Difference between revisions of "User:Harakoni/Sandbox"
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Latest revision as of 21:57, 28 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) |
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) |
Serum lab | 725 | Building | Anomaly (Buildings) |
Sleep suppressor | 545 | Building | Anomaly (Buildings) |
Bioferrite shaper | 200 | Building | Anomaly (Buildings) |
Atmospheric heater | 1,385 | Building | Anomaly (Buildings) |
Shard beacon | 425 | Building | Anomaly (Buildings) |
Electroharvester | 160 | Building | Anomaly (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) |
Band node | 535 | Building | Biotech (Buildings) |
Mechband dish | 795 | Building | Biotech (Buildings) |
Gene bank | 145 | 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) |
Hemopump | 360 | Building | Biotech (Buildings) |
Subcore softscanner | 985 | Building | Biotech (Buildings) |
Pollution pump | 189 | Building | Biotech (Buildings) |
Glucosoid pump | 515 | 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 |
Biosculpter pod | 455 | Building | Ideology (Buildings) |
Effigy | 107 | Building | Ideology (Buildings) |
Cannibal platter | 132 | Building | Ideology (Buildings) |
Incense shrine | 163 | Building | Ideology (Buildings) |
Sleep accelerator | 275 | Building | Ideology (Buildings) |
Loudspeaker | 220 | Building | Ideology (Buildings) |
Christmas tree | 158 | Building | Ideology (Buildings) |
Neural supercharger | 245 | Building | Ideology (Buildings) |
Pyre | 138 | Building | Ideology (Buildings) |
Ideogram | 185 | Building | Ideology (Buildings) |
Sacrificial flag | 119 | Building | Ideology (Buildings) |
Lightball | 93 | Building | Ideology (Buildings) |
Burnbong | 310 | Building | Ideology (Buildings) |
Orbital trade beacon | 111 | Building | Misc |
Comms console | 365 | Building | Misc |
Cryptosleep casket | 710 | Building | Misc |
Vitals monitor | 215 | Building | Misc |
Ship landing beacon | 111 | Building | Misc |
Firefoam popper | 180 | Building | Misc |
Tool cabinet | 385 | Building | Misc |
Long-range mineral scanner | 1,010 | Building | Misc |
Ground-penetrating scanner | 655 | Building | Misc |
Multi-analyzer | 1,020 | Building | Misc |
Transport pod | 152 | Building | Misc |
Pod launcher | 138 | Building | Misc |
Moisture pump | 275 | Building | Misc |
Watermill generator | 600 | Building | Power |
Toxifier generator | 360 | Building | Power |
Solar generator | 295 | Building | Power |
Wood-fired generator | 265 | Building | Power |
Waterproof conduit | 19 | Building | Power |
Power switch | 61 | Building | Power |
Geothermal generator | 945 | Building | Power |
Wind turbine | 265 | Building | Power |
Battery | 200 | Building | Power |
Bioferrite generator | 740 | Building | Power |
Chemfuel powered generator | 295 | Building | Power |
Hopper | 30 | Building | Production |
Electric smithy | 295 | Building | Production |
Fabrication bench | 1,180 | Building | Production |
Biofuel refinery | 390 | Building | Production |
Brewery | 210 | Building | Production |
Electric stove | 225 | Building | Production |
Fueled stove | 159 | Building | Production |
Nutrient paste dispenser | 340 | Building | Production |
Fueled smithy | 200 | Building | Production |
Deep drill | 290 | Building | Production |
Machining table | 455 | Building | Production |
Hydroponics basin | 230 | Building | Production |
Fermenting barrel | 57 | Building | Production |
Electric smelter | 400 | Building | Production |
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 |
Piano | 670 | Building | Recreation |
IED firefoam trap | 115 | Building | Security |
Uranium slug turret | 1,445 | Building | Security |
