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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 |
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. |
|
|
Too smart | |||||||||
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. |
|
|
- | ||||||||||
Yiyang 'Mitsuya' Jiang / |
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. |
|
|
- | / | ||||||||
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. |
|
- |
Weapon DPS comparator[edit]
Tradeable items[edit]
Market Value Base | Type | Type2 | |
---|---|---|---|
Biomutation pulser | 800 | Artifact | Utility |
Holding platform | 76 | Building | Anomaly (Buildings) |
Atmospheric heater | 1,385 | Building | Anomaly (Buildings) |
Shard beacon | 425 | Building | Anomaly (Buildings) |
Bioferrite harvester | 141 | Building | Anomaly (Buildings) |
Frenzy inducer | 495 | Building | Anomaly (Buildings) |
Shard inhibitor | 430 | Building | Anomaly (Buildings) |
Electric inhibitor | 133 | Building | Anomaly (Buildings) |
Proximity detector | 65 | Building | Anomaly (Buildings) |
Bioferrite shaper | 200 | Building | Anomaly (Buildings) |
Serum lab | 725 | Building | Anomaly (Buildings) |
Sleep suppressor | 545 | Building | Anomaly (Buildings) |
Electroharvester | 160 | Building | Anomaly (Buildings) |
Hemopump | 360 | Building | Biotech (Buildings) |
Subcore softscanner | 985 | Building | Biotech (Buildings) |
Glucosoid pump | 515 | Building | Biotech (Buildings) |
Large mech gestator | 820 | Building | Biotech (Buildings) |
Gene assembler | 550 | Building | Biotech (Buildings) |
Psychofluid pump | 1,225 | Building | Biotech (Buildings) |
Mech gestator | 410 | Building | Biotech (Buildings) |
Gene extractor | 670 | Building | Biotech (Buildings) |
Subcore ripscanner | 1,925 | Building | Biotech (Buildings) |
Subcore encoder | 315 | Building | Biotech (Buildings) |
Hemogen amplifier | 550 | Building | Biotech (Buildings) |
Gene bank | 145 | Building | Biotech (Buildings) |
Band node | 535 | Building | Biotech (Buildings) |
Mechband dish | 795 | Building | Biotech (Buildings) |
Growth vat | 440 | Building | Biotech (Buildings) |
Deathrest casket | 295 | Building | Biotech (Buildings) |
Deathrest accelerator | 710 | Building | Biotech (Buildings) |
Wastepack atomizer | 2,440 | Building | Biotech (Buildings) |
Gene processor | 510 | Building | Biotech (Buildings) |
Mech booster | 345 | Building | Biotech (Buildings) |
Mechband antenna | 250 | Building | Biotech (Buildings) |
Large mech recharger | 570 | Building | Biotech (Buildings) |
Mech recharger | 300 | Building | Biotech (Buildings) |
Pollution pump | 189 | Building | Biotech (Buildings) |
Rustic rug (medium) | 154 | Building | Floor |
Spikecore floor-star (medium) | 194 | Building | Floor |
Spikecore floor-star (broad) | 290 | Building | Floor |
Rustic rug (broad) | 230 | Building | Floor |
Wall torch lamp | 18 | Building | Furniture |
Darktorch | 24 | Building | Furniture |
Sun lamp | 77 | Building | Furniture |
Standing lamp | 39 | Building | Furniture |
Torch lamp | 24 | Building | Furniture |
Fungus darktorch | 22 | Building | Furniture |
Wall lamp | 39 | Building | Furniture |
Flood light | 97 | Building | Furniture |
Blood torch | 24 | Building | Furniture |
Animus stone | 5,000 | Building | Furniture |
Burnbong | 310 | Building | Ideology (Buildings) |
Effigy | 107 | Building | Ideology (Buildings) |
Loudspeaker | 220 | Building | Ideology (Buildings) |
Cannibal platter | 132 | Building | Ideology (Buildings) |
Incense shrine | 163 | Building | Ideology (Buildings) |
Biosculpter pod | 455 | Building | Ideology (Buildings) |
Christmas tree | 158 | Building | Ideology (Buildings) |
Sleep accelerator | 275 | Building | Ideology (Buildings) |
Neural supercharger | 245 | Building | Ideology (Buildings) |
Ideogram | 185 | Building | Ideology (Buildings) |
Pyre | 138 | Building | Ideology (Buildings) |
Lightball | 93 | Building | Ideology (Buildings) |
Sacrificial flag | 119 | Building | Ideology (Buildings) |
Multi-analyzer | 1,020 | Building | Misc |
Moisture pump | 275 | Building | Misc |
Orbital trade beacon | 111 | Building | Misc |
Vitals monitor | 215 | Building | Misc |
Comms console | 365 | Building | Misc |
Ship landing beacon | 111 | Building | Misc |
Firefoam popper | 180 | Building | Misc |
Cryptosleep casket | 710 | Building | Misc |
Tool cabinet | 385 | Building | Misc |
Long-range mineral scanner | 1,010 | Building | Misc |
Transport pod | 152 | Building | Misc |
Pod launcher | 138 | Building | Misc |
Ground-penetrating scanner | 655 | Building | Misc |
Bioferrite generator | 740 | Building | Power |
Chemfuel powered generator | 295 | Building | Power |
Watermill generator | 600 | Building | Power |
Toxifier generator | 360 | Building | Power |
Power switch | 61 | Building | Power |
Waterproof conduit | 19 | Building | Power |
Solar generator | 295 | Building | Power |
Wood-fired generator | 265 | Building | Power |
Battery | 200 | Building | Power |
Geothermal generator | 945 | Building | Power |
Wind turbine | 265 | Building | Power |
Machining table | 455 | Building | Production |
Hydroponics basin | 230 | Building | Production |
Hopper | 30 | Building | Production |
Electric smelter | 400 | Building | Production |
Brewery | 210 | Building | Production |
Electric smithy | 295 | Building | Production |
Electric stove | 225 | Building | Production |
Fabrication bench | 1,180 | Building | Production |
Biofuel refinery | 390 | Building | Production |
Fueled stove | 159 | Building | Production |
Fueled smithy | 200 | Building | Production |
Nutrient paste dispenser | 340 | Building | Production |
Fermenting barrel | 57 | Building | Production |
Deep drill | 290 | Building | Production |
Piano | 670 | Building | Recreation |
Tube television | 315 | Building | Recreation |
Flatscreen television | 920 | Building | Recreation |
Harp | 245 | Building | Recreation |
Harpsichord | 415 | Building | Recreation |
Megascreen television | 2,000 | Building | Recreation |
Telescope | 350 | Building | Recreation |
IED firefoam trap | 115 | Building | Security |
IED antigrain warhead trap | 1,205 | Building | Security |
IED trap | 115 | Building | Security |
Uranium slug turret | 1,445 | Building | Security |
IED EMP trap | 115 | Building | Security |
Autocannon turret | 1,270 | Building | Security |
IED tox trap | 115 | Building | Security |
IED smoke trap | 115 | Building | Security |
IED incendiary trap | 115 | Building | Security |
IED deadlife trap | 100 | Building | Security |
Rocketswarm launcher | 1,075 | Building | Security |
Ship reactor | 5,440 | Building | Ship |
Ship computer core | 5,845 | Building | Ship |
Ship cryptosleep casket | 1,035 | Building | Ship |
Ship engine | 3,555 | Building | Ship |
Ship structural beam | 1,065 | Building | Ship |
Sensor cluster | 1,805 | Building | Ship |
Mech node | 200 | Building | Special |
Infinite chemreactor | 1,500 | Building | Special |
Psychic emanator | 1,300 | Building | Special |
Vanometric power cell | 1,200 | Building | Special |
Unstable power cell | 400 | Building | Special |
Bridge | 20 | Building | Structure |
Security door | 535 | Building | Structure |
Vent | 58 | Building | Temperature |
Passive cooler | 61 | Building | Temperature |
Campfire | 25 | Building | Temperature |
Cooler | 275 | Building | Temperature |
Heater | 131 | Building | Temperature |
Incendiary shell | 55 | Crafted resources | Mortar shell |
High-explosive shell | 55 | Crafted resources | Mortar shell |
