texture and other images as appropriate. Roof drop trap set up
    Section stub: Likely not a complete list of effects. Also a list of buildings affected would be nice
    Section stub: Further optimization of roof drop traps
    Stub: Needs to cover both natural and constructed roofs, and has information that should be combined from several sources, inc the Orders pages, mountain etc.Transclude the orders/zones onto the page and discuss them, and expand analysis of things like roof drop traps. Work to make. void metal roof
    BooksImage wanted: Screenshot of the reading policy window, including the skill selection filters.
    Section stub: General
    World generationSection stub: Biotech content
    Image wanted: Screenshots of each stage
    Development modeImage wanted: See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated
    Stub:
    Rewrite: Development mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus, duplicated in some locations, etc.
    Shield beltStub: Analysis section needs rewrite for content/meaningful strategies
    Image wanted: Shield strenth widget
    CaravanStub: Bedroll mechanics inc. rest efficiency, couples, etc
    Rewrite: Cleanup, verification, integration with Foraged Food Amount
    Section stub: How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc
    Rewrite: Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.
    Section stub: Needs actual equation defining visibility based on total body size
    Rewrite: Cleanup, potential size reduction, updating from A16 -> Present
    Image wanted: Shows bases from A16, they have significantly changed since.
    Section stub: This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: Never sleep gene allows 24/7 caravaning - Confirm whether circadian half-cycler and or body mastery does the same. Animals need to sleep, and prevent 24/7, confirm whether mechs do too
    Styling stationImage wanted: Station UI
    Section stub: General
    Section stub: Explanation of UI, hair styling
    WallSection stub: door creation gizmo
    Image wanted: Stone and wooden wall textures
    Section stub: Reason for double walling and explanation on why they should not be spaced
    Damage TypesImage wanted: Stun mote and electrical sparking effect
    Section stub: General
    Section stub: scaleDamageToBuildingsBasedOnFlammability - verify mechanic in-game and add
    Stub: Need breakdown of remaining damage types
    Section stub: Mech boss EMP resistance
    Wall torch lampSection stub: Explain wall mounting mechanics (what can it mount to - walls/natural stone/ore etc? What happens when the host object is destroyed, What can be placed below it, note its lack of pathcost etc.). Ensure parity with Wall lamp - templatize if necessary.
    Stub: Verify current content and expand
    Image wanted: Style images
    Ancient mechanoid shellImage wanted: There are 9 other variants to be added to image gallery
    Stub: This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details
    MenusSection stub: All of these sections are wordy and should be made new pages that redirect
    Image wanted: Updated main image, images of the submenus
    Section stub: Mechanical details. How close to enemies to flee/attack, will they ignore even when engaged in melee, what about if blocking them in etc
    Section stub: How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too? Will pawns drop a simple meal for a newly cooked lavish meal? Food restrictions list incomplete
    Section stub: Insufficient detail on the options and how they're implemented mechanically
    Section stub:
    Pebble cactusImage wanted: Variant gallery
    Stub: This page is included in the Plants project - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details
    Rocketswarm launcherSection stub: 1) Purpose of forcedMissEvenDispersal = True 2) Blind smoke?
    Section stub: Strategies, cost/value etc
    Image wanted: Webm of use would be instructive and allow playing on the page
    Unnatural darknessStub: needs more exact information, page mostly copied from Noctolith
    Image wanted: examples of ambient damage, visual of map darkness, noctol raids(?)
    Rewrite: Only non-mentally broken colonists are affected by the damage in the darkness - NPCs (friendly or enemy) and pawns on mental breaks they not be harmed (note: event suppresses many other events so only NPC fact rarely relevant). Unknown if NPCs affected by mood penalty. Unknown raider immunity is bug or intended. Note: if mental break pawn recovers in dark, can then die. If animals (tamed &/or wild) and player mechanoids, immune, make specific note. Wb downed pawns?
    Psychic ritualsStub: Missing information
    Section stub: Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized
    Section stub: offensive and defence uses- e.g. fleshbeasts are good for killing sieges and also for killing pirate bases as the ritual circle is free and instant to.build
    Section stub: PsychicRitualRoles.xml defines valid states for targets of rituals
    Individual ritual pages with this as a general mechanical summary might be better given density of information and unique uses for each ritual. open for discussion
    SnowRewrite: Needs integration with rest of wiki, and potentially to be entire subsumed by Terrain or Environment and replaced with a redirect to there
    Section stub: Rate of deposition?
    Merge: Integrate as above
    Revenant invisibilityStub: General
    Rewrite: Currently just a basic page - needs verification, rewriting, formatting, and expansion
    Merge: Proposed not mandated: Only sourced from vertebrae, analysis of both will overlap (who to give it to etc), and unlike psycasts the superpage is sufficiently specific to the ability being discussed to not lead to page bloat
    Pollution stimulusRewrite: Needs proper categorization before removing this tag. Do not remove it without a correct category
    Move: Alternate to categorization is to move this elsewhere., such as Ailments (though its not negative?)
    Rewrite: Numbers are based on .xmls and need to be verified in game
    Section stub: General stub, also verify as above.
    PsycastsRewrite: Should be replicated or transcluded on to the ailments page, but bears discussion
    Move: Detail and structure missing from there should be moved. This should be repurposed as a quick summary (i.e. its mana that places a mid term limit not just a short term limit like heat, this is short list of focuses types and the comparison table, see Psyfocus for more detail)
    Section stub: Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others
    Section stub: needs effective neural heat change like eltex items have (see their pages)
    Recode: Once the detail is on the individual psycast pages, this table should be automated - note: Effects will likely have to stay manual - once recoded, add directive to see invidivual pages
    RescueMove: Stub, linkage, integrally tied. Alt: Medical system related pages?
    Stub: General
    DeteriorationStub: Full list of deterioration immune items and items that whose market value is not affected.
    Move: This is not unique to deterioration, but to any HP loss. Might be best to leave a summary here and link to Market Value, Max Hit Points, and/or Apparel as needed for details
    Section stub: Expansion needed
    ReproductionMove: We've discussed moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics
    Section stub: How much less nutrition
    Section stub: Stillborn thoughts. Use Template:Thought with full details. Specify whether normal death thoughts apply or if its custom, if a surrogate pregnancy is stillborn the genemother has a negative moodlet but does the surogate, can a stillbirth be resurrected by a mech serum
    NoctolithStub: Add more data
    Partial split/merge. Strip noctolith of details about UD amd have that be primary page with this page being about mechanics specific to the structures themselves. Link to UD for other mechanics
    ShuttleProperties, details, avoid confusion re: the (lack of) causative link between damaging/killing normal shuttles and crashed variants
    Section stub: Missing analysis
    RevenantRecode:
    Stub: General but also infobox and categories
    Section stub: general -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?
    Modding Tutorials/XenotypesRecode: 1) Make collapsible 2) Sanguophage uses a bunch of special options - add these
    Section stub: More details on how pawnkind and ideoligion generation affects xenotype selection. Information on MustBeCapableOfViolence flag on pawn generation request.
    TraitsSection stub: Pyromaniac "beautiful fire" mechanical details. Once found and collated, templatize a summary of the effect and add it fire, torch lamps, campfire and any other sources of the buff (potentially: Brazier, Darklight brazier, Blood torch, Darktorch, Fungus darktorch)
    Stub: Creepjoiner traits, likely in their own section due to unique mechanics
    Recode: 1) Use of Template: Thought 2) add links to genes that force traits from the traits that they force - dealer's choice as to hoe thats implemented (e.g. new column vs wffect entry etc.)
    Section stub: How traits work, when and how they're selected, how they work with genes, limits, etc.
    Rewrite: Had to revert page - need to salvage positive changes from reverted changes without breaking existing detail
    PrisonerSection stub: Only some mental breaks are available to prisoners. Which? Expand on how that affects strategy and options
    Recode: Actual math on Prison Break MTB
    LoreStub: General. Also Ideology Ruins, shared info on all game-host rimworlds, generated ideology and quest descriptions, archotech, and the starting scenarios. Also Horax
    Section stub: General
    Section stub: Essentially theres lot of lore implications about a war that occured on the rimworld you occupy, between tanks and warwalkers to mechanoid clusters. Collate here
    Recode: Add a toggle to hide all the places that are just "Blah - exists" or "Blah = this planet type" - alternatively reformatting such that they don't get their own row without being more interesting
    Equip DelayStub: 1) Fill in Corresponding Property for all Apparel 2) Two-way links 3) Version history
    Recode: Add as page property via infobox and automate table
    Cleaning Time MultiplierRecode: Automate table
    Stub: 1) Version history 2) Two-way links 3) Integrate with Property:Cleaning Time Factor 4) update pages for floors with 100% to have the var set
    EnvironmentSection stub: 1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of Dark vision and Lighting:Darkness preferred on mentioned stat and mood penalties
    Section stub: Large enough enclosed spaces seem to blur these boundaries
    Section stub: Specific numbers on heat needed
    Section stub: Exact details of how large fires on the map cause rain needed. Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including Snow being merged into here
    Section stub: Anomaly terrains - Flesh and Gray surface
    Recode: Automate table once all pages created
    Flesh sackStub: In-game loot verification, plus any missing infobox data. non maintenance category, reports of one always containing a shard, do enemies react to its destruction (note specifically which regardless of if answer is yes or not), is loot savescum-able?
    Recode: Automate table using tag system if possible. Contact user that generated list
    Section stub: Missing analysis
    Caravan Riding SpeedStub: 1) Version history 2) Two-way links
    Recode: Automated table
    Slave Suppression OffsetStub: 1) Two-way links 2) Explain mechanics because the name and the description from the game are terrible at explaining
    Recode: Automated table, may require a new property and edits to the page, but would be useful for here, slavery and for automating Template: Apparel Suppression Note
    MechanitorSection stub: Initiating time modified by anything? What happens if the mechanitor dies mid cycle?
    Section stub: Upon death or exceeding bandwidth, which go wild? Only enough to reduce bandwidth demand to less than current or all? If the former, is which are selected it predictable, and if so, which are selected?
    Recode: Consider Merge wastepacks into main table and replacing section with intrapage link to table. Discussion welcome
    IdeoligionSection stub: Missing several details inc but not limited to how it spawns on pawns
    Section stub: Needs proper write up. Test if specific to Sanguophage or the implanter gene.
    Section stub: General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size
    Section stub: Missing significant detail, options etc.
    Section stub: Better summary with some specifics but leave predominately as link to the main page
    Recode: Convert mood descriptions to Template: Thought. DO NOT convert without adequate detail to fully utilize the template, including max stack count, duration etc.
    Would benefit from having a space for Analyis and strategies as well as more displays of how different stats really affect conversion times. example strats: forcing crises of faith, stacking convert power buffs, gene modding the convertee to have the Kind and Wimp traits etc. Leave section here with summary, and a Template:Main link to the oage. redirect Conversion there too
    Shard shock lanceRecode: Depending on how closely this duplicates the effects of the Core shock lance, it might be best to transclude a section of that page or templatize
    Stub: General
    Shard insanity lanceRecode: Depending on how closely this duplicates the effects of the Core insanity lance, it might be best to transclude a section of that page or templatize
    Stub: Missing summary (but see below recode) and missing analysis (which needs value proposition and comparison to base lance even if largely copied from psychic insanity lance
    Shard animal pulserStub: general
    Recode: Depending on how closely this duplicates the effects of the Core animal pulser, it might be best to transclude a section of that page or templatize
    Infobox main/docRecode: Doesn't play nice with skins - font color changes, but not background. Background either needs to be transparent or use color from skin.
    Section stub: Parity with available parameters and documentation (List & Table)
    Infobox mainRecode: Doesn't play nice with skins - font color changes, but not background. Background either needs to be transparent or use color from skin.
    Section stub: Parity with available parameters and documentation (List & Table)
