Difference between revisions of "Talk:Sandbox"
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: nope, due hardcoded for open/close <br>--[[User:AcDie|AcDie]] ([[User talk:AcDie|talk]]) 15:33, 27 October 2013 (EDT) | : nope, due hardcoded for open/close <br>--[[User:AcDie|AcDie]] ([[User talk:AcDie|talk]]) 15:33, 27 October 2013 (EDT) | ||
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+ | : Malganis, please refrain from using spoilers unless there's a huge wall of text that would impair the readability of the page.<br>I would remove the use of spoiler tags altogether, but it has its (limited) uses.<br>I'll change pages that have it (like [[Buildings]]), unless you do it first.<br>--[[User:British|British]] ([[User talk:British|talk]]) 06:47, 28 October 2013 (EDT) |
Revision as of 10:47, 28 October 2013
Spoiler Tag
I really like the spoiler tags (cough Buildings cough cough) but it seems if the default opener text isn't '[show]' it will still return to [show] after being closed. Is there a way to fix that? For reference, the code I used was:
Grave A grave provides a place to bury corpses. AcquisitionGraves do not have a material cost, but require Expression error: Unexpected < operator. of work, using the Construction skill. They can only be built on diggable terrain. SummaryA grave stores one corpse of any size, hiding its beauty. The default storage setting only allows human corpses, but can be set to accept animals, strangers or mechanoids. A body can be removed (hauled) from a grave with the 'Open' command. Deconstructing will also release the buried. Graves can be stood on. Pawns can visit graves as part of Solitary recreation. Pawns with the Morbid meditation focus type can use graves in a 10-tile radius to increase psyfocus. By default, graves have a 6% psyfocus strength. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. Up to 4 other graves or sarcophagi can connect to a grave; each grave/sarcophagi gives +1% psyfocus if empty, or +2% psyfocus if filled, for a maximum bonus of 8%. AnalysisHuman corpses are ugly, create filth, and cause negative moodlets when a pawn sees one. Graves are an early game way to dispose of corpses, if you don't have any better options. Note that, despite its name, the 'colonist left unburied' moodlet does not care if a colonist's corpse is buried; destroying the corpse by any means will end the moodlet without penalty. Once Electricity is available, an electric crematorium is more efficient. Each cremation only takes 180 ticks (3 secs) ticks of work, compared to the Expression error: Unexpected < operator. ticks just to make the grave. Also, when you're dealing with dozens or hundreds of raider corpses, a crematorium does not take nearly as much space. Alternatively, molotov cocktails can be used - just burn the corpses in a controlled, nonflammable room - though this cannot be automated. Graves or sarcophagi can be used to store corpses of pawns you want to resurrect, without the risk of the corpse being cremated or butchered. Make sure to keep the grave in a frozen room. Fellow colonists will occasionally visit graves, even if it is placed far from the base, which can be inefficient. Setting an allowed area to exclude a gravesite will prevent this behavior. Trivia
GallerySee also
Version history
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Thanks, Malganis75 (talk) 10:41, 27 October 2013 (EDT)
- Malganis, please refrain from using spoilers unless there's a huge wall of text that would impair the readability of the page.
I would remove the use of spoiler tags altogether, but it has its (limited) uses.
I'll change pages that have it (like Buildings), unless you do it first.
--British (talk) 06:47, 28 October 2013 (EDT)