Deadlife shell | 55 | Crafted resources | Mortar shell |
Smoke shell | 55 | Crafted resources | Mortar shell |
Tox shell | 55 | Crafted resources | Mortar shell |
EMP shell | 55 | Crafted resources | Mortar shell |
Firefoam shell | 55 | Crafted resources | Mortar shell |
Ghoul | 275 | Entity | Basic |
Tome | 250 | Exotic item | Book |
Novel | 160 | Exotic item | Book |
Schematic | 150 | Exotic item | Book |
Textbook | 160 | Exotic item | Book |
Carnivore fine meal | 20 | Food | Meal |
Vegetarian lavish meal | 40 | Food | Meal |
Carnivore lavish meal | 40 | Food | Meal |
Fine meal | 20 | Food | Meal |
Simple meal | 15 | Food | Meal |
Vegetarian fine meal | 20 | Food | Meal |
Lavish meal | 40 | Food | Meal |
Packaged survival meal | 24 | Food | Meal |
Cassowary egg (fert.) | 19 | Food | Raw Food |
Tortoise egg (fert.) | 23 | Food | Raw Food |
Cobra egg (fert.) | 40 | Food | Raw Food |
Iguana egg (fert.) | 25 | Food | Raw Food |
Ostrich egg (fert.) | 23 | Food | Raw Food |
Emu egg (fert.) | 18 | Food | Raw Food |
Psychic shock lance | 550 | Gear | Utility |
Orbital mech cluster targeter | 1,200 | Gear | Utility |
Shield belt | 390 | Gear | Utility |
Low-shield pack | 430 | Gear | Utility |
Turret pack | 235 | Gear | Utility |
Firefoam pop pack | 143 | Gear | Utility |
Smokepop pack | 166 | Gear | Utility |
Shard insanity lance | 530 | Gear | Utility |
Tox pack | 132 | Gear | Utility |
Disruptor flare pack | 80 | Gear | Utility |
Orbital bombardment targeter | 1,200 | Gear | Utility |
Control pack | 395 | Gear | Utility |
Jump pack | 645 | Gear | Utility |
Orbital power beam targeter | 1,200 | Gear | Utility |
Psychic insanity lance | 650 | Gear | Utility |
Tornado generator | 800 | Gear | Utility |
Deadlife pack | 445 | Gear | Utility |
Bandwidth pack | 1,360 | Gear | Utility |
Biomutation lance | 850 | Gear | Utility |
Shard shock lance | 510 | Gear | Utility |
Control sublink (standard) | 1,200 | Medical Items | Body Parts |
Flesh tentacle | 385 | Medical Items | Body Parts |
Mindscrew | 210 | Medical Items | Body Parts |
Revenant vertebrae | 1,895 | Medical Items | Body Parts |
Sterilizing stomach | 1,030 | Medical Items | Body Parts |
Aesthetic nose | 585 | Medical Items | Body Parts |
Bionic heart | 1,030 | Medical Items | Body Parts |
Kidney | 900 | Medical Items | Body Parts |
Corrosive heart | 95 | Medical Items | Body Parts |
Archotech eye | 2,800 | Medical Items | Body Parts |
Learning assistant | 1,030 | Medical Items | Body Parts |
Detoxifier kidney | 1,080 | Medical Items | Body Parts |
Knee spike | 355 | Medical Items | Body Parts |
Control sublink (high) | 1,200 | Medical Items | Body Parts |
Stoneskin gland | 1,920 | Medical Items | Body Parts |
Bionic leg | 1,030 | Medical Items | Body Parts |
Prosthetic arm | 260 | Medical Items | Body Parts |
Circadian half-cycler | 1,030 | Medical Items | Body Parts |
Bionic ear | 785 | Medical Items | Body Parts |
Psychic sensitizer | 1,000 | Medical Items | Body Parts |
Bionic eye | 1,030 | Medical Items | Body Parts |
Adrenal heart | 95 | Medical Items | Body Parts |
Archotech leg | 2,800 | Medical Items | Body Parts |
Neurocalculator | 1,030 | Medical Items | Body Parts |
Venom fangs | 355 | Medical Items | Body Parts |
Remote repairer | 1,200 | Medical Items | Body Parts |
Aesthetic shaper | 830 | Medical Items | Body Parts |
Healing enhancer | 1,030 | Medical Items | Body Parts |
Prosthetic leg | 260 | Medical Items | Body Parts |
Bionic jaw | 1,030 | Medical Items | Body Parts |
Ghoul barbs | 48 | Medical Items | Body Parts |
Heart | 1,200 | Medical Items | Body Parts |
Bionic stomach | 785 | Medical Items | Body Parts |
Armorskin gland | 1,475 | Medical Items | Body Parts |
Psychic reader | 1,000 | Medical Items | Body Parts |
Toughskin gland | 1,030 | Medical Items | Body Parts |
Detoxifier lung | 925 | Medical Items | Body Parts |
Prosthetic heart | 230 | Medical Items | Body Parts |
Archotech arm | 2,800 | Medical Items | Body Parts |
Psychic harmonizer | 1,030 | Medical Items | Body Parts |
Venom talon | 355 | Medical Items | Body Parts |
Remote shielder | 1,200 | Medical Items | Body Parts |
Coagulator | 830 | Medical Items | Body Parts |
Painstopper | 220 | Medical Items | Body Parts |
Ghoul plating | 85 | Medical Items | Body Parts |
Love enhancer | 1,030 | Medical Items | Body Parts |
Mechlink | 500 | Medical Items | Body Parts |
Liver | 1,200 | Medical Items | Body Parts |
Power claw | 385 | Medical Items | Body Parts |
Lung | 1,000 | Medical Items | Body Parts |
Nuclear stomach | 1,030 | Medical Items | Body Parts |
Bionic tongue | 565 | Medical Items | Body Parts |
Hand talon | 355 | Medical Items | Body Parts |
Field hand | 425 | Medical Items | Body Parts |
Xenogerm | 100 | Medical Items | Body Parts |
Bionic arm | 1,030 | Medical Items | Body Parts |
Repair probe | 1,200 | Medical Items | Body Parts |
Gastro-analyzer | 830 | Medical Items | Body Parts |
Death acidifier | 400 | Medical Items | Body Parts |
Cochlear implant | 220 | Medical Items | Body Parts |
Reprocessor stomach | 1,030 | Medical Items | Body Parts |
Mech gestation processor | 1,200 | Medical Items | Body Parts |
Immunoenhancer | 1,030 | Medical Items | Body Parts |
Elbow blade | 355 | Medical Items | Body Parts |
Drill arm | 425 | Medical Items | Body Parts |
Bionic spine | 1,030 | Medical Items | Body Parts |
Joywire | 220 | Medical Items | Body Parts |
Metalblood heart | 95 | Medical Items | Body Parts |
Psylink neuroformer | 2,600 | Medical Items | Body Parts |
Circadian assistant | 1,030 | Medical Items | Body Parts |
Antigrain warhead | 1,200 | Resources | Mortar shell |
Harbinger seed | 600 | Resources | Plant matter |
Gauranlen seed | 70 | Resources | Plant matter |
Polux seed | 1,200 | Resources | Plant 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
Banner consistency[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 | 16x | 0 ticks (0 secs) | 1 | - | |
Euthanize by cut | Euthanize a creature by cutting.
Mechanical desc |
500 | Anesthetize | 16 | 500 ticks (8.33 secs) | 1 | Skill required | |
Remove (Artificial body part) | In-game description
Mechanical desc |
120 | Anesthetize | 16 | 2,500 ticks (41.67 secs) | 1 | Medical 5 | |
Install (body part) | In-game description
Mechanical desc |
120 | Violation | Anesthetize | XP Factor | 2,500 ticks (41.67 secs) | 2 | Medical 5 |
Harvest (body part) | Remove a body part.
Mechanical desc |
120 | Violation | Anesthetize | 16 | 2,000 ticks (33.33 secs) | 1 | - |
Terminate pregnancy | Terminate the pregnancy of an animal or human.
Mechanical desc 2% death on fail chance |
200 | Anesthetize | XP Factor | 1,500 ticks (25 secs) | 2 | Skill required | |
Extract ovum for IVF | 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 | Anesthetize | XP Factor | 500 ticks (8.33 secs) | 1 | Skill required | |
Implant embryo | In-game description
Mechanical desc |
500 | Anesthetize | XP Factor | 500 ticks (8.33 secs) | 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 | 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 | Anesthetize | XP Factor | 2,000 ticks (33.33 secs) | 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) | 3 | Medical 8 |
Sterilize | Sterilize a creature so it can no longer reproduce.
Mechanical desc surgeryIgnoreEnvironment true |
Chance | Anesthetize | 16 | 500 ticks (8.33 secs) | Medicine required | Medical 3 | |
Cure blood rot | This special medical operation cures blood rot by a massive infusion of bacteriophage mechanites.