IED trap | 115 | Building | Security |
Autocannon turret | 1,270 | Building | Security |
IED EMP trap | 115 | Building | Security |
IED tox trap | 115 | Building | Security |
IED smoke trap | 115 | Building | Security |
Rocketswarm launcher | 1,075 | Building | Security |
IED incendiary trap | 115 | Building | Security |
IED deadlife trap | 100 | Building | Security |
IED antigrain warhead trap | 1,205 | Building | Security |
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 |
Ship reactor | 5,440 | 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 |
Cooler | 275 | Building | Temperature |
Campfire | 25 | 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 |
Novel | 160 | Exotic item | Book |
Schematic | 150 | Exotic item | Book |
Textbook | 160 | Exotic item | Book |
Tome | 250 | 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 |
Shield belt | 390 | Gear | Utility |
Low-shield pack | 430 | Gear | Utility |
Turret pack | 235 | Gear | Utility |
Shard insanity lance | 530 | Gear | Utility |
Firefoam pop pack | 143 | Gear | Utility |
Tox pack | 132 | Gear | Utility |
Smokepop pack | 166 | Gear | Utility |
Orbital bombardment targeter | 1,200 | Gear | Utility |
Control pack | 395 | Gear | Utility |
Jump pack | 645 | Gear | Utility |
Disruptor flare pack | 80 | 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 |
Psychic shock lance | 550 | Gear | Utility |
Orbital mech cluster targeter | 1,200 | Gear | Utility |
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 |
Mindscrew | 210 | 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 |
Archotech leg | 2,800 | Medical Items | Body Parts |
Neurocalculator | 1,030 | Medical Items | Body Parts |
Corrosive heart | 95 | 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 |
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 |
Venom talon | 355 | Medical Items | Body Parts |
Detoxifier lung | 925 | Medical Items | Body Parts |
Archotech arm | 2,800 | Medical Items | Body Parts |
Psychic harmonizer | 1,030 | Medical Items | Body Parts |
Adrenal heart | 95 | Medical Items | Body Parts |
Remote shielder | 1,200 | Medical Items | Body Parts |
Coagulator | 830 | Medical Items | Body Parts |
Love enhancer | 1,030 | Medical Items | Body Parts |
Mechlink | 500 | Medical Items | Body Parts |
Ghoul barbs | 48 | 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 |
Bionic arm | 1,030 | Medical Items | Body Parts |
Prosthetic heart | 230 | 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 |
Reprocessor stomach | 1,030 | Medical Items | Body Parts |
Painstopper | 220 | Medical Items | Body Parts |
Ghoul plating | 85 | Medical Items | Body Parts |
Mech gestation processor | 1,200 | Medical Items | Body Parts |
Immunoenhancer | 1,030 | Medical Items | Body Parts |
Xenogerm | 100 | 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 |
Psylink neuroformer | 2,600 | Medical Items | Body Parts |
Circadian assistant | 1,030 | Medical Items | Body Parts |
Cochlear implant | 220 | Medical Items | Body Parts |
Control sublink (standard) | 1,200 | Medical Items | Body Parts |
Flesh tentacle | 385 | 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 |
Archotech eye | 2,800 | Medical Items | Body Parts |
Learning assistant | 1,030 | Medical Items | Body Parts |
Detoxifier kidney | 1,080 | Medical Items | Body Parts |
Joywire | 220 | Medical Items | Body Parts |
Metalblood heart | 95 | Medical Items | Body Parts |
Knee spike | 355 | Medical Items | Body Parts |
Antigrain warhead | 1,200 | Resources | Mortar shell |
Harbinger seed | 600 | Resources | Plant matter |
Polux seed | 1,200 | Resources | Plant matter |
Gauranlen seed | 70 | 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.