    ChildrenRecode: Graphs/Tables of values correlated to body size
    Rewrite: Ageless now stops at 18.5. Update ageless calc accordingly
    Section stub: How do work restrictions affect skill and/or trait selections - Version/1.4.3525 implies that work restrictions do prevent it, because they had to make an exception for temp restrictions.
    Smooth stoneRecode: Its terrain technically - you can put flooring over it for example, but it should be directly comparable in spaces where floors are used. Condsider: Putting in related section of nav box, adding specially to floor comparison tables etc.
    Stub: General
    Section stub: Version history
    Ideology Min-MaxingRecode: Links to the topics being talked about would make this a lot easier to parse without having to duplicate content - the rows precepts and memes and roles can be linked to directly
    Section stub: You can give other ideos roles to superscede the limitation on 2 types/ideo. Similarly building servant ideos - e.g. high life for drug production bonuses
    TitlesRewrite: Restore lost content from major rewrite (see old)
    Section stub: Needs more info. Also, link is effectively dead
    Section stub: What happens when you disable Abrasive with the Kind gene on pawns who are only Conceited because of the Abrasive trait
    Recode: Merge capable/incapable with color templates
    Section stub: Record old title names and flavor after 1.5.4241 change
    DoctoringSection stub: More complete operations table - rough outline of one available here
    Section stub: How are they selected?
    Section stub: This section is good base but theres room for further develpment
    Rewrite: Cleanup, fact check, verification
    Recode: Numbers reported as out of date
    FleshbeastsRecode: Pawnkind table, see Insectoids#Pawns and Mechanoid hive#Pawns for example
    Section stub: Distress signal
    Section stub: Splitting mechanics in detail, other shared mechanics
    InvisibilityStub: General
    Rewrite: 1) Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion 2) 1.5 is going to change this
    Recode: Templatized explanation of Invisibility mechanics for this page and revenant vertebrae. i suggest at Template: Invisibility Note
    GenesSection stub: Hemogen craving effects
    Section stub: How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed
    Section stub: Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed
    Recode: The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change
    Nutrition (Stat)Stub: 1) Version history 2) Two-way links
    Recode: Uses manual and direct image calls instead of icon templates
    Human resourcesRecode: Verify and automating math for profitability calculations.
    Section stub: Are subcores ever profitable?
    Section stub: 1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource
    Stub: To quote: "Anomaly has provided so many new employment opportunities for freedom-challenged individuals" - e.g. psychic rituals, ghoulification, shambler traps etc. Inhumanized also offers new ways of making nobody care about offboarding human resources
    QuestsStub: Could still be missing a few quests. Biotech quests possibly incomplete.
    Section stub: Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)
    Section stub: Update with other Anomaly quests.
    Recode: Weapon list via tag system or alternatively just make a small pawnkind table
    Section stub: Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.
    AncientsSection stub: Missing section
    Recode: Xenotypes?
    ContainmentRewrite: Formatting and sections
    Section stub: Requires the exact impact of these factors, in terms of specific numbers
    Stub: General, but also interlinking, categories, etc. containment affects study rate?
    Recode: automate a sortable version of the table
    RaiderRewrite: 1) Convert linked spreadsheet to wiki, and update as is many versions out of date. 2) Addiction drug carrying mechanics
    Section stub: Is there always loot?
    Section stub: Added in 1.5
    BeckonStub: General
    Rewrite: 1) Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion 2) using on friendlies? No goodwill penalty?
    SkillsRewrite: Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.
    Rewrite: 1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) Ideoligion#Ranching precept inc effect and order of operations
    Section stub: Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.
    Mental breakRewrite: 1) Which breaks are "aggressive" or "violent" and thus affected by Dead calm/Hyper-aggressive/Aggressive - information should be linked to or replicated on Genes 2) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.
    Stub: Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function
    Section stub: Mechanic details + numbers.
    SocialSection stub: Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of Beauty (Pawn)
    Rewrite: Quick and dirty move from Reproduction - needs cleanup and page integration
    Rewrite: 1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples
    Section stub: Missing "Lovin afterglow", needs confirmation of exact values, what negates it (if anything) and if it stacks or not
    Rewrite: adding graphs for the complex options '"`UNIQ--nowiki-0000000E-QINU`"'MTB'"`UNIQ--nowiki-0000000F-QINU`"'
    Straw mattingRewrite: Account for new cleaning time factor of other floors
    Section stub: Time to overwhelm steel/sterile tile or other cleanliness positive flooring vs straw matting needs to be tested, including for non-kitchens
    Section merge: This page was used in place of that page it has additional detail, then leave a brief summary and a Template: For link here in its place
    CombatRewrite: Added in 2018, verify this still works like this and if so then integrate with existing FMR weapon pages
    Section stub: this is two of the quoted several subsidiary mechanics, more detail is needed
    RoomsRewrite: Because this page was originally 2 transcluded pages, the flow and order of information is haphazard, confusing, and sometimes redundant. Can be rewritten for clarity and brevity without losing detail
    Section stub: All the testing needed and "?"'s need resolving. Additionalli new polycule mechanics need to be explained
    Section stub: Links to affected stats directly
    RestStub: Circadian assistant Content added by the Royalty DLC, Sleep accelerator Content added by the Ideology DLC, Sleep gene Content added by the Biotech DLC effects should be reflect in math. List of things that affect the numbers ala Capacities and Stats. Below approximately 2 hours of sleep, pawns dont get the moodlet from their room - unknown if thats per sitting or per day, but it should be considered when compsring no sleep/circ half cyclers vs stacking reductions
    Rewrite: Big tables aren't easy to read because MediaWiki has no frozen rows and columns. Host it elsewhere or upload as a file.
    Section stub: Add variant tables for key Sleep Fall Rate ala quality tables - Psychite tea, circadian assistant, their combination, and maybe flake/yayo/go juice and wake up should be represented
    Terror sculptureRewrite: Cleanup
    Stub: Mechanical specifics after cleanup
    DryadsStub:
    Rewrite: Cleanup - unclear, contains contradictory information, needs comparison tables
    HiveRewrite: Cleanup and Format Standardisation. Also generates heat. How much etc.
    Stub: Previous Version of page said hive will initially generate with up to 200 combat power of insectoids and can have up to 500 points of insectoids at one time alive at one time. Updated number for initial spawn and sustained number needed
    AilmentsStub: "Forget memory" and "confused wandering" mechanics
    Section stub: How do the stages progress/occur and what chances and factors affects them?
    Section stub: What is the effect of Toxic Environment Resistance vs Toxic Resistance
    Section stub: Unknown whether should remain on Psycasts, whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places
    Section stub: what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc
    Section stub: Missing details, sources, mechanics etc. Are there any other causes in humans?
    Rewrite: Cleanup and standardization needed - treatment and stages sections for each required. See Template:Heal Option Table. Once the table is updated, also add chronophagy to relevant cured ailmetns
    Trade Price ImprovementRewrite: Cleanup, readability/formatting, format standardization
    Section stub: Needs analysis of exactly what order of operations is used for each additional factor. E.g. does the reader multiply the +18% from the inspiration? Moreover, seems there is now a cap on TPI at 39.5%, rather than TPI having no effect at higher values.
    Mental inspirationRewrite: Cleanup. Effects are written in descriptive language, but needs mechanical specifics. Needs an analysis section
    Section stub: Does this multiplication occur before or after the effect of traits such as Industrious?
    ApparelSection stub: General and also how the automatic apparel selection works
    Rewrite: Currently a C&P from clothing. Needs adaption to all apparel, general analysis, suggested combos need some TLC. Whole section needs TLC
    SkipRewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    Stub: General
    Neural heat dumpRewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    Stub: General
    Word of serenityRewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    Stub: General
    Berserk (psycast)Stub: General
    Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    FocusRewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    Section stub: See burden for similar format and level of detail
    Solar pinholeStub: General
    Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    Flashstorm (psycast)Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    Stub: General
    SkipshieldStub: General
    Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    Section stub: The summary below contains information that is necessary to be included but isn't itself a summary. See low shield pack and mech low shield for similar pages
    Word of inspirationRewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
    Stub: General
    WeaponsSection stub: Lacking detail. How does stagger proc, what are its exact effects and durations, etc
    Rewrite: Expand into explanation of Melee verb system and true DPS vs displayed DPS. Consider consulting with User:Jiquera on the wiki and Khitrir on the unofficial RW discord
    Section stub: Needs to be double checked and what happens at ranges beyond 40 tiles for weapon accuracy? Where is body size of target applied? Also Combat in Darkness precept effect needs info. Also Genes#Nearsighted info? Also Shooting Accuracy Multiplier (Child) (verify in game, not just xml)
    Bionic tongueSection stub: Who can they be bought from and are they ever offered as quest rewards?
    Rewrite: Format standard
    Activity Suppression SpeedSection stub: Determine effect of Intellectual or Social skills being disabled for a pawn
    Rewrite: Format standard inc. skill tables as theyre more accessible
    Eltex robeRewrite: Format standardization - summary/analysis split
    Section stub: General analysis - e.g. value propositio, worth seeking out, worth not using a duster for, wb prestige armor etc.
    Prestige marine helmetRewrite: Format standardization - summary/analysis split
    Section stub: Confirm and expand spawning mechanics
    BeautySection stub: Mechanics of indoor/outdoor beauty divides - what is classified as as indoors? Not a room, not a roofed room, etc?
    Rewrite: Fragmented and does not present the information in a new-player-friendly, or holistic fashion. It should start with the object stat and then progress to its applications. Also see other needs for reference in adequate detail re: rise and fall rates, thresholds, etc.
    Body PartsStub: Part efficiency, other body types etc
    Rewrite: Majority of this page seems redundant with the table now, and this page gets so little traffic that it's rarely updated. Consider overhaul. retain mechanics
    Tox gasRewrite: Minor clean up and format standard- analysis in summary
    Stub: 1) Needs a general gas format standard that can also be used for blind smoke and tox gas - below is a rough suggestion but only a suggestion 2) Toxic Environment Resistance prevents toxic build up from this gas. Does it also affect the stat from exposure? 3) Toxic lung genes intereaction with this 4) How does the tox gas exposure tick up over time? How does it relate to gas density? etc?
    Stub: Uses, management, strategies, vent use? etc
    Polux treeStub: Artificial building mechanics, analysis
    Rewrite: Missing detail on use, utility as natural spawns, and pro-use side etc Also what is there is rough
    Body part weaponsRewrite: Mostly copy paste of power claw, needs to be genericised and expanded
    Section stub: General analysis, current analysis waffles on. Also melee dodge chance reduction is equivalent to losing ~1.5 levels of melee skill
    Section stub: Comparison to the combat and non-combat uses of the bionic and archotech arms
    Stub: General stub
    MetalhorrorRewrite: Move this info into the correct sections of this page
    Section stub: Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics. detection process - gray flesh, does the number to detect scale with researcher stats, what is the cooldown between gray flesh drops, more specific values for randomness on interrogation and undetected emerges, etc,
    TradeRewrite: Need updated and verification, as well as integration of tags to list stock using Template: Tag List
    Section stub: Largely empty, consider expanding into full Analysis section
    SlaveryRewrite: Previous major rewrite lost information re: raid points. Verify any other losses
    Section stub: Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added
    Section stub: needs specifics
    DevourerRewrite: Separate swallowing/digestion summary subsection from combat summary
    Stub: General
    RecreationSection stub:
    Section stub: Add required Capacities and chances from JoyGivers.xml
    Section stub: Requirements, snowing, snow on the ground, both, range to area, effects etc.
    Section stub: Reports that tomb impressiveness affects recreation rate
    Rewrite: Severely outdated, desperately in need of cleanup, need overview/comparative analysis of recreation items and strats. 2) books and any missing rec types