Mechanical desc |
Chance | Anesthetize | 16 | 2,000 ticks (33.33 secs) | 10 | Medical 5 | |
Anti-abasia mechanite infusion | 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 | Anesthetize | XP Factor | 2,000 ticks (33.33 secs) | 10 | Medical 5 |
Loop[edit]
{{{2}}}
remove linkng[edit]
MBOX[edit]
Heading goes here
Information goes heere and the box expadns to fit it |
Rimworld Wiki suggests this page to be protected. If you think this is wrong, please add a topic to <TALK PAGE> |
Rimworld Wiki suggests this page to be protected. If you think this is wrong, please add a topic to <TALK PAGE> |
Rimworld Wiki suggests this page to be protected. If you think this is wrong, please add a topic to <TALK PAGE> |
Rimworld Wiki suggests this page to be protected. If you think this is wrong, please add a topic to <TALK PAGE>. |
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 | |
14x/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 | |
---|---|---|---|---|---|
Axe | |||||
Wood | 1.2 | ||||
Beer | 12 | ||||
Bionic arm | 1,030 | ||||
Club | |||||
Elephant tusk | 80 | ||||
Gladius | |||||
Ikwa | |||||
Jade knife | 159 | ||||
Knife | |||||
Longsword | |||||
Mace | |||||
Monosword | 2,000 | ||||
Persona monosword | 3,000 | ||||
Plasmasword | 2,000 | ||||
Persona plasmasword | 3,000 | ||||
Eltex staff | 2,000 | ||||
Spear | |||||
Thrumbo horn | 800 | ||||
Warhammer | |||||
Zeushammer | 2,000 | ||||
Persona zeushammer | 3,000 | ||||
Archotech arm | 2,800 | ||||
Power claw | 385 | ||||
Prosthetic arm | 260 | ||||
Drill arm | 425 | ||||
Elbow blade | 355 | ||||
Field hand | 425 | ||||
Hand talon | 355 | ||||
Venom talon | 355 | ||||
Venom fangs | 355 | ||||
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
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 | |
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[[:|]] | 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 cluster | Image wanted: Stub: Mechanics and Analysis Rewrite: Cleanup |
Rituals | Stub: 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. |
Ruins | Stub: Image wanted: |
Corrosive heart | Section 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 pack | Section 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 dispenser | Image 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):
|
Ancient mega-cannon barrel | Image 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 platform | Image 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 heart | Image 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 bookcase | Image 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 |
Bookcase | Image 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 inhibitor | Image 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 generator | Image 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? |
Paramedic | Section 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 |
Incinerator | Section 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 base | Stub: 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 husbandry | Section 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 |
Mortar | Image 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 claw | Image 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 shell | Image 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 leg | Image 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 torso | Image 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 foot | Image 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 bed | Image 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 turret | Image wanted: Concise, small infographic of the cover bug Section stub: Exploiting/avoiding the cover bug in killbox/defense design |
Autocannon turret | Image wanted: Concise, small infographic of the cover bug Section stub: Exploiting/avoiding the cover bug in killbox/defense design |
Growing zone | Rewrite: 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 |
Centurion | Section 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 |
Legionary | Image wanted: Coverage image ala File:Low_shield_pack_radius.jpg Stub: Analysis needed |
Berserk pulse | Image 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 |
Diabolus | Image wanted: Fire burst gizmo Section stub: Why build the diabolus? Also tactics. Diabolus killbox example and synergy with Skipshield |
Door | Image wanted: Gizmos for hold open and such Section stub: Base door open speed, animals Section stub: door gizmo on walls |
Gas | Stub: General Image wanted: Illustrative examples of spreading, dissipation, and other mechanics. |
Mass chaos skip | Stub: 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 pulse | Section 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 pulse | Stub: 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 |
Waterskip | Image 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> |
Farskip | Stub: 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 skip | Stub: 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 |
Bridge | Image 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 |
Power | Section 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 trap | Image 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 trap | Image 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 pump | Image wanted: Images of AoE in a style similar to File:Skip shield radius.jpg Section stub: Missing analysis |
IED tox trap | Image 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 |
Pirates | Section 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 |
Tribes | Section stub: Missing faction base section Image wanted: Images of bases Section stub: Missing section |
Outlanders | Section stub: Missing faction base section Image wanted: Images of bases |
Work site | Image wanted: Images of each worksite type, and consider whether different faction types have different designs of the same site type Stub: General |
Smoke shell | Image 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 shell | Image 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 box | Stub: Compile possible contents and elaborate on chances, add analysis Image wanted: Images of obelisk room and side rooms containing boxes. |
Time | Section 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 pod | Transport 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 barbs | Image wanted: Images on ghouls Section stub: Missing section. See other bionics for sufficient detail |
Ghoul plating | Section stub: Detail, also how long does it take to install the part. Medicine? Anesthetized? Image wanted: Images on ghouls Section stub: Missing analysis |
Waterproof conduit | Stub: Acquisition and summary need work to explain differences and mechanics. Image wanted: In-situ screenshots |
Labyrinth | Stub: 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. |
Undercave | Stub: 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 armor | Image 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 heart | Image wanted: Metalblood injection gizmo Section stub: Stats for removal |
Defense tactics | Image 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 beacon | Section 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 pod | Image 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 inhibitor | Image wanted: Positioning Section stub: Detail, Positioning, order of operation for containment etc Section stub: Largely missing anaylsis |
IED EMP trap | Section 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-shield | Image 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-shield | Image 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? |
Roof | Image 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 |
Books | Image wanted: Screenshot of the reading policy window, including the skill selection filters. Section stub: General |
World generation | Section stub: Biotech content Image wanted: Screenshots of each stage |
Development mode | Image 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 belt | Stub: Analysis section needs rewrite for content/meaningful strategies Image wanted: Shield strenth widget |
Caravan | Stub: 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 station | Image wanted: Station UI Section stub: General Section stub: Explanation of UI, hair styling |
Wall | Section 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 Types | Image 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 lamp | Section 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 shell | Image 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 |
Menus | Section 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 cactus | Image 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 launcher | Section 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 darkness | Stub: 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 rituals | Stub: 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 |
Snow | Rewrite: 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 invisibility | Stub: 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 stimulus | Rewrite: 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. |
Psycasts | Rewrite: 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 |
Rescue | Move: Stub, linkage, integrally tied. Alt: Medical system related pages? Stub: General |
Deterioration | Stub: 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 |
Reproduction | Move: 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 |
Noctolith | Stub: 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 |
Shuttle | Properties, details, avoid confusion re: the (lack of) causative link between damaging/killing normal shuttles and crashed variants Section stub: Missing analysis |
Revenant | Recode: 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/Xenotypes | Recode: 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. |
Traits | Section 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 |
Prisoner | Section 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 |
Lore | Stub: 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 Delay | Stub: 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 Multiplier | Recode: 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 |