In use[edit]
Stub Reason | |
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Ailments | "Forget memory" and "confused wandering" mechanics Section:How do the stages progress/occur and what chances and factors affects them? Section:Missing details, sources, mechanics etc. Are there any other causes in humans? Section: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:What is the effect of Toxic Environment Resistance vs Toxic Resistance Section: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 |
Toxic wastepack | 1) 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all 2) Type Section:Pit gate disposal, ludeon approved (External link) |
Psyfocus Cost | 1) Better table formatting 2) Version history 3) Two-way links 4) StatWorker |
Duration | 1) Better table formatting 2) Version history 3) Two-way links |
Casting Time | 1) Better table formatting 2) Version history 3) Two-way links |
Sleep Fall Rate | 1) Check if besides the genes anything else from the Biotech DLC has this stat 2) base rate of sleep fall and some basic examples |
Mech Remote Shield Energy | 1) Convert shield energy to a relevant unit of damage capacity / hp 2) Two-way links |
Shooting Accuracy (Turrets) | 1) Corresponding Property 2) Two-way links Section:General |
Research Speed Factor | 1) Corresponding Property 2) Two-way links Section:General |
Birth Quality Offset | 1) Corresponding Property 2) Two-way links Section:General |
Shield Max Energy | 1) Corresponding Property 2) Two-way links Section:General Version history |
Terror (Source) | 1) Corresponding Property 2) Two-way links |
Baby Play Power | 1) Corresponding Property 2) Two-way links Section:General |
Shield Recharge Rate | 1) Corresponding Property 2) Two-way links Section:General Version history |
Control Taking Time | 1) Corresponding Property 2) Two-way links |
Meditation Plant Growth Offset | 1) Corresponding Property 2) Two-way links Section:General |
Immunity Gain Speed Factor | 1) Corresponding Property 2) Two-way links Section:General |
Trap Melee Damage | 1) Corresponding Property 2) Two-way links Section:General |
Medical Tend Quality Offset | 1) Corresponding Property 2) Two-way links Section:General |
Melee Cooldown (Pawn) | 1) Corresponding Property 2) Two-way links Section:General Version history |
Construction Speed (Material Factor) | 1) Corresponding Property 2) Two-way links Section:General |
Biosculpter Pod Speed Factor | 1) Corresponding Property 2) Two-way links Section:General |
Outdoor Beauty | 1) Corresponding Property Property: Beauty Outdoors Base 2) Two-way links |
Equip Delay | 1) Fill in Corresponding Property for all Apparel 2) Two-way links 3) Version history |
Slave Suppression Fall Rate | 1) Finish explaining factors / offsets 2) inadequate description of actual mechanical effect. |
Ancient terminal | 1) General & Specific mechanics 2) 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 |
Nano structuring chip | 1) General stub - missing details in every section, including infobox (e.g. type?) 2) Study time/xp/other details |
Powerfocus chip | 1) General stub - missing details in every section, including infobox (e.g. type?) 2) Study time/xp/other details 3) Confirm that feral queens (player created ones gone uncontrolled) don't drop chips. |
Psychic Sensitivity | 1) Ghoul, bioferrite items, psy steal ritual, voidsight serum etc 2) effective maximum Section:Far from complete 2) table should display in % |
Ancient enemy terminal | 1) How much hacking is required. 2) What kind of enemies are summoned |
Food Poison Chance (Food Stat) | 1) Integrate with relevant pages 2) Two-way links 3) Version history |
Ovum | 1) Minimum medical skill + success chance for ovum extraction 2) Type |
Tox gas | 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? Uses, management, strategies, vent use? etc |
Injury Healing Factor | 1) Order of operations 2) Version history 3) Two-way links |
Reading Speed | 1) Order of operations 2) doesnt adequate describe what this stat affects 3) integration - this page needs to be linked to by all the other pages that should mention it |
Energy Usage Multiplier | 1) Possibly obsolete Section:General |
Max Power Output | 1) StatWorker 2) Two-way links 3) Version history |
Body Size | 1) Stats 2) Children#Stats - not just what is there, but how it applies in the order of operations. |
Armor - Blunt | 1) Two-way links Section:General Version history |
Mech Remote Shield Distance | 1) Two-way links |
Insulation - Heat | 1) Two-way links Section:General Version history |
Mech Remote Repair Distance | 1) Two-way links |
Accuracy Factor (Long) | 1) Two-way links Section:General |
Armor - Heat | 1) Two-way links Section:General Version history |
Accuracy Factor (Close) | 1) Two-way links Section:General |
Insulation - Heat (Material Factor) | 1) Two-way links Section:General |
Melee Cooldown | 1) Two-way links Section:General |
Genetic Complexity Increase | 1) Two-way links Section:General |
Accuracy Factor (Short) | 1) Two-way links Section:General |
Mech Control Groups | 1) Two-way links |