    Section stub: general also does the recreationonly apply to people with the meme or just the mood. also link to the correct precept.
    Section stub: Lacking all Mechanical detail
    TemperatureRewrite: Tone, conciseness, verification and mechanics
    Section stub: Burn/Frostbite chances
    FloorsStub: General, also non-edifice floor coverings
    Rewrite: Tone, detail, cleanup and expansion - bring information around to mechanical effects (e.g. Cleanliness good because directly affects impressiveness/research speed etc). Potential split needed - Summary (effects of flooring) and analysis (Selection and strategies) per Format Standard
    BillRewrite: Tone, page integration in this page and elsewhere on this wiki, mechanics
    Stub: Needs to convey detail sufficient for a new players
    SpaceSection stub: General mechanics - are space values instantenous, do they tick up and down gradually, at what rates, ideoligion effects Ideoligion#Small spaces, undergrounder etc.
    Rewrite: Use game specific terms - Property:Passability etc.
    TrainingRewrite: Verification, updating, cleanup
    Stub: Add Childcare to social training
    Psychic SensitivityRewrite: Verify, expand, and cleanup
    Stub: 1) Ghoul, bioferrite items, psy steal ritual, voidsight serum etc 2) effective maximum
    Section stub: Far from complete 2) table should display in %
    CreepjoinerRewrite: table ala Psycasts with ids flr crosslinking, ability icons (where relevant) and mechanical details
    Stub: Missing a ton of detail on the various effects
    Damage per SecondSection stub: 1 ) Ranged DPS bands 2) melee DPS inc True DPS
    HemogenStub: General
    Section stub: 1) Bloodfeeding a) from colonists/slaves b) from prisoners (when they do it etc) 2) Hemogen packs 3) Hemogen gain multiplier
    BioferriteSection stub: 1) Detail needed 2) Anomaly starting scenario 3) When sufficient detail, consider adding Acquisition optimisation to analysis
    Torture crownSection stub: 1) Flesh out 2) directly compare Torture crown NH dissipation to other psycaster headgear.
    DownedSection stub: 1) Full list of triggers for DoD are not known - needs someone to either go through the C# or extensive testing, 2) Some sort of display of chance by population intent similar to what was on the page before but actually correct. 3) Further explanation of population intent. 4) DoD is avoided by bleeding
    Stub: details on downed raiders, how long until a pawn starts crawling after being downed.
    VentSection stub: 1) Gas spread mechanics 2) Hard numbers for temperature transfer in both open and closed states
    Section stub: Needs thermal transfer rate analysis vs walls, double walls, closed doors and open doors
    HarpSection stub: 1) Has almost no information about unique mechanics 2) Titles information
    HarpsichordSection stub: 1) Has almost no information about unique mechanics 2) Titles information
    Section stub: Missing analysis
    PianoSection stub: 1) Has almost no information about unique mechanics 2) Titles information
    Section stub: Missing analysis
    FactionsSection stub: 1) How does the weighting towards default goodwill work 2) How is goodwill from gifts calculated (via drop pod to faction base, by human to faction base, by human to trader - see FactionGiftUtility
    Hemogen packSection stub: 1) How much hemogen does it restore to hemogenics and is that reduced if they also have blood loss? 2) Occasionally see them perform the surgery with 2 packs. Incorrect description? Bug? Restoring 70% bloodloss in one operation?
    ConsciousnessSection stub: 1) Painshock threshold missing 2) psychic supressor
    Deathrest capacity serumSection stub: 1) See skilltrainer for use instruction example 2) What happens when a pawn uses a serum, loses the deathrest gene, and gets the deathrest gene again? 3) is there a stat that controls building cap?
    Flesh tentacleSection stub: Full explanation, ensure parity with the other flesh/fleshmass parts [For the obelisk part]
    Section stub: 1) Verify operation details 2) Verify and add detail on fleshbeast creation 3) Ensure parity with the other flesh/fleshmass parts, also see other body part pages for
    Section stub: Missing
    Stub: General but also infobox main
    Hemogen amplifierSection stub: 1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need? 3) mention lavk of build limit
    Psychofluid pumpSection stub: 1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?
    Section stub: Expound upon the benefits for psycasters, and contextualize them relative to both raw power and other buffs you could acquire instead
    HemopumpSection stub: 1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?
    Glucosoid pumpSection stub: 1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?
    Deathrest acceleratorSection stub: 1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?
    Section stub: Effect on hemogen/power costs of other deathrest buildings by shortening deathrest times.
    Wall lampSection stub: 1) summary equivalent to Standing lamp 2) Explain wall mounting mechanics (what can it mount to - walls/natural stone/ore etc? What happens when the host object is destroyed, What can be placed below it, note its lack of pathcost etc.). Ensure parity with Wall lamp - templatize if necessary.
    Section stub: Written detail on menu, options, color mixing in overlapping light radii etc.
    Tornado generatorSection stub: A lot of information is lacking about damage, damage multipliers, damage radii, effects on roofs, speed of tornado etc. See public class Tornado for details.
    Section stub: Missing value proposition by itself and compared to other superweapons, deployment (e.g. wear it all the time, swap it for what, who its worth using on, take it on caravans? etc
    Firefoam pop packSection stub: Size of the explosion, coating, deployment while on fire, NPC/AI use, and generally bring up to the standard of other utility items,
    Section stub: AI used needs expansion once Summary is complete
    RolesSection stub: Needs mechanical detail beyond just what the stats are and the tables cover. Inc but not limited to: Minimum age or lack thereof
    Section stub: General, but also "Leader Resentment" thoughts in Thoughts_IdeoRole.xml
    Section stub: Ability details
    FilthSection stub: Account for floor clean time multi
    Section stub: Sources of Ideology DLC filths
    Steel tileSection stub: Account for new cleaning time factor,sterile vs steel for hospitals and research labs
    WoodSection stub: Acquisition analysis, see table on Trees for initial basis, but add Woodmaker
    PsytrainerSection stub: Acquisition stub - what traders, how are the psycasts selected, what factions offer it for quests and trade, etc
    Shield coreSection stub: Acquistition strategy, worth of crafting vs just buying/looting packs, value proposition etc
    Archotech eyeSection stub: Add actual numbers for the stat increases.
    Phoebe ChillaxSection stub: Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases
    Cassandra ClassicSection stub: Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases
    DentureSection stub: All values are from before the addition of tongue and the resulting change in body part importance. They therefore need verification
    Butcher spotSection stub: This section is included in the Butchery project - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details
    Section stub: Almost missing analysis
    Armorskin glandSection stub: General, also see also standard of Prosthetic leg re capacities et al
    Section stub: Almost missing analysis. Also ghouls specifically
    Proximity detectorSection stub: Analysis - strategy for overlapping radii to triangulate location, synergy with outer walls and limited entrances, general value proposition etc. Current kinda undersells their utility.
    Flood lightSection stub: Written detail on menu, options, color mixing in overlapping light radii etc. Verify that flood lights change colors
    Section stub: General. See Standing lamp for example. A tiles lit/watt comparison would also be good.
    Section stub: Analysis general
    Cowboy hatSection stub: Analysis lacking comparison vs helmets and overall value proposition
    Large altarStub: General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram
    Section stub: Analysis missing - general analysis needed for in game and lure game - when to build, worth it, material selection, comparison other altar and alternatives etc.
    Grand altarStub: General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram
    Section stub: Analysis missing - general analysis needed for in game and pre game - when to build, worth it, material selection, comparison other altar and alternatives etc.
    Small altarStub: General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram
    Section stub: Analysis missing - general analysis needed for in game and pre game - when to build, worth it, material selection, comparison other altar and alternatives etc.
    Medium altarStub: General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram
    Section stub: Analysis missing - general analysis needed for in game and pre game - when to build, worth it, material selection, comparison other altar and alternatives etc.
    Fleshmass lungSection stub: Does this prevent rot stink, acidic smog like the Detoxifier lung?
    Section stub: Full explanation, ensure parity with the other flesh/fleshmass parts, also see other body part pages for
    Section stub: Full explanation, ensure parity with the other flesh/fleshmass parts
    Section stub: Analysis too short, doesnt cover relative cost value, no mention of pain mitigation etc.
    Persona plasmaswordSection stub: Any useful strats for exploiting the flame damage? Does Melee Damage Factor affect the flame damage, if so this changes the comparisons to longsword and persona monosword?
    Deep drillSection stub: Are they ever found in mining camps like the scanners?
    Section stub: Details - How often does this happen, how many insects appear, etc. Initial investigation from CompCreatesInfestations but needs to be tested in game - Can't fire again with 7 days of a deep drill infestation from that drill, or any drill within 10 tiles. No idea about the MTB infestations though
    Centipede burnerSection stub: As an ally
    Centipede gunnerSection stub: As an enemy. As an ally: Comparisons to lighter mechs, in terms of firepower. General value proposition (when build?).
    Mortar Miss Radius MultiplierSection stub: As the smallest possible radius is larger than 1 tile, there is likely a limit before 0% that offers the same performance. It should be identified and added.
    Fence gateSection stub: Base door open speed. Note: value in in-game infobox is not absolute door speed but rather its value relative to the base of its model)
    CouchSection stub: Basically missing analysis
    Stub: Verify current content as its from the beta and expand
    Small nature shrineSection stub: Better comparison of nature options, and when to use this if ever. Some mention of other focus also valuable
    Stub: Raider avoidance mechanic - ensure parity with all other similar items
    Large nature shrineStub: Raider avoidance mechanic - ensure parity with all other similar items
    Section stub: Better comparison of nature options, and when to use this if ever. Some mention of other focus also valuable
    LongswordSection stub: Bioferrite handle attack quirk and it's effect - see persona monosword as example
    Ritual maskSection stub: Bioferrite psychic buffs
    Section stub: Spawn on cultists?
    Section stub: Missing Analysis
    Knee spikeSection stub: Bring Summary up to standard
    Mechlord helmetSection stub: Caravans re bandnodes
    CorpseSection stub: Check all ways to avoid the not-cleanly slaughtered penalty - does Prisoner#Execute work? does Rituals#Prisoner_execution work? Does Euthanize by cut surgery work? etc.
    Section stub: Dessication time
    Bioferrite plateSection stub: Cleanliness reported? might have been missed due to inheritance. if confirmed, add to infobox as well. See Steel tile for similar infobox and summary
    Section stub: Comparisons general flooring. depending kn focus and biome more BF can be acquired than steel. if cleanliness bonus is real, low wealth but flammable and ugly option for labs & hospitals -ugly can be overwhelmed by sculptures
    Frag grenadesSection stub: Cleanup and frag grenades have a lot of utility and specific use cases not properly represented here
    GenepackSection stub: General also market value generally and for specific genes with the modifier such as Fire spew
    Section stub: Comparison between genepacks that contain one gene, against genepacks that contain multiple
    Fungal gravelSection stub: Comparison for under mountain general crop growth
    Double bedrollSection stub: Comparison with other bed options needed
    Ceremonial hoodSection stub: Confirm and expand spawning mechanics. See Samurai helmet for example
    Atmospheric heaterSection stub: Practicality of making the map a hotbox as a defensive measure
    Section stub: Confirm temperature delta across several biomes or how its calculated, how rapidly does the map temp change, does it affect the map or the entire world map tile,
    PainstopperSection stub: Deathless and death refusal make it great even for the risk averse
    Frenzy inducerSection stub: Decay rate or isntant decline? Specifical rste from c#, other mechanical detail.
    Ship landing beaconSection stub: Detail - e.g. which quests specifically
    Section stub: Missing analysis
    Warped obeliskStub: General page stub.
    Section stub: Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three obelisk page - consider templatization if necessary
    Twisted obeliskSection stub: Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three obelisk page - consider templatization if necessary
    Corrupted obeliskSection stub: Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three obelisk page - consider templatization if necessary
    Biomutation lanceSection stub: Detail but also specifically mention if theres an effect from Psychic sensitivity
    Section stub: Missing analysis
    Revenant spineSection stub: Detail needed but also specifically how long until reforms into rev?
    Section stub: Missing analysis - General, but also specifically include Vertebrae vs study
    Pit gateSection stub: Details about pit gate travel, including interface
    Stub: Some general.but also.infobox
    Wind turbineSection stub: Details on autocutting
    SanguophagesSection stub: More detail on the quests