Environment | Section 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 sack | Stub: 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 Speed | Stub: 1) Version history 2) Two-way links Recode: Automated table |
Slave Suppression Offset | Stub: 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 |
Mechanitor | Section 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 |
Ideoligion | Section 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 lance | Recode: 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 lance | Recode: 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 pulser | Stub: 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/doc | Recode: 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 main | Recode: 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) |
Children | Recode: 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 stone | Recode: 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-Maxing | Recode: 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 |
Titles | Rewrite: 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 |
Doctoring | Section 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 |
Fleshbeasts | Recode: Pawnkind table, see Insectoids#Pawns and Mechanoid hive#Pawns for example Section stub: Distress signal Section stub: Splitting mechanics in detail, other shared mechanics |
Invisibility | Stub: 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 |
Genes | Section 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 resources | Recode: 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 |
Quests | Stub: 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. |
Ancients | Section stub: Missing section Recode: Xenotypes? |
Containment | Rewrite: 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 |
Raider | Rewrite: 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 |
Beckon | Stub: 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? |
Skills | Rewrite: 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 break | Rewrite: 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. |
Social | Section 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 matting | Rewrite: 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 |
Combat | Rewrite: 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 |
Rooms | Rewrite: 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 |
Rest | Stub: Circadian assistant , Sleep accelerator , Sleep gene 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 sculpture | Rewrite: Cleanup Stub: Mechanical specifics after cleanup |
Dryads | Stub: Rewrite: Cleanup - unclear, contains contradictory information, needs comparison tables |
Hive | Rewrite: 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 |
Ailments | Stub: "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 Improvement | Rewrite: 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 inspiration | Rewrite: 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? |
Apparel | Section 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 |
Skip | Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion Stub: General |
Neural heat dump | Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion Stub: General |
Word of serenity | Rewrite: 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 |
Focus | Rewrite: 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 pinhole | Stub: 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 |
Skipshield | Stub: 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 inspiration | Rewrite: Currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion Stub: General |
Weapons | Section 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 tongue | Section stub: Who can they be bought from and are they ever offered as quest rewards? Rewrite: Format standard |
Activity Suppression Speed | Section stub: Determine effect of Intellectual or Social skills being disabled for a pawn Rewrite: Format standard inc. skill tables as theyre more accessible |
Eltex robe | Rewrite: 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 helmet | Rewrite: Format standardization - summary/analysis split Section stub: Confirm and expand spawning mechanics |
Beauty | Section 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 Parts | Stub: 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 gas | Rewrite: 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 tree | Stub: 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 weapons | Rewrite: 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 |
Metalhorror | Rewrite: 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, |
Trade | Rewrite: 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 |
Slavery | Rewrite: 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 |
Devourer | Rewrite: Separate swallowing/digestion summary subsection from combat summary Stub: General |
Recreation | Section 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 |
Temperature | Rewrite: Tone, conciseness, verification and mechanics Section stub: Burn/Frostbite chances |
Floors | Stub: 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 |
Bill | Rewrite: Tone, page integration in this page and elsewhere on this wiki, mechanics Stub: Needs to convey detail sufficient for a new players |
Space | Section 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. |
Training | Rewrite: Verification, updating, cleanup Stub: Add Childcare to social training |
Psychic Sensitivity | Rewrite: 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 % |
Creepjoiner | Rewrite: 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 Second | Section stub: 1 ) Ranged DPS bands 2) melee DPS inc True DPS |
Hemogen | Stub: General Section stub: 1) Bloodfeeding a) from colonists/slaves b) from prisoners (when they do it etc) 2) Hemogen packs 3) Hemogen gain multiplier |
Bioferrite | Section stub: 1) Detail needed 2) Anomaly starting scenario 3) When sufficient detail, consider adding Acquisition optimisation to analysis |
Torture crown | Section stub: 1) Flesh out 2) directly compare Torture crown NH dissipation to other psycaster headgear. |
Downed | Section 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. |
Vent | Section 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 |
Harp | Section stub: 1) Has almost no information about unique mechanics 2) Titles information |
Harpsichord | Section stub: 1) Has almost no information about unique mechanics 2) Titles information Section stub: Missing analysis |
Piano | Section stub: 1) Has almost no information about unique mechanics 2) Titles information Section stub: Missing analysis |
Factions | Section 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 pack | Section 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? |
Consciousness | Section stub: 1) Painshock threshold missing 2) psychic supressor |
Deathrest capacity serum | Section 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 tentacle | Section 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 amplifier | Section 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 pump | Section 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 |
Hemopump | Section 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 pump | Section 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 accelerator | Section 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 lamp | Section 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 generator | Section 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 pack | Section 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 |
Roles | Section 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 |
Filth | Section stub: Account for floor clean time multi Section stub: Sources of Ideology DLC filths |
Steel tile | Section stub: Account for new cleaning time factor,sterile vs steel for hospitals and research labs |
Wood | Section stub: Acquisition analysis, see table on Trees for initial basis, but add Woodmaker |
Psytrainer | Section stub: Acquisition stub - what traders, how are the psycasts selected, what factions offer it for quests and trade, etc |
Shield core | Section stub: Acquistition strategy, worth of crafting vs just buying/looting packs, value proposition etc |
Archotech eye | Section stub: Add actual numbers for the stat increases. |
Phoebe Chillax | Section 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 Classic | Section stub: Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases |
Denture | Section stub: All values are from before the addition of tongue and the resulting change in body part importance. They therefore need verification |
Butcher spot | Section 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 gland | Section stub: General, also see also standard of Prosthetic leg re capacities et al Section stub: Almost missing analysis. Also ghouls specifically |
Proximity detector | Section 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 light | Section 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 hat | Section stub: Analysis lacking comparison vs helmets and overall value proposition |
Large altar | Stub: 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 altar | Stub: 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 altar | Stub: 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 altar | Stub: 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 lung | Section 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 plasmasword | Section 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 drill | Section 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 burner | Section stub: As an ally |
Centipede gunner | Section stub: As an enemy. As an ally: Comparisons to lighter mechs, in terms of firepower. General value proposition (when build?). |
Mortar Miss Radius Multiplier | Section 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 gate | Section 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) |
Couch | Section stub: Basically missing analysis Stub: Verify current content as its from the beta and expand |
Small nature shrine | Section 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 shrine | Stub: 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 |