Mech Work Speed Offset | 1) Two-way links |
Honor Value | 1) Two-way links Section:General Version history |
Shooting Accuracy Indoors Lit | 1) Two-way links |
Armor - Heat (Material Factor) | 1) Two-way links Section:General |
Mech Bandwidth | 1) Two-way links |
Melee Dodge Chance Indoors Lit | 1) Two-way links |
Animals Learning Factor | 1) Two-way links Section:General Version history |
Armor - Sharp | 1) Two-way links Section:General Version history |
Armor - Material Effect Multiplier | 1) Two-way links Section:General |
Armor - Sharp (Material Factor) | 1) Two-way links Section:General |
Shooting Accuracy Multiplier (Child) | 1) Two-way links Section:General |
Melee Hit Chance Indoors Dark | 1) Two-way links |
Mech Repair Speed | 1) Two-way links |
Insulation - Heat - Material Effect Multiplier | 1) Two-way links Section:General |
Melee Dodge Chance Outdoors Night | 1) Two-way links |
Blunt Damage | 1) Two-way links Section:General |
Insulation - Cold | 1) Two-way links Section:General Version history |
Reading Bonus | 1) Two-way links |
Accuracy Factor (Medium) | 1) Two-way links Section:General |
Insulation - Cold - Material Effect Multiplier | 1) Two-way links Section:General |
Goodwill Impact | 1) Two-way links Section:General |
Armor - Blunt (Material Factor) | 1) Two-way links Section:General |
Pack Radius | 1) Two-way links Section:General |
Ranged Damage Multiplier | 1) Two-way links Section:General |
Melee Damage Multiplier | 1) Two-way links Section:General |
Neural Heat Gain (Factor) | 1) Two-way links Section:General |
Insulation - Cold (Material Factor) | 1) Two-way links Section:General |
Max Install Count | 1) Two-way links |
Melee Door Damage Factor | 1) Two-way links |
Caravan Riding Speed | 1) Two-way links |
Repair Energy Cost | 1) Two-way links 2) Corresponding Property 3) Do StatDefs inherit attributes? (i.e. MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly" from MechStatBase) Section:Mechanoid Health Scales and body / body part hp: how does 100 damage repaired translate to various body parts of different mechs? |
Bandwidth Cost | 1) Two-way links 2) Do StatDefs inherit attributes? (i.e. MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly" from MechStatBase) |
Wastepacks Per Recharge | 1) Two-way links 2) Do StatDefs inherit attributes? (i.e. MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly" from MechStatBase) |
Slave Suppression Offset | 1) Two-way links 2) Explain mechanics because the name and the description from the game are terrible at explaining |
Neural Heat Recovery Rate | 1) Two-way links 2) Factor in additional offsets |
Neural Heat Limit | 1) Two-way links 2) Neural Heat Limit Offset 3) Significance of Gear Stat Offset Stat Part 4) Explanation and Factors cleanup Section:General Version history |
Pawn Trap Spring Chance | 1) Two-way links 2) Relationship to Trap Spring Chance Section:General |
Max Nutrition | 1) Two-way links 2) Verify pawn max nutrition in-game |
Accuracy (Close) | 1) Two-way links 2) Version history |
Accuracy (Medium) | 1) Two-way links 2) Version history |
Accuracy (Long) | 1) Two-way links 2) Version history |
Beauty (Stat) | 1) Two-way links 2) Version history |
Accuracy (Short) | 1) Two-way links 2) Version history |
Meditation Psyfocus Gain | 1) Two-way links 2) Version history says added by DLC, no royaltybanner, is it defined in core? Did it swap over at some point? should the banner be added? 3) worked examples showing math |
Style Dominance | 1) Two-way links 2) mechanical detail |
Sharp Damage | 1) Two-way links 2) worked example Section:General |
Signal chip | 1) Type (and Type 2) - see in game 2) Study time/xp/other details 3) Confirm that feral diaboli (player created ones gone uncontrolled) don't drop chips |
Nutrition (Stat) | 1) Version history 2) Two-way links |
Work To Build | 1) Version history 2) Two-way links |
Bed Hunger Rate Multiplier | 1) Version history 2) Two-way links |
Bond Chance Factor | 1) Version history 2) Two-way links |
Effect Radius | 1) Version history 2) Two-way links |
Psylink Level | 1) Version history 2) Two-way links |
Recreation Power | 1) Version history 2) Two-way links |
Range (Ability) | 1) Version history 2) Two-way links |
Comfort (Stat) | 1) Version history 2) Two-way links |
Drug Sell Price Improvement | 1) Version history 2) Two-way links 3) Integrate with Trade / Market Value/Trade Price Improvement |
Drug Crop Harvest Yield | 1) Version history 2) Two-way links 3) Integration with Plant Harvest Yield |
Cleaning Time Multiplier | 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 |
Filth Multiplier | 1) Version history 2) Two-way links 3) Integrate with Property:Filth Multiplier |
Recreation Fall Rate | 1) Version history 2) Two-way links 3) mechanical detail and/or integration with and to Recreation, recreation time till table with Neurosis Pulse with the new times would be useful on this page, recreation page, and psy ritual page |