    Section stub: Discuss the germline gene xenotypes and how they combine with sanguo, ideally with list of final genes/Complexity/metabolism of each vanilla germline xenotype when combined with sanguophage so that players can see what a result will be.
    StunSection stub: Do page - Stun can be Stun (psycast), melee attack stun, EMP stun.
    Blood torchSection stub: Does it count as a dark torch? Either answer, specifically note below as it is a FAQ
    Gauranlen treeSection stub: Does the mandatory wait time between prunings apply to multiple trees or just the one
    GunlinkSection stub: Doesn't actually give analysis re: use proposition - only use if you don't have a helmet is reductive and inaccurate. Consider Hanif's analyis
    SkullspikeSection stub: Duration of moodlet? Expansion on terror mechanics / what it actually does.
    Voidsight serumSection stub: Entirely missing
    Orbital mech cluster targeterSection stub: More detail needed inc. What point value do they use? Are they always the same size or do they scale with raid points?
    Section stub: Essentially missing analysis
    Blinding pulseSection stub: Essentially missing summary
    Hellcat rifleSection stub: Excellent but could benefit from comparison to using default Incinerator attack (e.g. mixing normal ARs and incins) rather than focus only on comparing the burst
    Christmas treeSection stub: Expand summary. specific mechanics etc. selection mechanics (who can build it - e.g. Christians only?), ritual specifics etc.
    FlamebowSection stub: Flame damage and flammable filth and things
    Section stub: Value proposition, acquisition strategies, hotbox uses etc
    Fueled smithySection stub: Fuel?
    BurkaSection stub: Full analysis needed, inc. gained protection of head vs lost protection of body
    Fleshmass stomachSection stub: Full explanation, ensure parity with the other flesh/fleshmass parts
    Section stub: Full explanation, ensure parity with the other flesh/fleshmass parts, also see other body part pages for
    Stub: General but also infobox
    Section stub: Lots to compare to, see other stomach pages but wb sterilizer stomach specifically/especially?
    Flesh whipSection stub: Full explanation, ensure parity with the other flesh/fleshmass parts
    Section stub: Full explanation, ensure parity with the other flesh/fleshmass parts, also see other body part pages for
    Section stub: Needs a proper body part section like other similar pages. Bullet point list is just to ensure info is retained in the meantime.
    Accuracy Factor (Medium)Stub: 1) Two-way links
    Section stub: General
    Armor - Heat (Material Factor)Stub: 1) Two-way links
    Section stub: General
    Biosculpter Pod Speed FactorStub: 1) Corresponding Property 2) Two-way links
    Section stub: General
    Melee Damage MultiplierStub: 1) Two-way links
    Section stub: General
    Pack RadiusSection stub: General
    Stub: 1) Two-way links
    Shooting Accuracy (Turrets)Stub: 1) Corresponding Property 2) Two-way links
    Section stub: General
    Goodwill ImpactSection stub: General
    Stub: 1) Two-way links
    Armor - Material Effect MultiplierStub: 1) Two-way links
    Section stub: General
    Baby Play PowerStub: 1) Corresponding Property 2) Two-way links
    Section stub: General
    Energy Usage MultiplierStub: 1) Possibly obsolete
    Section stub: General
    Construction Speed (Material Factor)Stub: 1) Corresponding Property 2) Two-way links
    Section stub: General
    Accuracy Factor (Close)Stub: 1) Two-way links
    Section stub: General
    Armor - Sharp (Material Factor)Stub: 1) Two-way links
    Section stub: General
    Sharp DamageSection stub: General
    Stub: 1) Two-way links 2) worked example
    Accuracy Factor (Long)Stub: 1) Two-way links
    Section stub: General
    Insulation - Cold (Material Factor)Stub: 1) Two-way links
    Section stub: General
    Genetic Complexity IncreaseSection stub: General
    Stub: 1) Two-way links
    Immunity Gain Speed FactorStub: 1) Corresponding Property 2) Two-way links
    Section stub: General
    Neural Heat Gain (Factor)Stub: 1) Two-way links
    Section stub: General
    Insulation - Cold - Material Effect MultiplierStub: 1) Two-way links
    Section stub: General
    Birth Quality OffsetStub: 1) Corresponding Property 2) Two-way links
    Section stub: General
    Accuracy Factor (Short)Stub: 1) Two-way links
    Section stub: General
    Armor - Blunt (Material Factor)Stub: 1) Two-way links
    Section stub: General
    War urchinSection stub: General
    Research Speed FactorSection stub: General
    Stub: 1) Corresponding Property 2) Two-way links
    Melee CooldownStub: 1) Two-way links
    Section stub: General
    Trap Melee DamageStub: 1) Corresponding Property 2) Two-way links
    Section stub: General
    Ranged Damage MultiplierStub: 1) Two-way links
    Section stub: General
    Medical Tend Quality OffsetStub: 1) Corresponding Property 2) Two-way links
    Section stub: General
    Shooting Accuracy Multiplier (Child)Stub: 1) Two-way links
    Section stub: General
    Insulation - Heat (Material Factor)Stub: 1) Two-way links
    Section stub: General
    Assembly Speed FactorSection stub: General
    RelicStub: Detail on pilgrims, and more in general
    Section stub: What happens when a consumable relic is used?
    Section stub: General
    Section stub: Needs: Acquisitions strategies, type and selection analysis/strategies, analysis/strategies for getting relics from multiple ideos, value balance of using relic weapons vs enshrining them.
    Meditation Plant Growth OffsetStub: 1) Corresponding Property 2) Two-way links
    Section stub: General
    Serum labSection stub: General
    Blunt DamageStub: 1) Two-way links
    Section stub: General
    DyeSection stub: Mechanics - color preferences and ideo preferences (rough - can summarize and link to styling station), painting etc.
    Section stub: General
    Insulation - Heat - Material Effect MultiplierStub: 1) Two-way links
    Section stub: General
    Detection ChanceSection stub: General
    Pawn Trap Spring ChanceSection stub: General
    Stub: 1) Two-way links 2) Relationship to Trap Spring Chance
    Remote repairerStub: General. Mechanics
    Section stub: General
    Healing enhancerSection stub: What it actually does with specific, mechanical detail. How it stacks with healing genes
    Section stub: General - Value proposition, etc.
    Tox shellStub: General, also fill out infobox weapon details
    Section stub: General - jotted down some basic thoughts, but needs more
    ReliquarySection stub: General stub - how to use, its effects when housing a relic and when not, pilgrims, etc.
    Section stub: General - when to build, use weapon relics vs displaying them, value proposition etc.
    Insulation - ColdStub: 1) Two-way links
    Section stub: General Version history
    Melee Cooldown (Pawn)Stub: 1) Corresponding Property 2) Two-way links
    Section stub: General Version history
    Growth Vat Occupant SpeedSection stub: General Version history
    Armor - SharpSection stub: General Version history
    Stub: 1) Two-way links
    Psychic Sensitivity OffsetStub: Order of operations
    Section stub: General Version history
    Medical PotencySection stub: General Version history
    Shield Max EnergyStub: 1) Corresponding Property 2) Two-way links
    Section stub: General Version history
    Work To MakeSection stub: General Version history
    Medical Tend Quality MaximumStub: Two-way links
    Section stub: General Version history
    Cleanliness (Stat)Stub: 1) Two-way links
    Section stub: General Version history
    Armor - BluntSection stub: General Version history
    Stub: 1) Two-way links
    Move SpeedSection stub: How does Age/ChildhoodContent added by the Biotech DLC affect stat? Glucosoid pump. UV sensitivity genes. Frenzy inducer. Juggernaut serum, ghoul implants, any other anomaly sources. Check order of operations of each BEFORE adding
    Section stub: General Version history
    Shield Recharge RateStub: 1) Corresponding Property 2) Two-way links
    Section stub: General Version history
    Insulation - HeatStub: 1) Two-way links
    Section stub: General Version history
    Ranged CooldownStub: 2) Two-way links
    Section stub: General Version history
    Neural Heat GainSection stub: General Version history
    Animals Learning FactorStub: 1) Two-way links
    Section stub: General Version history
    Honor ValueStub: 1) Two-way links
    Section stub: General Version history
    Armor - HeatSection stub: General Version history
    Stub: 1) Two-way links
    Neural Heat LimitStub: 1) Two-way links 2) Neural Heat Limit Offset 3) Significance of Gear Stat Offset Stat Part 4) Explanation and Factors cleanup
    Section stub: General Version history
    ToughspikeStub: Lacking detail
    Section stub: General also specifically Spike launch attack
    Stun (psycast)Section stub: General also style and formatting
    Twisted meatStub: General
    Section stub: General analysis stub - needs value judgement, acquisition strat analysis (fleshmass heart and butchery at least), usage
    AutobongSection stub: General detail, especially on weaponized autobongs. How should autobongs be set up in a killbox?
    Section stub: Tolerance? How is the radius affected by walls? Does it go thru vents like gases? Etc
    IED firefoam trapSection stub: General use, value prop, strats etc.
    Nuclear stomachSection stub: General value proposition needed, not just comparisons to other stomachs
    Sterilizing stomachSection stub: General value proposition needed, not just comparisons to other stomachs
    Reprocessor stomachSection stub: General value proposition needed, not just comparisons to other stomachs
    ScorcherSection stub: General viability (is it good/bad?) post-bandwidth change. More specific for when it is good
    Stoneskin glandSection stub: General, also see also standard of Prosthetic leg re capacities et al
    Toughskin glandSection stub: General, also see also standard of Prosthetic leg re capacities et al
    BurnbongSection stub: General, also specify whether it can be activated outside of the ritual. Hard numbers on the smokeleaf cloud effects would also be better than approximations
    Section stub: Missing analysis
    Neural superchargerSection stub: General. Also: What happens if loses power, what options are there for control, who can and will automatically use the supercharger etc
    Section stub: Over focused on transhumanist colonies but not only available to them, also needs an in-depth analysis of the effect of the buffs and their value proposition as a standalone effect rather than assuming a TH colony must have them and not considering whether its worth a non-TH getting them
    PikemanSection stub: General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.
    PotatoesSection stub: General. Use actual numbers
    RiceSection stub: General. Use actual numbers
    NeurocalculatorSection stub: General. Value proposition/rush/prioritization/comparison to other alternatives/
    Section stub: Summary generally. Order of operation to the benefit, stacking, implant location
    Ritual spotSection stub: Missing a lot of mechanical detail
    Section stub: General. also specifically value proposition of alternatives, when to change over etc
    Psychic sensitizerSection stub: Where does it go etc. Bring it up to standard.
    Section stub: Generally stubby analysis
    Egg boxSection stub: Generally stubby, but also what range will an egg layer walk to lay them in the box?
    Section stub: Section is generally stubby
    MindscrewSection stub: Gives examples of uses without consideration of whether and/or when they're worth while
    TreesSection stub: Good start but how much work to plant and replant, icons etc
    Animal sleeping boxSection stub: Health regen affects, rest effectiveness and general value proposition both by itself and vs other animal beds needed.
    Fueled stoveSection stub: Heat production, fuel consumption rate, analysis
    Insect jellySection stub: Hives die without insect tending - info needed on spawn rates of insects and tending requirements to ensure players don't kill insects and have the hives die from lack of tending. Also preventing digging needs discussion
    Party spotSection stub: How does a party spot get selected - does it take prirority over all social point options, how does it get selected if there are mumtiple spots etc
    Section stub: Missing Analysis
    HaulingStub: Cover hauling generally - Haul things is a specific order that covers a comparably small part of the mechanic.
    Section stub: How does it choose what to haul and where, mechanics of stack merging, priority when 2 pawns try to haul, how often do animals decide to haul, what haul tasks animals can do vs humans, comparison and analysis of the Carrier and its apparent increased haul frequency
    Section stub: needs a comparison of dryads, mechanoids, and whatever the best hauling animals per biome are
    Psychic dronerSection stub: How does it stack with other sources of psychic drone?
    DeathrestStub: Needs to be turned into something equivlaent to the need pages with similar depth in mechanics, times to thresholds etc
    Section stub: How fast does deathrest need increase? Deathrest moodlets
    Mechband dishStub: information
    Section stub: How long until it arrives. Activation method etc.
    Section stub: When to build first? Is it worth continuing to build them once they start appearing in raids? etc.
    Mechband antennaSection stub: How long until the war queen arrives. Activation method etc.
    AnimalsSection stub: How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with body size
    School deskSection stub: How much skill XP from learning? Can multiple children use the same desk?
    MoodSplit this back into Mood and Thoughts. Page is unworkably large, and needs a TOC which it can't have without being massive.
    Section stub: How often does mood tick - it can increase at 12/hour but is it once per hour, or does it increase at +2/10mins etc
    Gibbet cageSection stub: Inadequate summary and mechanics description
    Section stub: Missing analysis
    Slab bedSection stub: Is it +4 like a spot, +8 like a normal bed, or something else?
    Slab double bedSection stub: Is it +4 like a spot, +8 like a normal bed, or something else?
    IdeogramStub: General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram
    Section stub: Largely missing analysis
    ... further results