Longsword | Section stub: Bioferrite handle attack quirk and it's effect - see persona monosword as example |
Ritual mask | Section stub: Bioferrite psychic buffs Section stub: Spawn on cultists? Section stub: Missing Analysis |
Knee spike | Section stub: Bring Summary up to standard |
Mechlord helmet | Section stub: Caravans re bandnodes |
Corpse | Section 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 plate | Section 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 grenades | Section stub: Cleanup and frag grenades have a lot of utility and specific use cases not properly represented here |
Genepack | Section 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 gravel | Section stub: Comparison for under mountain general crop growth |
Double bedroll | Section stub: Comparison with other bed options needed |
Ceremonial hood | Section stub: Confirm and expand spawning mechanics. See Samurai helmet for example |
Atmospheric heater | Section 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, |
Painstopper | Section stub: Deathless and death refusal make it great even for the risk averse |
Frenzy inducer | Section stub: Decay rate or isntant decline? Specifical rste from c#, other mechanical detail. |
Ship landing beacon | Section stub: Detail - e.g. which quests specifically Section stub: Missing analysis |
Warped obelisk | Stub: 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 obelisk | 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 |
Corrupted obelisk | 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 |
Biomutation lance | Section stub: Detail but also specifically mention if theres an effect from Psychic sensitivity Section stub: Missing analysis |
Revenant spine | Section 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 gate | Section stub: Details about pit gate travel, including interface Stub: Some general.but also.infobox |
Wind turbine | Section stub: Details on autocutting |
Sanguophages | Section 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. |
Stun | Section stub: Do page - Stun can be Stun (psycast), melee attack stun, EMP stun. |
Blood torch | Section stub: Does it count as a dark torch? Either answer, specifically note below as it is a FAQ |
Gauranlen tree | Section stub: Does the mandatory wait time between prunings apply to multiple trees or just the one |
Gunlink | Section 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 |
Skullspike | Section stub: Duration of moodlet? Expansion on terror mechanics / what it actually does. |
Voidsight serum | Section stub: Entirely missing |
Orbital mech cluster targeter | Section 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 pulse | Section stub: Essentially missing summary |
Hellcat rifle | Section 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 tree | Section stub: Expand summary. specific mechanics etc. selection mechanics (who can build it - e.g. Christians only?), ritual specifics etc. |
Flamebow | Section stub: Flame damage and flammable filth and things Section stub: Value proposition, acquisition strategies, hotbox uses etc |
Fueled smithy | Section stub: Fuel? |
Burka | Section stub: Full analysis needed, inc. gained protection of head vs lost protection of body |
Fleshmass stomach | Section 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 whip | Section 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 Factor | Stub: 1) Corresponding Property 2) Two-way links Section stub: General |
Melee Damage Multiplier | Stub: 1) Two-way links Section stub: General |
Pack Radius | Section stub: General Stub: 1) Two-way links |
Shooting Accuracy (Turrets) | Stub: 1) Corresponding Property 2) Two-way links Section stub: General |
Goodwill Impact | Section stub: General Stub: 1) Two-way links |
Armor - Material Effect Multiplier | Stub: 1) Two-way links Section stub: General |
Baby Play Power | Stub: 1) Corresponding Property 2) Two-way links Section stub: General |
Energy Usage Multiplier | Stub: 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 Damage | Section 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 Increase | Section stub: General Stub: 1) Two-way links |
Immunity Gain Speed Factor | Stub: 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 Multiplier | Stub: 1) Two-way links Section stub: General |
Birth Quality Offset | Stub: 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 urchin | Section stub: General |
Research Speed Factor | Section stub: General Stub: 1) Corresponding Property 2) Two-way links |
Melee Cooldown | Stub: 1) Two-way links Section stub: General |
Trap Melee Damage | Stub: 1) Corresponding Property 2) Two-way links Section stub: General |
Ranged Damage Multiplier | Stub: 1) Two-way links Section stub: General |
Medical Tend Quality Offset | Stub: 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 Factor | Section stub: General |
Relic | Stub: 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 Offset | Stub: 1) Corresponding Property 2) Two-way links Section stub: General |
Serum lab | Section stub: General |
Blunt Damage | Stub: 1) Two-way links Section stub: General |
Dye | Section stub: Mechanics - color preferences and ideo preferences (rough - can summarize and link to styling station), painting etc. Section stub: General |
Insulation - Heat - Material Effect Multiplier | Stub: 1) Two-way links Section stub: General |
Detection Chance | Section stub: General |
Pawn Trap Spring Chance | Section stub: General Stub: 1) Two-way links 2) Relationship to Trap Spring Chance |
Remote repairer | Stub: General. Mechanics Section stub: General |
Healing enhancer | Section stub: What it actually does with specific, mechanical detail. How it stacks with healing genes Section stub: General - Value proposition, etc. |
Tox shell | Stub: General, also fill out infobox weapon details Section stub: General - jotted down some basic thoughts, but needs more |
Reliquary | Section 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 - Cold | Stub: 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 Speed | Section stub: General Version history |
Armor - Sharp | Section stub: General Version history Stub: 1) Two-way links |
Psychic Sensitivity Offset | Stub: Order of operations Section stub: General Version history |
Medical Potency | Section stub: General Version history |
Shield Max Energy | Stub: 1) Corresponding Property 2) Two-way links Section stub: General Version history |
Work To Make | Section stub: General Version history |
Medical Tend Quality Maximum | Stub: Two-way links Section stub: General Version history |
Cleanliness (Stat) | Stub: 1) Two-way links Section stub: General Version history |
Armor - Blunt | Section stub: General Version history Stub: 1) Two-way links |
Move Speed | Section stub: How does Age/Childhood 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 Rate | Stub: 1) Corresponding Property 2) Two-way links Section stub: General Version history |
Insulation - Heat | Stub: 1) Two-way links Section stub: General Version history |
Ranged Cooldown | Stub: 2) Two-way links Section stub: General Version history |
Neural Heat Gain | Section stub: General Version history |
Animals Learning Factor | Stub: 1) Two-way links Section stub: General Version history |
Honor Value | Stub: 1) Two-way links Section stub: General Version history |
Armor - Heat | Section stub: General Version history Stub: 1) Two-way links |
Neural Heat Limit | Stub: 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 |
Toughspike | Stub: Lacking detail Section stub: General also specifically Spike launch attack |
Stun (psycast) | Section stub: General also style and formatting |
Twisted meat | Stub: General Section stub: General analysis stub - needs value judgement, acquisition strat analysis (fleshmass heart and butchery at least), usage |
Autobong | Section 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 trap | Section stub: General use, value prop, strats etc. |
Nuclear stomach | Section stub: General value proposition needed, not just comparisons to other stomachs |
Sterilizing stomach | Section stub: General value proposition needed, not just comparisons to other stomachs |
Reprocessor stomach | Section stub: General value proposition needed, not just comparisons to other stomachs |
Scorcher | Section stub: General viability (is it good/bad?) post-bandwidth change. More specific for when it is good |
Stoneskin gland | Section stub: General, also see also standard of Prosthetic leg re capacities et al |
Toughskin gland | Section stub: General, also see also standard of Prosthetic leg re capacities et al |
Burnbong | Section 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 supercharger | Section 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 |
Pikeman | Section stub: General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set. |
Potatoes | Section stub: General. Use actual numbers |
Rice | Section stub: General. Use actual numbers |
Neurocalculator | Section stub: General. Value proposition/rush/prioritization/comparison to other alternatives/ Section stub: Summary generally. Order of operation to the benefit, stacking, implant location |
Ritual spot | Section stub: Missing a lot of mechanical detail Section stub: General. also specifically value proposition of alternatives, when to change over etc |
Psychic sensitizer | Section stub: Where does it go etc. Bring it up to standard. Section stub: Generally stubby analysis |
Egg box | Section stub: Generally stubby, but also what range will an egg layer walk to lay them in the box? Section stub: Section is generally stubby |
Mindscrew | Section stub: Gives examples of uses without consideration of whether and/or when they're worth while |
Trees | Section stub: Good start but how much work to plant and replant, icons etc |
Animal sleeping box | Section stub: Health regen affects, rest effectiveness and general value proposition both by itself and vs other animal beds needed. |
Fueled stove | Section stub: Heat production, fuel consumption rate, analysis |
Insect jelly | Section 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 spot | Section 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 |