EMP Resistance | 1) Version says added by DLC, but not tagged as biotech, was it actually added as part of the free update to Core released alongside biotech, is it biotech, or did it migrate from biotech to core? 2) Add example of the math - i assume its EMP duration * (1-EMP resist) but clarity would be good |
Meditation Psyfocus Bonus | 1) double check details of each building (inheritance etc.) |
Melee DPS | 1) this page is dangerous as is because it is very likely to confuse people about actual melee DPS vs the stat of the same name. this needs to be explictly and loudly spelled out here (i.e. more than just Template: About and the practical differences explained, to the point where we might consider.moving this page to Melee DPS (stat) and leaving a description here 2) Thorough explanation of StatWorker_MeleeDPS and all of its contributing factors towards the calculated melee DPS |
Psychoid plant | 1.4 nerf to fertility sense makes hydro psychoid much less viable but makes gravel psychoid much more viable. Work to product ratio is the same, so this can be a buff on some maps and a nerf on hydro reliant maps |
Ranged Cooldown | 2) Two-way links Section:General Version history |
Modding Tutorials/ExposeData | A link to an external resource is not worth a page and ideallywe shouldn't rely on an insecure external resource instead a similar resource should be created here. DO NOT DIRECTLY DUPLICATE THE EXTERNAL SOURCE WITHOUT THE AUTHORS PERMISSION |
Animal Gather Yield | Account for Ideoligion#Ranching precept inc effect but also order of operations |
Butchery Efficiency | Account for Ideoligion#Ranching precept inc effect but also order of operations |
Plant Work Speed | Account for Ideoligion#Ranching precept inc effect but also order of operations |
Waterproof conduit | Acquisition and summary need work to explain differences and mechanics. |
Glitterworld medicine | Actual analysis of effects needed inc. on tend speed/quality noted in in-game info Section:Tend speed |
Hunting Stealth | Actual mechanical detail on revenge chances |
Training | Add Childcare to social training |
Work | Add Childcare work in the right place. Where is mech gestation in Work#Smith's priority list. |
Insect meat | Add consideration of how Ideoligion affects consumption of meat, insect meat, and human meat together and separately |
Meat | Add consideration of how Ideoligion affects consumption of meat, insect meat, and human meat together and separately. List of factors for how yield is affected (see Butcher spot). Also general - for that see Insect meat |
Melee Dodge Chance | Add effect of Combat in darkness precept (if it applies to the stat/pawn directly and isn't applied elsewhere) |
Noctolith | Add more data |
Death | All moodlets regarding death. List of deaths possibly incomplete. General info/analysis Section:Genes#Resurrect |
Gene assembler | An analysis of factors on recombination time Section:Mathematical relationship between complexity and assembly time, then account for Assembly Speed Factor |
Tuque | Analysis lacking effects of losing Social Impact, comparison vs helmets and Royalty Hats, and overall value proposition |
Legionary | Analysis needed |
Shield belt | Analysis section needs rewrite for content/meaningful strategies |
Fine floor | Analysis. See existing pages for existing analysis work |
Polux tree | Artificial building mechanics, analysis |
Centipede blaster | As an enemy. Tactics to fight (if any), threat level compared to burners/gunners/other mechs. |
Apocriton | At what (gear / colonist count / mech count) level would a player be prepared to fight an apocriton? Section:canUseAoeToGetTargets in def? |
Home area | Automatic rebuild, ideally with icon. |
Learning Rate Factor | Bare bones, needs contributing factors |
Caravan | Bedroll mechanics inc. rest efficiency, couples, etc Section: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 Section:Needs actual equation defining visibility based on total body size Section: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 |
LoS | Better characterization of LoS blockers needed. |
Twisted archotech support | Better infobox data |
Serums | Better introduction to the benefits and consequences of Serum use |
Rest Effectiveness | Bettet explanation of mechanics and then explictly link to rest page as a more indepth explanation |
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Quotebox | Categorisation - While currently unused, could potentially be useful. |
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Pocket map | Category, a more technical and accurate description |
Version/1.5.4062 | Check unstables between unstable release when the document is from) and actual release- consider adding |
Brazier | Compared to other psyfoci need but see Main TODO list for the Large Project Section:Psyfocus mechanics |
Gray box | Compile possible contents and elaborate on chances, add analysis |
Undercave | Compile rewards odds, compilation of unique structures and other defining features of the caves, differences in biomes if applicable, enemy types, etc. |