    Biomutation pulser, Atmospheric heater... further results

    Assault rifle, Bolt-action rifle, Charge rifle, Hellcat rifle, Sniper rifle

    Fine carpet, Fine stone tile, Gold tile, Hex carpet, Hex tile, Mindbend carpet, Morbid carpet, Morbid stone tile, Silver tile, Spikecore plates, Spikecore stone tile, Totemic boards, Totemic stone tile

    Fine carpet, Fine stone tile, Gold tile, Hex carpet, Hex tile, Mindbend carpet, Morbid carpet, Morbid stone tile, Silver tile, Spikecore plates, Spikecore stone tile, Totemic boards, Totemic stone tile


    Daylily, Rose

    MaterialDescriptionHP FactorBeauty OffsetBeauty FactorWork To Build FactorWork To Make FactorMarket Value
    Granite blocksBlocks of solid granite. Granite is a very hard stone.1.70161.30.9
    Limestone blocksBlocks of solid limestone.1.550161.30.9
    Marble blocksBlocks of solid marble. Marble is a soft, beautiful stone, known for being easy to sculpt.1.211.355.51.150.9
    Sandstone blocksBlocks of solid sandstone. Sandstone is a relatively soft rock and chips easily.1.401.151.10.9
    Slate blocksBlocks of solid slate. A dull-looking rock that chips easily.1.301.161.30.9
     Required ResearchTypeType2
    High subcore
    Standard subcore
    Grand sculptureArt
    Terror sculptureArt
    Large sculptureArt
    Small sculptureArt
    Shard beaconBuildingAnomaly (Buildings)
    Animalist slab (medium)BuildingFloor
    Spikecore floor-star (medium)BuildingFloor
    Totemic slab (broad)BuildingFloor
    Totemic slab (medium)BuildingFloor
    Rustic rug (broad)BuildingFloor
    Rustic rug (medium)BuildingFloor
    Animalist slab (broad)BuildingFloor
    Spikecore floor-star (broad)BuildingFloor
    Table (2x2)BuildingFurniture
    Table (1x2)BuildingFurniture
    Wall torch lampBuildingFurniture
    Fungus darktorchBuildingFurniture
    Table (2x4)BuildingFurniture
    Torch lampBuildingFurniture
    Table (3x3)BuildingFurniture
    CribBuildingFurniture
    Plant potBuildingFurniture
    Animal sleeping boxBuildingFurniture
    Double bedrollBuildingFurniture
    StoolBuildingFurniture
    DarktorchBuildingFurniture
    Animal bedBuildingFurniture
    BedrollBuildingFurniture
    Small altarBuildingIdeology (Buildings)
    Styling stationBuildingIdeology (Buildings)
    BurnbongBuildingIdeology (Buildings)
    Cannibal platterBuildingIdeology (Buildings)
    Incense shrineBuildingIdeology (Buildings)
    Gibbet cageBuildingIdeology (Buildings)
    Christmas treeBuildingIdeology (Buildings)
    EffigyBuildingIdeology (Buildings)
    Grand altarBuildingIdeology (Buildings)
    Sacrificial flagBuildingIdeology (Buildings)
    PewBuildingIdeology (Buildings)
    Large altarBuildingIdeology (Buildings)
    Kneel sheetBuildingIdeology (Buildings)
    LecternBuildingIdeology (Buildings)
    DrumBuildingIdeology (Buildings)
    PyreBuildingIdeology (Buildings)
    Medium altarBuildingIdeology (Buildings)
    Kneel pillowBuildingIdeology (Buildings)
    ReliquaryBuildingIdeology (Buildings)
    IdeogramBuildingIdeology (Buildings)
    SkullspikeBuildingIdeology (Buildings)
    Small nature shrineBuildingMisc
    UrnBuildingMisc
    Large nature shrineBuildingMisc
    Pen markerBuildingMisc
    Crashed mechanitor shipBuildingMisc
    Grand steleBuildingMisc
    Egg boxBuildingMisc
    Butcher tableBuildingProduction
    Fueled stoveBuildingProduction
    Simple research benchBuildingProduction
    Art benchBuildingProduction
    Horseshoes pinBuildingRecreation
    Hoopstone ringBuildingRecreation
    Game-of-Ur boardBuildingRecreation
    Spike trapBuildingSecurity
    Tactical turretBuildingSecurity
    SandbagsBuildingSecurity
    BarricadeBuildingSecurity
    FenceBuildingStructure
    BridgeBuildingStructure
    ColumnBuildingStructure
    Fence gateBuildingStructure
    DoorBuildingStructure
    Animal flapBuildingStructure
    WallBuildingStructure
    CampfireBuildingTemperature
    ComponentCrafted resources
    WortCrafted resources
    BeerDrugSocial Drug
    Smokeleaf jointDrugSocial drug
    ClubEquipmentWeapons
    Short bowEquipmentWeapons
    Hex tileFloor
    Spikecore platesFloor
    Straw mattingFloor
    Totemic boardsFloor
    FlagstoneFloor
    Wood floorFloor
    Baby foodFood
    Lavish mealFoodMeal
    Vegetarian fine mealFoodMeal
    Fine mealFoodMeal
    Nutrient paste mealFoodMeal
    Carnivore fine mealFoodMeal
    Vegetarian lavish mealFoodMeal
    KibbleFoodMeal
    Carnivore lavish mealFoodMeal
    Simple mealFoodMeal
    Authority capGearClothing
    BlindfoldGearClothing
    Visage maskGearClothing
    Stellic crownGearClothing
    Slave body strapGearClothing
    Slave collarGearClothing
    Torture crownGearClothing
    Kid tribalwearGearClothing
    BurkaGearClothing
    CapeGearClothing
    VeilGearClothing
    RobeGearClothing
    War maskGearClothing
    TribalwearGearClothing
    HeadwrapGearClothing
    Tribal headdressGearClothing
    SlicecapGearClothing
    BroadwrapGearClothing
    HoodGearClothing
    Limestone blocksMaterialStone
    Marble blocksMaterialStone
    Granite blocksMaterialStone
    Slate blocksMaterialStone
    Sandstone blocksMaterialStone
    Peg legMedical ItemsBody Parts
    Wooden handMedical ItemsBody Parts
    Wooden footMedical ItemsBody Parts
    PatchleatherTextileLeather
    Advanced componentAdvanced fabricationCrafted resources
    Flood lightAdvanced lightsBuildingFurniture
    CoolerAir conditioningBuildingTemperature
    Sterilizing stomachArtificial metabolismMedical ItemsBody Parts
    Nuclear stomachArtificial metabolismMedical ItemsBody Parts
    Reprocessor stomachArtificial metabolismMedical ItemsBody Parts
    Atmospheric heaterAtmospheric heaterBuildingAnomaly (Buildings)
    Autocannon turretAutocannon turretBuildingSecurity
    AutodoorAutodoorBuildingStructure
    Basic subcoreBasic mechtech
    Band nodeBasic mechtechBuildingBiotech (Buildings)
    Subcore encoderBasic mechtechBuildingBiotech (Buildings)
    Mech gestatorBasic mechtechBuildingBiotech (Buildings)
    Mech rechargerBasic mechtechBuildingBiotech (Buildings)
    Airwire headsetBasic mechtechGearClothing
    Control packBasic mechtechGearUtility
    CleansweeperBasic mechtechMechanoid
    MilitorBasic mechtechMechanoid
    LifterBasic mechtechMechanoid
    ConstructoidBasic mechtechMechanoid
    AgrihandBasic mechtechMechanoid
    BatteryBatteryBuildingPower
    BreweryBeer brewingBuildingProduction
    Fermenting barrelBeer brewingBuildingProduction
    Bioferrite generatorBioferrite generatorBuildingPower
    Bioferrite harvesterBioferrite harvestingBuildingAnomaly (Buildings)
    Bioferrite shaperBioferrite shapingBuildingAnomaly (Buildings)
    Nerve spikerBioferrite shapingEquipmentWeapons
    Bioferrite plateBioferrite shapingFloor
    Ceremonial hoodBioferrite shapingGearClothing
    Ritual maskBioferrite shapingGearClothing
    Hellcat rifleBioferrite weaponryEquipmentWeapons
    IncineratorBioferrite weaponryEquipmentWeapons
    Biofuel refineryBiofuel refiningBuildingProduction
    Biomutation pulserBiomutation weaponryArtifactUtility
    Bionic stomachBionic replacementsMedical ItemsBody Parts
    Bionic eyeBionic replacementsMedical ItemsBody Parts
    Bionic heartBionic replacementsMedical ItemsBody Parts
    Bionic legBionic replacementsMedical ItemsBody Parts
    Bionic jawBionic replacementsMedical ItemsBody Parts
    Bionic earBionic replacementsMedical ItemsBody Parts
    Bionic spineBionic replacementsMedical ItemsBody Parts
    Bionic tongueBionic replacementsMedical ItemsBody Parts
    Bionic armBionic replacementsMedical ItemsBody Parts
    Biosculpter podBiosculptingBuildingIdeology (Buildings)
    Machine pistolBlowback operationEquipmentWeapons
    AutopistolBlowback operationEquipmentWeapons
    MindscrewBrain wiringMedical ItemsBody Parts
    PainstopperBrain wiringMedical ItemsBody Parts
    JoywireBrain wiringMedical ItemsBody Parts
    CarpetCarpet makingFloor
    Morbid carpetCarpet makingFloor
    Hex carpetCarpet makingFloor
    Mindbend carpetCarpet makingFloor
    Fine carpetCarpet makingFloor
    Prestige cataphract helmetCataphract armorGearArmor
    Phoenix armorCataphract armorGearArmor
    Prestige cataphract armorCataphract armorGearArmor
    Cataphract armorCataphract armorGearArmor
    Cataphract helmetCataphract armorGearArmor
    Circadian half-cyclerCircadian influenceMedical ItemsBody Parts
    Circadian assistantCircadian influenceMedical ItemsBody Parts
    Elbow bladeCompact weaponryMedical ItemsBody Parts
    Knee spikeCompact weaponryMedical ItemsBody Parts
    Hand talonCompact weaponryMedical ItemsBody Parts
    Hand tailor benchComplex clothingBuildingProduction
    Electric tailor benchComplex clothing
    Electricity
    BuildingProduction
    Kid romperComplex clothingGearClothing
    Heavy bandolierComplex clothingGearClothing
    TailcapComplex clothingGearClothing
    DusterComplex clothingGearClothing
    Kid shirtComplex clothingGearClothing
    Bowler hatComplex clothingGearClothing
    ParkaComplex clothingGearClothing
    Kid pantsComplex clothingGearClothing
    PantsComplex clothingGearClothing
    SashComplex clothingGearClothing
    FlophatComplex clothingGearClothing
    JacketComplex clothingGearClothing
    Kid parkaComplex clothingGearClothing
    Button-down shirtComplex clothingGearClothing
    TuqueComplex clothingGearClothing
    Cowboy hatComplex clothingGearClothing
    Face maskComplex clothingGearClothing
    T-shirtComplex clothingGearClothing
    ShadeconeComplex clothingGearClothing
    Lab coatComplex clothingGearClothing
    Small bookcaseComplex furnitureBuildingFurniture
    Meditation throneComplex furnitureBuildingFurniture
    School deskComplex furnitureBuildingFurniture
    Slab bedComplex furnitureBuildingFurniture
    ShelfComplex furnitureBuildingFurniture
    Small shelfComplex furnitureBuildingFurniture
    BrazierComplex furnitureBuildingFurniture
    BlackboardComplex furnitureBuildingFurniture
    Slab double bedComplex furnitureBuildingFurniture
    End tableComplex furnitureBuildingFurniture
    DrapeComplex furnitureBuildingFurniture
    ArmchairComplex furnitureBuildingFurniture
    Grand meditation throneComplex furnitureBuildingFurniture
    DresserComplex furnitureBuildingFurniture
    BedComplex furnitureBuildingFurniture
    Toy boxComplex furnitureBuildingFurniture
    Royal bedComplex furnitureBuildingFurniture
    BookcaseComplex furnitureBuildingFurniture
    Double bedComplex furnitureBuildingFurniture
    Baby decorationComplex furnitureBuildingFurniture
    CouchComplex furnitureBuildingFurniture
    Darklight brazierComplex furnitureBuildingFurniture
    Dining chairComplex furnitureBuildingFurniture
    Tool cabinetComplex furnitureBuildingMisc
    SarcophagusComplex furnitureBuildingMisc
    Large steleComplex furnitureBuildingMisc
    Poker tableComplex furnitureBuildingRecreation
    Chess tableComplex furnitureBuildingRecreation
    Billiards tableComplex furnitureBuildingRecreation
    Ornate doorComplex furnitureBuildingStructure
    VentComplex furnitureBuildingTemperature
    Cryptosleep casketCryptosleep casketBuildingMisc
    Deadlife shellDeadlife dustCrafted resourcesMortar shell
    Deadlife packDeadlife dustGearUtility
    HemopumpDeathrestBuildingBiotech (Buildings)
    Hemogen amplifierDeathrestBuildingBiotech (Buildings)
    Deathrest casketDeathrestBuildingBiotech (Buildings)
    Glucosoid pumpDeathrestBuildingBiotech (Buildings)
    Deathrest acceleratorDeathrestBuildingBiotech (Buildings)
    Psychofluid pumpDeathrestBuildingBiotech (Buildings)
    Deep drillDeep drillingBuildingProduction
    Disruptor flare packDisruptor flaresGearUtility
    Drug labDrug productionBuildingProduction