Hauling | Stub: 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 droner | Section stub: How does it stack with other sources of psychic drone? |
Deathrest | Stub: 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 dish | Stub: 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 antenna | Section stub: How long until the war queen arrives. Activation method etc. |
Animals | Section stub: How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with body size |
School desk | Section stub: How much skill XP from learning? Can multiple children use the same desk? |
Mood | Split 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 cage | Section stub: Inadequate summary and mechanics description Section stub: Missing analysis |
Slab bed | Section stub: Is it +4 like a spot, +8 like a normal bed, or something else? |
Slab double bed | Section stub: Is it +4 like a spot, +8 like a normal bed, or something else? |
Ideogram | Stub: 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
Material | Description | HP Factor | Beauty Offset | Beauty Factor | Work To Build Factor | Work To Make Factor | Market Value |
---|---|---|---|---|---|---|---|
Granite blocks | Blocks of solid granite. Granite is a very hard stone. | 1.7 | 0 | 1 | 6 | 1.3 | 0.9 |
Limestone blocks | Blocks of solid limestone. | 1.55 | 0 | 1 | 6 | 1.3 | 0.9 |
Marble blocks | Blocks of solid marble. Marble is a soft, beautiful stone, known for being easy to sculpt. | 1.2 | 1 | 1.35 | 5.5 | 1.15 | 0.9 |
Sandstone blocks | Blocks of solid sandstone. Sandstone is a relatively soft rock and chips easily. | 1.4 | 0 | 1.1 | 5 | 1.1 | 0.9 |
Slate blocks | Blocks of solid slate. A dull-looking rock that chips easily. | 1.3 | 0 | 1.1 | 6 | 1.3 | 0.9 |
Required Research | Type | Type2 | |
---|---|---|---|
High subcore | |||
Standard subcore | |||
Grand sculpture | Art | ||
Terror sculpture | Art | ||
Large sculpture | Art | ||
Small sculpture | Art | ||
Shard beacon | Building | Anomaly (Buildings) | |
Animalist slab (medium) | Building | Floor | |
Spikecore floor-star (medium) | Building | Floor | |
Totemic slab (broad) | Building | Floor | |
Totemic slab (medium) | Building | Floor | |
Rustic rug (broad) | Building | Floor | |
Rustic rug (medium) | Building | Floor | |
Animalist slab (broad) | Building | Floor | |
Spikecore floor-star (broad) | Building | Floor | |
Table (2x2) | Building | Furniture | |
Table (1x2) | Building | Furniture | |
Wall torch lamp | Building | Furniture | |
Fungus darktorch | Building | Furniture | |
Table (2x4) | Building | Furniture | |
Torch lamp | Building | Furniture | |
Table (3x3) | Building | Furniture | |
Crib | Building | Furniture | |
Plant pot | Building | Furniture | |
Animal sleeping box | Building | Furniture | |
Double bedroll | Building | Furniture | |
Stool | Building | Furniture | |
Darktorch | Building | Furniture | |
Animal bed | Building | Furniture | |
Bedroll | Building | Furniture | |
Small altar | Building | Ideology (Buildings) | |
Styling station | Building | Ideology (Buildings) | |
Burnbong | Building | Ideology (Buildings) | |
Cannibal platter | Building | Ideology (Buildings) | |
Incense shrine | Building | Ideology (Buildings) | |
Gibbet cage | Building | Ideology (Buildings) | |
Christmas tree | Building | Ideology (Buildings) | |
Effigy | Building | Ideology (Buildings) | |
Grand altar | Building | Ideology (Buildings) | |
Sacrificial flag | Building | Ideology (Buildings) | |
Pew | Building | Ideology (Buildings) | |
Large altar | Building | Ideology (Buildings) | |
Kneel sheet | Building | Ideology (Buildings) | |
Lectern | Building | Ideology (Buildings) | |
Drum | Building | Ideology (Buildings) | |
Pyre | Building | Ideology (Buildings) | |
Medium altar | Building | Ideology (Buildings) | |
Kneel pillow | Building | Ideology (Buildings) | |
Reliquary | Building | Ideology (Buildings) | |
Ideogram | Building | Ideology (Buildings) | |
Skullspike | Building | Ideology (Buildings) | |
Small nature shrine | Building | Misc | |
Urn | Building | Misc | |
Large nature shrine | Building | Misc | |
Pen marker | Building | Misc | |
Crashed mechanitor ship | Building | Misc | |
Grand stele | Building | Misc | |
Egg box | Building | Misc | |
Butcher table | Building | Production | |
Fueled stove | Building | Production | |
Simple research bench | Building | Production | |
Art bench | Building | Production | |
Horseshoes pin | Building | Recreation | |
Hoopstone ring | Building | Recreation | |
Game-of-Ur board | Building | Recreation | |
Spike trap | Building | Security | |
Tactical turret | Building | Security | |
Sandbags | Building | Security | |
Barricade | Building | Security | |
Fence | Building | Structure | |
Bridge | Building | Structure | |
Column | Building | Structure | |
Fence gate | Building | Structure | |
Door | Building | Structure | |
Animal flap | Building | Structure | |
Wall | Building | Structure | |
Campfire | Building | Temperature | |
Component | Crafted resources | ||
Wort | Crafted resources | ||
Beer | Drug | Social Drug | |
Smokeleaf joint | Drug | Social drug | |
Club | Equipment | Weapons | |
Short bow | Equipment | Weapons | |
Hex tile | Floor | ||
Spikecore plates | Floor | ||
Straw matting | Floor | ||
Totemic boards | Floor | ||
Flagstone | Floor | ||
Wood floor | Floor | ||
Baby food | Food | ||
Lavish meal | Food | Meal | |
Vegetarian fine meal | Food | Meal | |
Fine meal | Food | Meal | |
Nutrient paste meal | Food | Meal | |
Carnivore fine meal | Food | Meal | |
Vegetarian lavish meal | Food | Meal | |
Kibble | Food | Meal | |
Carnivore lavish meal | Food | Meal | |
Simple meal | Food | Meal | |
Authority cap | Gear | Clothing | |
Blindfold | Gear | Clothing | |
Visage mask | Gear | Clothing | |
Stellic crown | Gear | Clothing | |
Slave body strap | Gear | Clothing | |
Slave collar | Gear | Clothing | |
Torture crown | Gear | Clothing | |
Kid tribalwear | Gear | Clothing | |
Burka | Gear | Clothing | |
Cape | Gear | Clothing | |
Veil | Gear | Clothing | |
Robe | Gear | Clothing | |
War mask | Gear | Clothing | |
Tribalwear | Gear | Clothing | |
Headwrap | Gear | Clothing | |
Tribal headdress | Gear | Clothing | |
Slicecap | Gear | Clothing | |
Broadwrap | Gear | Clothing | |
Hood | Gear | Clothing | |
Limestone blocks | Material | Stone | |
Marble blocks | Material | Stone | |
Granite blocks | Material | Stone | |
Slate blocks | Material | Stone | |
Sandstone blocks | Material | Stone | |
Peg leg | Medical Items | Body Parts | |
Wooden hand | Medical Items | Body Parts | |
Wooden foot | Medical Items | Body Parts | |
Patchleather | Textile | Leather | |
Advanced component | Advanced fabrication | Crafted resources | |
Flood light | Advanced lights | Building | Furniture |
Cooler | Air conditioning | Building | Temperature |
Sterilizing stomach | Artificial metabolism | Medical Items | Body Parts |
Nuclear stomach | Artificial metabolism | Medical Items | Body Parts |
Reprocessor stomach | Artificial metabolism | Medical Items | Body Parts |
Atmospheric heater | Atmospheric heater | Building | Anomaly (Buildings) |
Autocannon turret | Autocannon turret | Building | Security |
Autodoor | Autodoor | Building | Structure |
Basic subcore | Basic mechtech | ||
Band node | Basic mechtech | Building | Biotech (Buildings) |
Subcore encoder | Basic mechtech | Building | Biotech (Buildings) |
Mech gestator | Basic mechtech | Building | Biotech (Buildings) |
Mech recharger | Basic mechtech | Building | Biotech (Buildings) |
Airwire headset | Basic mechtech | Gear | Clothing |
Control pack | Basic mechtech | Gear | Utility |
Cleansweeper | Basic mechtech | Mechanoid | |
Militor | Basic mechtech | Mechanoid | |
Lifter | Basic mechtech | Mechanoid | |
Constructoid | Basic mechtech | Mechanoid | |
Agrihand | Basic mechtech | Mechanoid | |
Battery | Battery | Building | Power |
Brewery | Beer brewing | Building | Production |
Fermenting barrel | Beer brewing | Building | Production |
Bioferrite generator | Bioferrite generator | Building | Power |
Bioferrite harvester | Bioferrite harvesting | Building | Anomaly (Buildings) |
Bioferrite shaper | Bioferrite shaping | Building | Anomaly (Buildings) |
Nerve spiker | Bioferrite shaping | Equipment | Weapons |
Bioferrite plate | Bioferrite shaping | Floor | |
Ceremonial hood | Bioferrite shaping | Gear | Clothing |
Ritual mask | Bioferrite shaping | Gear | Clothing |
Hellcat rifle | Bioferrite weaponry | Equipment | Weapons |
Incinerator | Bioferrite weaponry | Equipment | Weapons |
Biofuel refinery | Biofuel refining | Building | Production |
Biomutation pulser | Biomutation weaponry | Artifact | Utility |
Bionic stomach | Bionic replacements | Medical Items | Body Parts |
Bionic eye | Bionic replacements | Medical Items | Body Parts |
Bionic heart | Bionic replacements | Medical Items | Body Parts |
Bionic leg | Bionic replacements | Medical Items | Body Parts |
Bionic jaw | Bionic replacements | Medical Items | Body Parts |
Bionic ear | Bionic replacements | Medical Items | Body Parts |
Bionic spine | Bionic replacements | Medical Items | Body Parts |
Bionic tongue | Bionic replacements | Medical Items | Body Parts |
Bionic arm | Bionic replacements | Medical Items | Body Parts |
Biosculpter pod | Biosculpting | Building | Ideology (Buildings) |
Machine pistol | Blowback operation | Equipment | Weapons |
Autopistol | Blowback operation | Equipment | Weapons |
Mindscrew | Brain wiring | Medical Items | Body Parts |
Painstopper | Brain wiring | Medical Items | Body Parts |
Joywire | Brain wiring | Medical Items | Body Parts |
Carpet | Carpet making | Floor | |
Morbid carpet | Carpet making | Floor | |
Hex carpet | Carpet making | Floor | |
Mindbend carpet | Carpet making | Floor | |
Fine carpet | Carpet making | Floor | |
Prestige cataphract helmet | Cataphract armor | Gear | Armor |
Phoenix armor | Cataphract armor | Gear | Armor |
Prestige cataphract armor | Cataphract armor | Gear | Armor |
Cataphract armor | Cataphract armor | Gear | Armor |
Cataphract helmet | Cataphract armor | Gear | Armor |
Circadian half-cycler | Circadian influence | Medical Items | Body Parts |
Circadian assistant | Circadian influence | Medical Items | Body Parts |
Elbow blade | Compact weaponry | Medical Items | Body Parts |