Musical instrument | Concert mechanics, mechanical detail on mood from listening |
Floor etching | Confirm spawning conventions, odds of direction chance, link to the random flavor text, etc. |
Mental break | Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function Section:Mechanic details + numbers. |
Controls | Console controls and steam deck. Use Template:Console and and as necessary |
Skull | Content and Categories. What work type is extraction? (Also add work type to Work) |
Cut content | Content, promised kickstarter stuff, wiki interlinking to and from this page. |
Hermetic crate | Contents and chances |
Security crate | Contents and chances. |
Entity Study Rate | Corresponding property for the Lab coat offset, better explanation of study 'cycles' and their cooldowns |
Quests | Could still be missing a few quests. Biotech quests possibly incomplete. Section:Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc. Section: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:Update with other Anomaly quests. |
Hauling | Cover hauling generally - Haul things is a specific order that covers a comparably small part of the mechanic. Section: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:needs a comparison of dryads, mechanoids, and whatever the best hauling animals per biome are |
Traits | Creepjoiner traits, likely in their own section due to unique mechanics Section:How traits work, when and how they're selected, how they work with genes, limits, etc. Section: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) |
Toxic Environment Resistance | Descriptions with and without Biotech |
Relic | Detail on pilgrims, and more in general Section:General Section: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. Section:What happens when a consumable relic is used? |
Tox grenades | Details on tox gas. Analysis of general use / tactics, outside of comparison to launcher. Also infobox is still missing entries. |
Toxbomb launcher | Details on toxic creation. Analysis for general use and usage notes, outside of comparisons to grenades |
Nerve spiker | Details- how long is stun does it provides every time, define living target eyc Section:Potential for melee blocking, maximum Stun uptime % etc, pairing with aiming time and cooldown factors can you stunlock? |
Labyrinth | 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. |
Nerve bundle | Determine spawn rate |
Psychic Ritual Quality Offset | Disambiguation for the "Psychic Ritual Quality" and "Psychic Ritual Quality Offset" stats, all factors that influence quality within psychic rituals, and the resulting outcomes of psychic rituals based on quality |
Spelopede | Do spelopedes (after hive destroyed) still attack colonists like megaspiders do? Add to analysis |
Infant illness | Does severity phase still change inside a cryptosleep casket? |
Inferno cannon | Double check explosion through walls behavior - 1.1.0 patch seems to reference fixing bug of similar type |
Foraged Food Amount | Effect of biome bonus - what are the nutrition multipliers from each biome? |
Study Efficiency | Effective Maximum |
Social Impact | Effects on Title speech needed |
Biomutation pulser | Essentially blank page |
Ore | Expand into super page and integrate into ore pages |
Monolith fragment | Fact checking and precise stats / details |
Rest Rate Multiplier | Factor order of operations |
Proximity activator | Format standard and detail on mechanics |
Mech drop beacon | Format standard and expansion |
Invisibility (disambiguation) | Formatting, shared mechanics if templatized (see psycast) etc |
Deterioration | Full list of deterioration immune items and items that whose market value is not affected. Section:Expansion needed |
Chimera | General |
Skipshield | General Section: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 |
Neuroquake | General |
Sightstealer | General |
Void node | General |
Skip | General |
Twisted meat | General Section:General analysis stub - needs value judgement, acquisition strat analysis (fleshmass heart and butchery at least), usage |
Word of love | General |
Ornate door | General |
Jade (ore) | General |
Toxic spewer | General |
Rescue | General |
Gold ore | General |
Mass chaos skip | General |
Rustic rug (broad) | General Section:Missing analysis |
Immature dryad | General |
Berserk (psycast) | General |
Rough stone | General Section:Version history |
Gas | General |
Rough-hewn stone | General Section:Version history |
Vertigo pulse | General Section:Ubend killbox maze to fascilitate burn/gas mazes. devourers |
Lichen-covered soil | General |
Revenant invisibility | General |
Shard shock lance | General |
Soil | General |
Chaos skip | General |
Mechanoid slag chunk | General |
Morbid slab (broad) | General Section:Missing analysis |
Collapsed rocks | General |
Crashed mechanitor ship | General |
Beckon | General |
Morbid slab (medium) | General Section:Missing analysis |
Smooth stone | General Section:Version history |
Spikecore floor-star (broad) | General Section:missing analysis |
Word of serenity | General |