    Pollution pumpElectricityBuildingBiotech (Buildings)
    Wall lampElectricityBuildingFurniture
    Sun lampElectricityBuildingFurniture
    Standing lampElectricityBuildingFurniture
    LoudspeakerElectricityBuildingIdeology (Buildings)
    LightballElectricityBuildingIdeology (Buildings)
    Ship landing beaconElectricityBuildingMisc
    Waterproof conduitElectricityBuildingPower
    Power switchElectricityBuildingPower
    Hidden conduitElectricityBuildingPower
    Power conduitElectricityBuildingPower
    Chemfuel powered generatorElectricityBuildingPower
    Wind turbineElectricityBuildingPower
    Wood-fired generatorElectricityBuildingPower
    Electric stoveElectricityBuildingProduction
    Electric crematoriumElectricityBuildingProduction
    Electric smelterElectricityBuildingProduction
    Electric smithyElectricity
    Smithing
    BuildingProduction
    HeaterElectricityBuildingTemperature
    ElectroharvesterElectroharvesterBuildingAnomaly (Buildings)
    Holding platformEntity containmentBuildingAnomaly (Buildings)
    Shard inhibitorEntity containmentBuildingAnomaly (Buildings)
    Electric inhibitorEntity containmentBuildingAnomaly (Buildings)
    Fabrication benchFabricationBuildingProduction
    Firefoam popperFirefoamBuildingMisc
    Firefoam shellFirefoamCrafted resourcesMortar shell
    Firefoam pop packFirefoamGearUtility
    Flak helmetFlak armorGearArmor
    Flak vestFlak armorGearArmor
    Flak jacketFlak armorGearArmor
    Flak pantsFlak armorGearArmor
    Flatscreen televisionFlatscreen televisionBuildingRecreation
    Love enhancerFlesh shapingMedical ItemsBody Parts
    Aesthetic shaperFlesh shapingMedical ItemsBody Parts
    Aesthetic noseFlesh shapingMedical ItemsBody Parts
    Foam turretFoam turretBuildingSecurity
    Frenzy inducerFrenzy inducerBuildingAnomaly (Buildings)
    Heavy SMGGas operationEquipmentWeapons
    Chain shotgunGas operationEquipmentWeapons
    LMGGas operationEquipmentWeapons
    Gene processorGene processorBuildingBiotech (Buildings)
    Geothermal generatorGeothermal powerBuildingPower
    Metalblood heartGhoul enhancementsMedical ItemsBody Parts
    Adrenal heartGhoul enhancementsMedical ItemsBody Parts
    Corrosive heartGhoul enhancementsMedical ItemsBody Parts
    Ghoul platingGhoul enhancementsMedical ItemsBody Parts
    Ghoul barbsGhoul enhancementsMedical ItemsBody Parts
    Ghoul resurrection serumGhoul resurrectionDrugSerum
    Go-juiceGo-juice productionDrugHard Drug
    GreatbowGreatbowEquipmentWeapons
    Ground-penetrating scannerGround-penetrating scannerBuildingMisc
    Growth vatGrowth vatsBuildingBiotech (Buildings)
    Mini-turretGun turretsBuildingSecurity
    GunlinkGunlinkGearArmor
    Smoke launcherGunsmithingEquipmentWeapons
    Pump shotgunGunsmithingEquipmentWeapons
    Bolt-action rifleGunsmithingEquipmentWeapons
    RevolverGunsmithingEquipmentWeapons
    Incendiary launcherGunsmithingEquipmentWeapons
    HarpHarpBuildingRecreation
    HarpsichordHarpsichordBuildingRecreation
    CoagulatorHealing factorsMedical ItemsBody Parts
    Healing enhancerHealing factorsMedical ItemsBody Parts
    Subcore ripscannerHigh mechtechBuildingBiotech (Buildings)
    Mech boosterHigh mechtechBuildingBiotech (Buildings)
    Mechband dishHigh mechtechBuildingBiotech (Buildings)
    Integrator headsetHigh mechtechGearArmor
    FabricorHigh mechtechMechanoid
    LancerHigh mechtechMechanoid
    DiabolusHigh mechtechMechanoid
    ParamedicHigh mechtechMechanoid
    Centipede gunnerHigh mechtechMechanoid
    Centipede burnerHigh mechtechMechanoid
    Remote repairerHigh mechtechMedical ItemsBody Parts
    Remote shielderHigh mechtechMedical ItemsBody Parts
    Control sublink (high)High mechtechMedical ItemsBody Parts
    Hospital bedHospital bedBuildingFurniture
    Hydroponics basinHydroponicsBuildingProduction
    IED EMP trapIedsBuildingSecurity
    IED trapIedsBuildingSecurity
    IED firefoam trapIedsBuildingSecurity
    IED incendiary trapIedsBuildingSecurity
    IED antigrain warhead trapIedsBuildingSecurity
    IED deadlife trapIedsBuildingSecurity
    IED tox trapIedsBuildingSecurity
    IED smoke trapIedsBuildingSecurity
    Shard animal pulserInsanity weaponryArtifact
    Shard shock lanceInsanity weaponryGearUtility
    Shard insanity lanceInsanity weaponryGearUtility
    Ship engineJohnson-tanaka driveBuildingShip
    Juggernaut serumJuggernaut serumDrugSerum
    Locust armorJump packs
    Recon armor
    GearArmor
    Jump packJump packsGearUtility
    LongswordLong bladesEquipmentWeapons
    WarhammerLong bladesEquipmentWeapons
    SpearLong bladesEquipmentWeapons
    Long-range mineral scannerLong-range mineral scannerBuildingMisc
    Ship computer coreMachine persuasionBuildingShip
    Machining tableMachiningBuildingProduction
    Frag grenadesMachiningEquipmentWeapons
    Molotov cocktailsMachiningEquipmentWeapons
    Gas maskMachiningGearClothing
    Grenadier armorMarine armorGearArmor
    Marine armorMarine armorGearArmor
    Prestige marine helmetMarine armorGearArmor
    Prestige marine armorMarine armorGearArmor
    Marine helmetMarine armorGearArmor
    MedicineMedicine productionMedical ItemsMedicine
    Metalblood serumMetalblood serumDrugSerum
    AutobongMicroelectronicsBuildingIdeology (Buildings)
    Sleep acceleratorMicroelectronicsBuildingIdeology (Buildings)
    Orbital trade beaconMicroelectronicsBuildingMisc
    Comms consoleMicroelectronicsBuildingMisc
    Hi-tech research benchMicroelectronicsBuildingProduction
    EMP shellMicroelectronicsCrafted resourcesMortar shell
    EMP grenadesMicroelectronicsEquipmentWeapons
    EMP launcherMicroelectronicsEquipmentWeapons
    Mind-numb serumMind-numb serumDrugSerum
    Moisture pumpMoisture pumpBuildingMisc
    Gastro-analyzerMolecular analysisMedical ItemsBody Parts
    ImmunoenhancerMolecular analysisMedical ItemsBody Parts
    MortarMortarsBuildingSecurity
    High-explosive shellMortarsCrafted resourcesMortar shell
    Incendiary shellMortarsCrafted resourcesMortar shell
    Smoke shellMortarsCrafted resourcesMortar shell
    Multi-analyzerMulti-analyzerBuildingMisc
    MinigunMultibarrel weaponsEquipmentWeapons
    Biomutation lanceMutation weaponryGearUtility
    Learning assistantNeural computationMedical ItemsBody Parts
    NeurocalculatorNeural computationMedical ItemsBody Parts
    Neural superchargerNeural superchargerBuildingIdeology (Buildings)
    Formal vestNoble apparelGearClothing
    Ladies hatNoble apparelGearClothing
    CorsetNoble apparelGearClothing
    Top hatNoble apparelGearClothing
    Formal shirtNoble apparelGearClothing
    BeretNoble apparelGearClothing
    Nutrient paste dispenserNutrient pasteBuildingProduction
    HopperNutrient pasteBuildingProduction
    Packaged survival mealPackaged survival mealFoodMeal
    Passive coolerPassive coolerBuildingTemperature
    PemmicanPemmicanFoodMeal
    PenoxycylinePenoxycyline productionDrugMedical Drug
    PianoPianoBuildingRecreation
    Plate armorPlate armorGearArmor
    Venom talonPoison synthesisMedical ItemsBody Parts
    Venom fangsPoison synthesisMedical ItemsBody Parts
    Sniper riflePrecision riflingEquipmentWeapons
    Assault riflePrecision riflingEquipmentWeapons
    Prosthetic legProstheticsMedical ItemsBody Parts
    Prosthetic heartProstheticsMedical ItemsBody Parts
    Prosthetic armProstheticsMedical ItemsBody Parts
    Cochlear implantProstheticsMedical ItemsBody Parts
    Proximity detectorProximity detectorBuildingAnomaly (Buildings)
    FlakePsychite refiningDrugHard Drug
    YayoPsychite refiningDrugHard Drug
    Psychite teaPsychoid brewingDrugSocial drug
    Charge lancePulse charged munitionsEquipmentWeapons
    Charge riflePulse charged munitionsEquipmentWeapons
    Recon helmetRecon armorGearArmor
    Prestige recon armorRecon armorGearArmor
    Recon armorRecon armorGearArmor
    Prestige recon helmetRecon armorGearArmor
    Recurve bowRecurve bowEquipmentWeapons
    Revenant vertebraeRevenant invisibilityMedical ItemsBody Parts
    Rocketswarm launcherRocketswarm launcherBuildingSecurity
    Prestige robeRoyal apparelGearClothing
    CoronetRoyal apparelGearClothing
    CrownRoyal apparelGearClothing
    Security doorSecurity doorBuildingStructure
    Serum labSerum synthesisBuildingAnomaly (Buildings)
    Voidsight serumSerum synthesisDrugSerum
    Low-shield packShieldsGearUtility
    Shield beltShieldsGearUtility
    Armorskin glandSkin hardeningMedical ItemsBody Parts
    Stoneskin glandSkin hardeningMedical ItemsBody Parts
    Toughskin glandSkin hardeningMedical ItemsBody Parts
    Sleep suppressorSleep suppressorBuildingAnomaly (Buildings)
    Fueled smithySmithingBuildingProduction
    GladiusSmithingEquipmentWeapons
    MaceSmithingEquipmentWeapons
    PilaSmithingEquipmentWeapons
    Breach axeSmithingEquipmentWeapons
    KnifeSmithingEquipmentWeapons
    AxeSmithingEquipmentWeapons
    IkwaSmithingEquipmentWeapons
    Steel tileSmithingFloor
    Silver tileSmithingFloor
    Gold tileSmithingFloor
    Kid helmetSmithingGearArmor
    Simple helmetSmithingGearArmor
    Smokepop packSmokepop packsGearUtility
    Solar generatorSolar panelBuildingPower
    Field handSpecialized limbsMedical ItemsBody Parts
    Power clawSpecialized limbsMedical ItemsBody Parts
    Drill armSpecialized limbsMedical ItemsBody Parts
    Mechband antennaStandard mechtechBuildingBiotech (Buildings)
    Large mech rechargerStandard mechtechBuildingBiotech (Buildings)
    Large mech gestatorStandard mechtechBuildingBiotech (Buildings)
    Subcore softscannerStandard mechtechBuildingBiotech (Buildings)
    Mechcommander helmetStandard mechtechGearArmor
    Array headsetStandard mechtechGearClothing
    Bandwidth packStandard mechtechGearUtility
    ScytherStandard mechtechMechanoid
    TunnelerStandard mechtechMechanoid
    ScorcherStandard mechtechMechanoid
    PikemanStandard mechtechMechanoid
    Mech gestation processorStandard mechtechMedical ItemsBody Parts
    Control sublink (standard)Standard mechtechMedical ItemsBody Parts
    Ship structural beamStarflight basicsBuildingShip
    Sensor clusterStarflight sensorsBuildingShip
    Ship reactorStarship reactorBuildingShip
    Sterile tileSterile materialsFloor
    Morbid slab (broad)StonecuttingBuildingFloor
    Morbid slab (medium)StonecuttingBuildingFloor
    Stonecutter's tableStonecuttingBuildingProduction
    Stone tileStonecuttingFloor
    Paved tileStonecuttingFloor
    Morbid stone tileStonecuttingFloor
    Fine stone tileStonecuttingFloor
    Spikecore stone tileStonecuttingFloor
    ConcreteStonecuttingFloor
    Totemic stone tileStonecuttingFloor
    Tox shellTox gasCrafted resourcesMortar shell
    Toxbomb launcherTox gasEquipmentWeapons
    Tox grenadesTox gasEquipmentWeapons
    Tox packTox gasGearUtility
    Toxifier generatorToxifier generatorBuildingPower
    Detoxifier kidneyToxin filtrationMedical ItemsBody Parts
    Detoxifier lungToxin filtrationMedical ItemsBody Parts
    Transport podTransport podBuildingMisc
    Pod launcherTransport podBuildingMisc
    Bonsai potTree sowingBuildingFurniture
    Tube televisionTube televisionBuildingRecreation
    Turret packTurret packGearUtility
    Mechlord suitUltra mechtechGearArmor
    Mechlord helmetUltra mechtechGearArmor
    Centipede blasterUltra mechtechMechanoid
    CenturionUltra mechtechMechanoid
    TesseronUltra mechtechMechanoid
    War queenUltra mechtechMechanoid
    War urchinUltra mechtechMechanoid
    LegionaryUltra mechtechMechanoid
    ... further results
    ImageBuilding
    Ancient ATM.pngAncient ATM
    Ancient air conditioner.pngAncient air conditioner
    Ancient band node.pngAncient band node
    AncientBarrelA.pngAncient barrel
    Ancient basic recharger south.pngAncient basic recharger
    ... further results