Knee spike | Compact weaponry | Medical Items | Body Parts |
Hand talon | Compact weaponry | Medical Items | Body Parts |
Hand tailor bench | Complex clothing | Building | Production |
Electric tailor bench | Complex clothing Electricity | Building | Production |
Kid romper | Complex clothing | Gear | Clothing |
Heavy bandolier | Complex clothing | Gear | Clothing |
Tailcap | Complex clothing | Gear | Clothing |
Duster | Complex clothing | Gear | Clothing |
Kid shirt | Complex clothing | Gear | Clothing |
Bowler hat | Complex clothing | Gear | Clothing |
Parka | Complex clothing | Gear | Clothing |
Kid pants | Complex clothing | Gear | Clothing |
Pants | Complex clothing | Gear | Clothing |
Sash | Complex clothing | Gear | Clothing |
Flophat | Complex clothing | Gear | Clothing |
Jacket | Complex clothing | Gear | Clothing |
Kid parka | Complex clothing | Gear | Clothing |
Button-down shirt | Complex clothing | Gear | Clothing |
Tuque | Complex clothing | Gear | Clothing |
Cowboy hat | Complex clothing | Gear | Clothing |
Face mask | Complex clothing | Gear | Clothing |
T-shirt | Complex clothing | Gear | Clothing |
Shadecone | Complex clothing | Gear | Clothing |
Lab coat | Complex clothing | Gear | Clothing |
Small bookcase | Complex furniture | Building | Furniture |
Meditation throne | Complex furniture | Building | Furniture |
School desk | Complex furniture | Building | Furniture |
Slab bed | Complex furniture | Building | Furniture |
Shelf | Complex furniture | Building | Furniture |
Small shelf | Complex furniture | Building | Furniture |
Brazier | Complex furniture | Building | Furniture |
Blackboard | Complex furniture | Building | Furniture |
Slab double bed | Complex furniture | Building | Furniture |
End table | Complex furniture | Building | Furniture |
Drape | Complex furniture | Building | Furniture |
Armchair | Complex furniture | Building | Furniture |
Grand meditation throne | Complex furniture | Building | Furniture |
Dresser | Complex furniture | Building | Furniture |
Bed | Complex furniture | Building | Furniture |
Toy box | Complex furniture | Building | Furniture |
Royal bed | Complex furniture | Building | Furniture |
Bookcase | Complex furniture | Building | Furniture |
Double bed | Complex furniture | Building | Furniture |
Baby decoration | Complex furniture | Building | Furniture |
Couch | Complex furniture | Building | Furniture |
Darklight brazier | Complex furniture | Building | Furniture |
Dining chair | Complex furniture | Building | Furniture |
Tool cabinet | Complex furniture | Building | Misc |
Sarcophagus | Complex furniture | Building | Misc |
Large stele | Complex furniture | Building | Misc |
Poker table | Complex furniture | Building | Recreation |
Chess table | Complex furniture | Building | Recreation |
Billiards table | Complex furniture | Building | Recreation |
Ornate door | Complex furniture | Building | Structure |
Vent | Complex furniture | Building | Temperature |
Cryptosleep casket | Cryptosleep casket | Building | Misc |
Deadlife shell | Deadlife dust | Crafted resources | Mortar shell |
Deadlife pack | Deadlife dust | Gear | Utility |
Hemopump | Deathrest | Building | Biotech (Buildings) |
Hemogen amplifier | Deathrest | Building | Biotech (Buildings) |
Deathrest casket | Deathrest | Building | Biotech (Buildings) |
Glucosoid pump | Deathrest | Building | Biotech (Buildings) |
Deathrest accelerator | Deathrest | Building | Biotech (Buildings) |
Psychofluid pump | Deathrest | Building | Biotech (Buildings) |
Deep drill | Deep drilling | Building | Production |
Disruptor flare pack | Disruptor flares | Gear | Utility |
Drug lab | Drug production | Building | Production |
Pollution pump | Electricity | Building | Biotech (Buildings) |
Wall lamp | Electricity | Building | Furniture |
Sun lamp | Electricity | Building | Furniture |
Standing lamp | Electricity | Building | Furniture |
Loudspeaker | Electricity | Building | Ideology (Buildings) |
Lightball | Electricity | Building | Ideology (Buildings) |
Ship landing beacon | Electricity | Building | Misc |
Waterproof conduit | Electricity | Building | Power |
Power switch | Electricity | Building | Power |
Hidden conduit | Electricity | Building | Power |
Power conduit | Electricity | Building | Power |
Chemfuel powered generator | Electricity | Building | Power |
Wind turbine | Electricity | Building | Power |
Wood-fired generator | Electricity | Building | Power |
Electric stove | Electricity | Building | Production |
Electric crematorium | Electricity | Building | Production |
Electric smelter | Electricity | Building | Production |
Electric smithy | Electricity Smithing | Building | Production |
Heater | Electricity | Building | Temperature |
Electroharvester | Electroharvester | Building | Anomaly (Buildings) |
Holding platform | Entity containment | Building | Anomaly (Buildings) |
Shard inhibitor | Entity containment | Building | Anomaly (Buildings) |
Electric inhibitor | Entity containment | Building | Anomaly (Buildings) |
Fabrication bench | Fabrication | Building | Production |
Firefoam popper | Firefoam | Building | Misc |
Firefoam shell | Firefoam | Crafted resources | Mortar shell |
Firefoam pop pack | Firefoam | Gear | Utility |
Flak helmet | Flak armor | Gear | Armor |
Flak vest | Flak armor | Gear | Armor |
Flak jacket | Flak armor | Gear | Armor |
Flak pants | Flak armor | Gear | Armor |
Flatscreen television | Flatscreen television | Building | Recreation |
Love enhancer | Flesh shaping | Medical Items | Body Parts |
Aesthetic shaper | Flesh shaping | Medical Items | Body Parts |
Aesthetic nose | Flesh shaping | Medical Items | Body Parts |
Foam turret | Foam turret | Building | Security |
Frenzy inducer | Frenzy inducer | Building | Anomaly (Buildings) |
Heavy SMG | Gas operation | Equipment | Weapons |
Chain shotgun | Gas operation | Equipment | Weapons |
LMG | Gas operation | Equipment | Weapons |
Gene processor | Gene processor | Building | Biotech (Buildings) |
Geothermal generator | Geothermal power | Building | Power |
Metalblood heart | Ghoul enhancements | Medical Items | Body Parts |
Adrenal heart | Ghoul enhancements | Medical Items | Body Parts |
Corrosive heart | Ghoul enhancements | Medical Items | Body Parts |
Ghoul plating | Ghoul enhancements | Medical Items | Body Parts |
Ghoul barbs | Ghoul enhancements | Medical Items | Body Parts |
Ghoul resurrection serum | Ghoul resurrection | Drug | Serum |
Go-juice | Go-juice production | Drug | Hard Drug |
Greatbow | Greatbow | Equipment | Weapons |
Ground-penetrating scanner | Ground-penetrating scanner | Building | Misc |
Growth vat | Growth vats | Building | Biotech (Buildings) |
Mini-turret | Gun turrets | Building | Security |
Gunlink | Gunlink | Gear | Armor |
Smoke launcher | Gunsmithing | Equipment | Weapons |
Pump shotgun | Gunsmithing | Equipment | Weapons |
Bolt-action rifle | Gunsmithing | Equipment | Weapons |
Revolver | Gunsmithing | Equipment | Weapons |
Incendiary launcher | Gunsmithing | Equipment | Weapons |
Harp | Harp | Building | Recreation |
Harpsichord | Harpsichord | Building | Recreation |
Coagulator | Healing factors | Medical Items | Body Parts |
Healing enhancer | Healing factors | Medical Items | Body Parts |
Subcore ripscanner | High mechtech | Building | Biotech (Buildings) |
Mech booster | High mechtech | Building | Biotech (Buildings) |
Mechband dish | High mechtech | Building | Biotech (Buildings) |
Integrator headset | High mechtech | Gear | Armor |
Fabricor | High mechtech | Mechanoid | |
Lancer | High mechtech | Mechanoid | |
Diabolus | High mechtech | Mechanoid | |
Paramedic | High mechtech | Mechanoid | |
Centipede gunner | High mechtech | Mechanoid | |
Centipede burner | High mechtech | Mechanoid | |
Remote repairer | High mechtech | Medical Items | Body Parts |
Remote shielder | High mechtech | Medical Items | Body Parts |
Control sublink (high) | High mechtech | Medical Items | Body Parts |
Hospital bed | Hospital bed | Building | Furniture |
Hydroponics basin | Hydroponics | Building | Production |
IED EMP trap | Ieds | Building | Security |
IED trap | Ieds | Building | Security |
IED firefoam trap | Ieds | Building | Security |
IED incendiary trap | Ieds | Building | Security |
IED antigrain warhead trap | Ieds | Building | Security |
IED deadlife trap | Ieds | Building | Security |
IED tox trap | Ieds | Building | Security |
IED smoke trap | Ieds | Building | Security |
Shard animal pulser | Insanity weaponry | Artifact | |
Shard shock lance | Insanity weaponry | Gear | Utility |
Shard insanity lance | Insanity weaponry | Gear | Utility |
Ship engine | Johnson-tanaka drive | Building | Ship |
Juggernaut serum | Juggernaut serum | Drug | Serum |
Locust armor | Jump packs Recon armor | Gear | Armor |
Jump pack | Jump packs | Gear | Utility |
Longsword | Long blades | Equipment | Weapons |
Warhammer | Long blades | Equipment | Weapons |
Spear | Long blades | Equipment | Weapons |
Long-range mineral scanner | Long-range mineral scanner | Building | Misc |
Ship computer core | Machine persuasion | Building | Ship |
Machining table | Machining | Building | Production |
Frag grenades | Machining | Equipment | Weapons |
Molotov cocktails | Machining | Equipment | Weapons |
Gas mask | Machining | Gear | Clothing |
Grenadier armor | Marine armor | Gear | Armor |
Marine armor | Marine armor | Gear | Armor |
Prestige marine helmet | Marine armor | Gear | Armor |
Prestige marine armor | Marine armor | Gear | Armor |
Marine helmet | Marine armor | Gear | Armor |
Medicine | Medicine production | Medical Items | Medicine |
Metalblood serum | Metalblood serum | Drug | Serum |
Autobong | Microelectronics | Building | Ideology (Buildings) |
Sleep accelerator | Microelectronics | Building | Ideology (Buildings) |
Orbital trade beacon | Microelectronics | Building | Misc |
Comms console | Microelectronics | Building | Misc |
Hi-tech research bench | Microelectronics | Building | Production |
EMP shell | Microelectronics | Crafted resources | Mortar shell |
EMP grenades | Microelectronics | Equipment | Weapons |
EMP launcher | Microelectronics | Equipment | Weapons |
Mind-numb serum | Mind-numb serum | Drug | Serum |