    Check.png Ex.png

    Name Stuff amount Work To Make Value/Textile
    Animal bed 40 400 1.525
    Animal flap 25 850 1.64
    Armchair 110 14,000 1.9545454545455
    Authority cap 25 1,500 1.72
    Bedroll 40 600 1.55
    Beret 35 4,000 1.9142857142857
    Blindfold 20 1,200 1.7
    Bowler hat 20 1,800 1.85
    Broadwrap 30 1,800 1.7333333333333
    Burka 60 4,000 1.7333333333333
    Button-down shirt 45 2,700 1.7111111111111
    Cape 80 16,000 2.225
    Ceremonial hood 20 2,000 2.25
    Corset 45 12,000 2.4666666666667
    Couch 200 20,000 1.85
    Cowboy hat 25 1,800 1.76
    Double bedroll 85 1,100 1.5529411764706
    Drape 150 2,000 1.9333333333333
    Drum 30 800 3.6
    Duster 80 10,000 1.95
    Face mask 10 800 1.8
    Flophat 20 1,200 1.7
    Formal shirt 65 6,000 1.8307692307692
    Formal vest 45 12,000 2.4666666666667
    Headwrap 20 1,400 1.75
    Heavy bandolier 75 3,500 1.6666666666667
    Hood 50 6,000 1.94
    Jacket 70 7,000 1.8571428571429
    Kid pants 20 1,280 1.75
    Kid parka 40 6,400 2.075
    Kid romper 30 2,000 1.7333333333333
    Kid shirt 20 1,280 1.75
    Kid tribalwear 30 1,400 1.6666666666667
    Kneel pillow 25 2,400 1.84
    Kneel sheet 80 2,400 1.6125
    Lab coat 70 5,000 1.7571428571429
    Ladies hat 50 6,000 1.94
    Pants 40 1,600 1.65
    Parka 80 8,000 1.8625
    Patchleather 50 900 0.03
    Prestige robe 100 20,000 2.2
    Robe 80 5,000 1.725
    Sandbags 5 180 1.62
    Sash 25 1,000 1.64
    Shadecone 25 1,800 1.76
    Slave body strap 70 7,000 1.8571428571429
    Slave collar 25 1,800 1.76
    T-shirt 40 1,600 1.65
    Tailcap 20 1,400 1.75
    Top hat 50 6,000 1.94
    Tribal headdress 50 6,000 1.94
    Tribalwear 60 1,800 1.6166666666667
    Tuque 20 1,200 1.7
    Veil 20 1,400 1.75
    CataphractArmor.png

    Cataphract armor

    A suit of heavy powered armor, built for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome. Armor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.

    CataphractHelmet.png

    Cataphract helmet

    A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots. Armor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.

    PoweredArmor.png

    Marine armor

    A suit of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.
    Armor like this is often used by rapid-incursion space marines.

    PoweredArmorHelmet.png

    Marine helmet

    A marine armor helmet, with a built-in status computer and layered plasteel-weave plates. Armor like this is often used by rapid-incursion space marines.

    PrestigeCataphractArmor.png

    Prestige cataphract armor

    A suit of heavy powered armor, built for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome.
    Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.

    PrestigeCataphractHelmet.png

    Prestige cataphract helmet

    A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.
    Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.

    PrestigeMarineArmor.png

    Prestige marine armor

    A suit of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.
    Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.

    PrestigeMarineHelmet.png

    Prestige marine helmet

    A marine armor helmet, with a built-in status computer and layered plasteel-weave plates.
    Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.

    PrestigeReconArmor.png

    Prestige recon armor

    A suit of light partially-powered armor, designed to permit quick movement. Plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily.
    Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.

    PrestigeReconHelmet.png

    Prestige recon helmet

    A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate.
    Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.

    ReconArmor.png

    Recon armor

    A suit of light partially-powered armor, designed to permit quick movement. Lightweight plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily. Armor like this is often used by imperial scout troops and glitterworld police forces.

    ReconHelmet.png

    Recon helmet

    A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate. Armor like this is often used by imperial scout troops or glitterworld police forces.

    Shadecone.png

    Shadecone

    A conical woven hat. Good for keeping cool during long hours in the sun.



     Production Facility 1TypeType2
    Spikecore floor-star (broad)BuildingFloor
    Hospital bedBuildingFurniture
    ElectroharvesterBuildingAnomaly (Buildings)
    Horseshoes pinBuildingRecreation
    Gene assemblerBuildingBiotech (Buildings)
    ... further results
     Health Scale
    Squirrel0.25
    Rat0.29
    Waste rat0.29
    Chicken0.35
    Duck0.35
    Snowhare0.4
    Guinea pig0.4
    Megascarab0.4
    Raccoon0.4
    Goose0.4
    Yorkshire terrier0.4
    Hare0.4
    Chinchilla0.4
    Boomrat0.4
    Cat0.42
    Monkey0.45
    Iguana0.5
    Cobra0.5
    Turkey0.6
    Tortoise0.6
    Boomalope0.65
    Toxalope0.65
    Capybara0.7
    Arctic fox0.7
    Fennec fox0.7
    Pig0.7
    Goat0.7
    Red fox0.7
    Gazelle0.7
    Wild boar0.7
    Sheep0.7
    Alphabeaver0.7
    Clawer dryad0.7
    Cassowary0.8
    Lynx0.8
    Immature dryad0.8
    Carrier dryad0.8
    Woodmaker dryad0.8
    Medicinemaker dryad0.8
    Berrymaker dryad0.8
    Gaumaker dryad0.8
    Ibex0.85
    Emu0.9
    Deer0.9
    Barkskin dryad0.9
    Timber wolf0.99
    Arctic wolf0.99
    Ostrich1
    Labrador retriever1
    Alpaca1
    Human1
    Husky1.05
    Panther1.3
    Cougar1.3
    Warg1.4
    Donkey1.45
    Cow1.5
    Yak1.5
    Dromedary1.6
    Spelopede1.7
    Horse1.75
    Muffalo1.75
    Bison1.75
    Elk1.9
    Caribou2
    Polar bear2.5
    Megaspider2.5
    Grizzly bear2.5
    Rhinoceros3.5
    Megasloth3.6
    Elephant3.6
    Thrumbo8

    Megascarab, Megascarab cocoon, Megaspider cocoon, Spelopede, Spelopede cocoon

    Agrihand, Apocriton, Auto charge turret, Auto inferno turret, Auto mortar, Centipede, Centipede blaster, Centipede burner, Centipede gunner, Centurion, Cleansweeper, Constructoid, Diabolus, Fabricor, Lancer, Legionary, Lifter, Megascarab, Megascarab cocoon, Megaspider, Megaspider cocoon, Militor, Mini-slugger turret, Paramedic, Pikeman, Scorcher, Scyther, Spelopede, Spelopede cocoon, Termite, Tesseron, Tunneler, War queen, War urchin


    Airwire headset, Array headset, Authority cap, Beret, Blindfold, Bowler hat, Broadwrap, Burka, Button-down shirt, Cape, Ceremonial hood, Coronet, Corset, Cowboy hat, Crown, Duster, Face mask, Flophat, Formal shirt, Formal vest, Gas mask, Headwrap, Heavy bandolier, Hood, Jacket, Kid pants, Kid parka, Kid romper, Kid shirt, Kid tribalwear, Lab coat, Ladies hat, Pants, Parka, Prestige robe, Ritual mask, Robe, Sash, Shadecone, Slave body strap, Slave collar, Slicecap, Stellic crown, T-shirt, Tailcap, Top hat, Torture crown, Tribal headdress, Tribalwear, Tuque... further results


    Airwire headset, Array headset, Authority cap, Beret, Blindfold, Bowler hat, Broadwrap, Burka, Button-down shirt, Cape, Ceremonial hood, Coronet, Corset, Cowboy hat, Crown, Duster, Face mask, Flophat, Formal shirt, Formal vest, Gas mask, Headwrap, Heavy bandolier, Hood, Jacket, Kid pants, Kid parka, Kid romper, Kid shirt, Kid tribalwear, Lab coat, Ladies hat, Pants, Parka, Prestige robe, Ritual mask, Robe, Sash, Shadecone, Slave body strap, Slave collar, Slicecap, Stellic crown, T-shirt, Tailcap, Top hat, Torture crown, Tribal headdress, Tribalwear, Tuque... further results


    Animal bed, Animal flap, Animal sleeping box, Animalist slab (broad), Animalist slab (medium), Armchair, Art bench, Authority cap, Autobong, Autodoor, Axe, Baby decoration, Barricade, Bed, Bedroll, Beret, Billiards table, Blackboard, Blindfold, Bonsai pot, Bookcase, Bowler hat, Brazier, Breach axe, Broadwrap, Burka, Butcher table, Button-down shirt, Cape, Ceremonial hood, Chess table, Club, Column, Coronet, Corset, Couch, Cowboy hat, Crib, Crown, Darklight brazier, Dining chair, Door, Double bed, Double bedroll, Drape, Dresser, Drug lab, Drum, Duster, Egg box... further results



    | format = ul

    Armor Table[edit]

    Armor - Insulation -
    Name Sharp Blunt Heat Heat Cold Coverage Occupies Skin Occupies Middle Occupies Shell Occupies Head Value Silver
    Cataphract armor Cataphract armor 120 50 60 12 36 Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Ex.png Check.png Ex.png Ex.png 3,120

    Focus types lore[edit]

       Dignified: This can be used by psycasters with Empire royal titles. They meditate on meditation thrones, and gain more focus for more grand and dignified thronerooms. This is part of a shift in emphasis for the Empire, somewhat away from the pampered noble image, and more towards the quasi-religious psychic order aspect that they’ve always had. You’ll note that this kind of meditation is a direct replacement for the old ’authority’ need that your titled pawns would have. Now, instead of sitting on the throne to boost their own ego, they do it to meditate and regain psyfocus. The throneroom is a social gathering place, but it is also a meditation temple expressing deep traditions of an honor-bound culture.
       Natural: This focus type is used by those with tribal childhood backstories - whether you started as a tribal faction, or simply recruited someone with a tribal backstory. Natural meditation foci all need to be in nature - they lose their power if there are artifical structures too close by. The concept here is that they want to go away from people and do a psychic practice by communing with the stillness and eternity of the natural world.
       The most important meditation focus for the natural focus is the anima tree. One of these unique trees spawns on every map with a biome where it’s at all feasible. The tree glows with bioluminescent micro-organisms and has a connection with the surrounding psychic field. Anima trees are powerful foci for building up psyfocus, but also serve another purpose - they can actually upgrade your psycasters. When meditated to, the anima tree slowly develops anima grass around its base. Once enough is grown, you can send someone to link with the tree through a tribal ritual and gain a new level of psylink. This gives a reason to have lots of people meditate to the tree sometimes - possibly even the whole tribe - to grow the grass faster. Anima trees are not vulnerable to toxic fallout and animal will respect them and not eat them (except the jerk alphabeavers). If it’s destroyed, a new one will spawn some time later.
       Besides anima trees, you can also build nature shrines or acquire ancient animus stones and place them in nature to meditate to them. These won’t give new psylink levels like the tree, but it can be useful if you’re on an ice sheet and there is no tree, or you feel you want a meditation focus in a specific spot (though they still lose power if too close to artificial buildings). Raiders won’t see or attack the hidden nature shrines and animus stone.
       Morbid: This focus type is used by those with certain traits like psychopath, cannibal, or blood list. They draw psyfocus by meditating on death. To that end, graves and sarcophagi are a meditation focus for them. This kind of meditation is more powerful with a corpse inside the grave, and even more powerful if the corpse is related to the meditator.
       Minimal: This focus type is used by ascetics. They want the absolute minimum, so they meditate to blank walls. It’s a powerful type of meditation, but only ascetics can use it, and they can’t use some other types.
       Artistic: This type of meditation is usable by most people. The psycaster will meditate to art. Higher-quality art builds psyfocus faster. This kind of focus object is very accessible, but not quite as powerful as other methods.
       The above all means that the Empire no longer needs to have laws against psychic powers - so they don’t. If you want to be tribal psychics drawing power from the anima tree, while being friendly with the Empire, you can. The Empire also no longer tries to prevent anyone from using bladelink weapons (renamed to persona weapons), again, simply because it wasn’t worth restricting players this way. Such weapons are still very hard to get, so if you get one, use it.
    


    Marine armor test[edit]

    VS SHARP ONLY, too wordy to put in as is.

    Compared a flak vest and duster, the marine armor offers strictly superior protection to the arms and legs when all items are the same quality, regardless of duster material. The interactions of two layers are dictated by the games Armor Rating calculations, and the result is that marine armor provides torso, neck and shoulders protection dependent on the quality and materials of the items compared.

    • All items of Awful Quality: Marine armor is comparable or superior to a devilstrand duster and flak vest for all weapons, and significantly inferior to both hyperweave and thrumbofur duster and flak pairings for all but the highest AP weapons in the game.
    • All items of Poor Quality: Marine armor is comparable to a devilstrand duster and flak vest and significantly inferior to both hyperweave and thrumbofur duster and flak pairings for all but the highest AP weapons in the game.
    • All items of Normal Quality: Marine armor is superior to a devilstrand duster and flak vest and significantly inferior to both hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
    • All items of Good Quality: Marine armor is superior to a devilstrand duster and flak vest and comparable to both hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
    • All items of Excellent Quality: Marine armor is significant superior to a devilstrand duster and flak vest and superior to both hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
    • All items of Masterwork or Legendary Quality: Marine armor is significant superior to a devilstrand, hyperweave and thrumbofur duster and flak pairings for all weapons in the game.

    Table test[edit]

    Click here to toggle the table.
    Header text Header text I'm the mw-collapsible cell content!
    Example Example I'm the mw-collapsible cell content!
    Example Example I'm the mw-collapsible cell content!
    Example Example I'm the mw-collapsible cell content!
    Click here to toggle the table.
    Hello World
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    Research[edit]

    Name Description Base cost Industrial start cost Tribal start cost Required Research Required Research Bench & Addon
    Complex clothing Tailor complicated garments like pants, dusters, and cowboy hats.
    The following are unlocked by this research:
     Image
    Bowler hatBowlerHat.png
    Button-down shirtButton-Down Shirt.png
    Cowboy hatCowboyHat.png
    DusterDuster.png
    Electric tailor benchTable tailor electric north.png
    Face maskClothMask.png
    FlophatFlophat.png
    Hand tailor benchTable tailor hand north.png
    Heavy bandolierHeavyBandolier.png
    JacketJacket.png
    Kid pantsKidPants.png
    Kid parkaKidParka.png
    Kid romperKidRomper.png
    Kid shirtKidShirt.png
    Lab coatLab coat.png
    PantsPants.png
    ParkaParka.png
    SashSash.png
    ShadeconeShadecone.png
    T-shirtT-Shirt.png
    TailcapTailcap.png
    TuqueTuque.png
    600 600 [B] 900 None Simple
    Complex clothing Tailor complicated garments like pants, dusters, and cowboy hats.

    The following are unlocked by this research: Bowler hat, Button-down shirt, Cowboy hat, Duster, Electric tailor bench, Face mask, Flophat, Hand tailor bench, Heavy bandolier, Jacket, Kid pants, Kid parka, Kid romper, Kid shirt, Lab coat, Pants, Parka, Sash, Shadecone, T-shirt, Tailcap, Tuque

    600 600 [B] 900 None Simple
    Complex clothing Tailor complicated garments like pants, dusters, and cowboy hats.

    The following are unlocked by this research: Bowler hat, Button-down shirt, Cowboy hat, Duster, Electric tailor bench, Face mask, Flophat, Hand tailor bench, Heavy bandolier, Jacket, Kid pants, Kid parka, Kid romper, Kid shirt, Lab coat, Pants, Parka, Sash, Shadecone, T-shirt, Tailcap, Tuque

    600 600 [B] 900 None Simple
    Complex clothing Tailor complicated garments like pants, dusters, and cowboy hats.

    For a full list of what is unlocked by this research see here.

    600 600 [B] 900 None Simple
    Complex clothing Tailor complicated garments like pants, dusters, and cowboy hats. 600 600 [B] 900 None Simple

    Reminder[edit]

    This is the inline text

    abbr in it.

    Test[edit]

    Thrumbofur Marine armor

    Awful Poor Normal Good Excellent Masterwork Legendary