Moisture pump | Moisture pump | Building | Misc |
Gastro-analyzer | Molecular analysis | Medical Items | Body Parts |
Immunoenhancer | Molecular analysis | Medical Items | Body Parts |
Mortar | Mortars | Building | Security |
High-explosive shell | Mortars | Crafted resources | Mortar shell |
Incendiary shell | Mortars | Crafted resources | Mortar shell |
Smoke shell | Mortars | Crafted resources | Mortar shell |
Multi-analyzer | Multi-analyzer | Building | Misc |
Minigun | Multibarrel weapons | Equipment | Weapons |
Biomutation lance | Mutation weaponry | Gear | Utility |
Learning assistant | Neural computation | Medical Items | Body Parts |
Neurocalculator | Neural computation | Medical Items | Body Parts |
Neural supercharger | Neural supercharger | Building | Ideology (Buildings) |
Formal vest | Noble apparel | Gear | Clothing |
Ladies hat | Noble apparel | Gear | Clothing |
Corset | Noble apparel | Gear | Clothing |
Top hat | Noble apparel | Gear | Clothing |
Formal shirt | Noble apparel | Gear | Clothing |
Beret | Noble apparel | Gear | Clothing |
Nutrient paste dispenser | Nutrient paste | Building | Production |
Hopper | Nutrient paste | Building | Production |
Packaged survival meal | Packaged survival meal | Food | Meal |
Passive cooler | Passive cooler | Building | Temperature |
Pemmican | Pemmican | Food | Meal |
Penoxycyline | Penoxycyline production | Drug | Medical Drug |
Piano | Piano | Building | Recreation |
Plate armor | Plate armor | Gear | Armor |
Venom talon | Poison synthesis | Medical Items | Body Parts |
Venom fangs | Poison synthesis | Medical Items | Body Parts |
Sniper rifle | Precision rifling | Equipment | Weapons |
Assault rifle | Precision rifling | Equipment | Weapons |
Prosthetic leg | Prosthetics | Medical Items | Body Parts |
Prosthetic heart | Prosthetics | Medical Items | Body Parts |
Prosthetic arm | Prosthetics | Medical Items | Body Parts |
Cochlear implant | Prosthetics | Medical Items | Body Parts |
Proximity detector | Proximity detector | Building | Anomaly (Buildings) |
Flake | Psychite refining | Drug | Hard Drug |
Yayo | Psychite refining | Drug | Hard Drug |
Psychite tea | Psychoid brewing | Drug | Social drug |
Charge lance | Pulse charged munitions | Equipment | Weapons |
Charge rifle | Pulse charged munitions | Equipment | Weapons |
Recon helmet | Recon armor | Gear | Armor |
Prestige recon armor | Recon armor | Gear | Armor |
Recon armor | Recon armor | Gear | Armor |
Prestige recon helmet | Recon armor | Gear | Armor |
Recurve bow | Recurve bow | Equipment | Weapons |
Revenant vertebrae | Revenant invisibility | Medical Items | Body Parts |
Rocketswarm launcher | Rocketswarm launcher | Building | Security |
Prestige robe | Royal apparel | Gear | Clothing |
Coronet | Royal apparel | Gear | Clothing |
Crown | Royal apparel | Gear | Clothing |
Security door | Security door | Building | Structure |
Serum lab | Serum synthesis | Building | Anomaly (Buildings) |
Voidsight serum | Serum synthesis | Drug | Serum |
Low-shield pack | Shields | Gear | Utility |
Shield belt | Shields | Gear | Utility |
Armorskin gland | Skin hardening | Medical Items | Body Parts |
Stoneskin gland | Skin hardening | Medical Items | Body Parts |
Toughskin gland | Skin hardening | Medical Items | Body Parts |
Sleep suppressor | Sleep suppressor | Building | Anomaly (Buildings) |
Fueled smithy | Smithing | Building | Production |
Gladius | Smithing | Equipment | Weapons |
Mace | Smithing | Equipment | Weapons |
Pila | Smithing | Equipment | Weapons |
Breach axe | Smithing | Equipment | Weapons |
Knife | Smithing | Equipment | Weapons |
Axe | Smithing | Equipment | Weapons |
Ikwa | Smithing | Equipment | Weapons |
Steel tile | Smithing | Floor | |
Silver tile | Smithing | Floor | |
Gold tile | Smithing | Floor | |
Kid helmet | Smithing | Gear | Armor |
Simple helmet | Smithing | Gear | Armor |
Smokepop pack | Smokepop packs | Gear | Utility |
Solar generator | Solar panel | Building | Power |
Field hand | Specialized limbs | Medical Items | Body Parts |
Power claw | Specialized limbs | Medical Items | Body Parts |
Drill arm | Specialized limbs | Medical Items | Body Parts |
Mechband antenna | Standard mechtech | Building | Biotech (Buildings) |
Large mech recharger | Standard mechtech | Building | Biotech (Buildings) |
Large mech gestator | Standard mechtech | Building | Biotech (Buildings) |
Subcore softscanner | Standard mechtech | Building | Biotech (Buildings) |
Mechcommander helmet | Standard mechtech | Gear | Armor |
Array headset | Standard mechtech | Gear | Clothing |
Bandwidth pack | Standard mechtech | Gear | Utility |
Scyther | Standard mechtech | Mechanoid | |
Tunneler | Standard mechtech | Mechanoid | |
Scorcher | Standard mechtech | Mechanoid | |
Pikeman | Standard mechtech | Mechanoid | |
Mech gestation processor | Standard mechtech | Medical Items | Body Parts |
Control sublink (standard) | Standard mechtech | Medical Items | Body Parts |
Ship structural beam | Starflight basics | Building | Ship |
Sensor cluster | Starflight sensors | Building | Ship |
Ship reactor | Starship reactor | Building | Ship |
Sterile tile | Sterile materials | Floor | |
Morbid slab (broad) | Stonecutting | Building | Floor |
Morbid slab (medium) | Stonecutting | Building | Floor |
Stonecutter's table | Stonecutting | Building | Production |
Stone tile | Stonecutting | Floor | |
Paved tile | Stonecutting | Floor | |
Morbid stone tile | Stonecutting | Floor | |
Fine stone tile | Stonecutting | Floor | |
Spikecore stone tile | Stonecutting | Floor | |
Concrete | Stonecutting | Floor | |
Totemic stone tile | Stonecutting | Floor | |
Tox shell | Tox gas | Crafted resources | Mortar shell |
Toxbomb launcher | Tox gas | Equipment | Weapons |
Tox grenades | Tox gas | Equipment | Weapons |
Tox pack | Tox gas | Gear | Utility |
Toxifier generator | Toxifier generator | Building | Power |
Detoxifier kidney | Toxin filtration | Medical Items | Body Parts |
Detoxifier lung | Toxin filtration | Medical Items | Body Parts |
Transport pod | Transport pod | Building | Misc |
Pod launcher | Transport pod | Building | Misc |
Bonsai pot | Tree sowing | Building | Furniture |
Tube television | Tube television | Building | Recreation |
Turret pack | Turret pack | Gear | Utility |
Mechlord suit | Ultra mechtech | Gear | Armor |
Mechlord helmet | Ultra mechtech | Gear | Armor |
Centipede blaster | Ultra mechtech | Mechanoid | |
Centurion | Ultra mechtech | Mechanoid | |
Tesseron | Ultra mechtech | Mechanoid | |
War queen | Ultra mechtech | Mechanoid | |
War urchin | Ultra mechtech | Mechanoid | |
Legionary | Ultra mechtech | Mechanoid | |
... further results |
Image | Building |
---|---|
Ancient ATM | |
Ancient air conditioner | |
Ancient band node | |
Ancient barrel | |
Ancient basic recharger | |
... further results |
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
A conical woven hat. Good for keeping cool during long hours in the sun.
- Stuffable tag on items? Need some way to automate knowing which materials to apply and can't trust the Category:Armor, Category:Clothing system - war veil is armor but takes textiles. A stuffable tag saying "Metallic" "Leathery" "Fabric" "Woody" would allow you to check if the var contains the tag, and display the relevant information. Template: Armor material table and Template: Clothing material table could be merged and the right variants could be displayed on the Comparison table (e.g. devilstrand, thrumbofur, hyperweave, plainleather for clothing, plasteel and steel for metallic armor)
- This same method could be used for automatic weapon materials tables. Maybe merged quality/material table.
- Example of ask command that could do whats needed: Button-down shirt, Cape, Cataphract armor, Duster, Eltex robe, Eltex shirt, Eltex vest, Flak jacket, Flak vest, Formal shirt, Grenadier armor, Jacket, Kid parka, Kid romper, Kid shirt, Lab coat, Locust armor, Marine armor, Mechlord suit, Parka, Phoenix armor, Plate armor, Prestige cataphract armor, Prestige marine armor, Prestige recon armor, Prestige robe, Recon armor, Robe, T-shirt
Production Facility 1 | Type | Type2 | |
---|---|---|---|
Spikecore floor-star (broad) | Building | Floor | |
Hospital bed | Building | Furniture | |
Electroharvester | Building | Anomaly (Buildings) | |
Horseshoes pin | Building | Recreation | |
Gene assembler | Building | Biotech (Buildings) | |
... further results |
Health Scale | |
---|---|
Squirrel | 0.25 |
Rat | 0.29 |
Waste rat | 0.29 |
Chicken | 0.35 |
Duck | 0.35 |
Snowhare | 0.4 |
Guinea pig | 0.4 |
Megascarab | 0.4 |
Raccoon | 0.4 |
Goose | 0.4 |
Yorkshire terrier | 0.4 |
Hare | 0.4 |
Chinchilla | 0.4 |
Boomrat | 0.4 |
Cat | 0.42 |
Monkey | 0.45 |
Iguana | 0.5 |
Cobra | 0.5 |
Turkey | 0.6 |
Tortoise | 0.6 |
Boomalope | 0.65 |
Toxalope | 0.65 |
Capybara | 0.7 |
Arctic fox | 0.7 |
Fennec fox | 0.7 |
Pig | 0.7 |
Goat | 0.7 |
Red fox | 0.7 |
Gazelle | 0.7 |
Wild boar | 0.7 |
Sheep | 0.7 |
Alphabeaver | 0.7 |
Clawer dryad | 0.7 |
Cassowary | 0.8 |
Lynx | 0.8 |
Immature dryad | 0.8 |
Carrier dryad | 0.8 |
Woodmaker dryad | 0.8 |
Medicinemaker dryad | 0.8 |
Berrymaker dryad | 0.8 |
Gaumaker dryad | 0.8 |
Ibex | 0.85 |
Emu | 0.9 |
Deer | 0.9 |
Barkskin dryad | 0.9 |
Timber wolf | 0.99 |
Arctic wolf | 0.99 |
Ostrich | 1 |
Labrador retriever | 1 |
Alpaca | 1 |
Human | 1 |
Husky | 1.05 |
Panther | 1.3 |
Cougar | 1.3 |
Warg | 1.4 |
Donkey | 1.45 |
Cow | 1.5 |
Yak | 1.5 |
Dromedary | 1.6 |
Spelopede | 1.7 |
Horse | 1.75 |
Muffalo | 1.75 |
Bison | 1.75 |
Elk | 1.9 |
Caribou | 2 |
Polar bear | 2.5 |
Megaspider | 2.5 |
Grizzly bear | 2.5 |
Rhinoceros | 3.5 |
Megasloth | 3.6 |
Elephant | 3.6 |
Thrumbo | 8 |
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 | |
Cataphract armor | 120 | 50 | 60 | 12 | 36 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 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]
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! |
Hello | World |
---|---|
Content | Goes |
In | Here |
Hello | World |
---|---|
Content | Goes |
In | Here |
Research[edit]
Reminder[edit]
This is the inline text
abbr in it.
Test[edit]
Thrumbofur Marine armor
Awful Poor Normal Good Excellent Masterwork Legendary |
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