Fleshmass heart | General Section:What happens if you wall it in? Clarify what is meant by "accumulates biomass". Describe creation rate and behaviour of roaming fleshbeasts. Can grow through doors, chunks, spots, power conduit, can't grow through walls, fences, barricades, or graves could use some subheadings |
Totemic slab (medium) | General Section:Missing analysis |
Rustic rug (medium) | General Section:Missing analysis |
Smashed stump | General |
Word of joy | General |
Haul things | General |
Manhunter pulse | General |
Silver ore | General |
Neural heat dump | General |
Invisibility | General |
Compacted steel | General |
Word of trust | General |
Devourer | General |
Death pall | General |
Hemogen | General Section:1) Bloodfeeding a) from colonists/slaves b) from prisoners (when they do it etc) 2) Hemogen packs 3) Hemogen gain multiplier |
Solar pinhole | General |
Work site | General |
Flashstorm (psycast) | General |
Tome | General |
Uranium ore | General |
Compacted plasteel | General |
Sanguophages (Faction) | General |
Beggars | General |
Pilgrims | General |
Tactical turret | General |
Smokepop | General |
Compacted machinery | General |
Outlander refugee group | General |
Shard | General |
Climate adjuster | General |
Mechanoid transponder | General - detail needed, lacking analysis entirely, some analysis in summary, specifics of how hostile mechs are generated is needed |
Holding spot | General - essentially blank page |
Ideoligion Spread Chance | General - mechanics, modifiers, how it actually affects conversion rates etc. |
Polux seed | General - only the infobox is any semblance of complete |
Kill satiety | General - tables, times til, analysis etc See other needs for examples Section:What counts for reset? Surgical euthanasia, ritual sacrifice, wildman hunting slaughter? |
Holding platform | General also formatting and format standsrd |
Incinerator | General also verify page info. Section: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. |
Kneel sheet | General but also Acquisition and how it interacts with Ideoligions |
Kneel pillow | General but also Acquisition and how it interacts with Ideoligions |
Pew | General but also Acquisition and how it interacts with Ideoligions |
Stasis cocoon | General but also categories |
Fleshmass stomach | General but also infobox Section:Full explanation, ensure parity with the other flesh/fleshmass parts, also see other body part pages for Section:Lots to compare to, see other stomach pages but wb sterilizer stomach specifically/especially? |
Revenant | General but also infobox and categories Section:general -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away? |
Blood rain | General but also is MDF a mult or an offset? to the stat |
Small bookcase | General but also parity eith bookcase Section:Missing Analysis Section:Missing all mechanics - research bonus etc |
Bookcase | General but also parity eith small bookcase Section:Missing Analysis Section:Missing all mechanics - research bonus etc |
Fingerspike | General but also specifically mechanical summary |
Dreadmeld | General but also specifically mechanical summary |
Trispike | General but also specifically mechanical summary and missing analysis |
Bulbfreak | General but also specifically the mechanical summary |
Toxalope | General information, also combat power specifically |
Archonexus core | General page stub |
Archotech tower | General page stub |
Warped obelisk | General page stub. Section: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 |
Body part weapons | General stub Section:Comparison to the combat and non-combat uses of the bionic and archotech arms Section:General analysis, current analysis waffles on. Also melee dodge chance reduction is equivalent to losing ~1.5 levels of melee skill |
Remove roof area | General stub |
Ideogram | General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram Section:Largely missing analysis |
Large altar | General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram Section:Analysis missing - general analysis needed for in game and lure game - when to build, worth it, material selection, comparison other altar and alternatives etc. |
Small altar | General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram Section:Analysis missing - general analysis needed for in game and pre game - when to build, worth it, material selection, comparison other altar and alternatives etc. |
Grand altar | General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram Section: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 | General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram Section:Analysis missing - general analysis needed for in game and pre game - when to build, worth it, material selection, comparison other altar and alternatives etc. |
Hops | General stub, but also has nutrition of 0.05, but who is it edible by? Animals only? Starving Humans? |
Hellsphere cannon | General stub, for summary see thump cannon for some insp |
Gaumaker pod | General stub, missing mechanical detail etc. |
Lectern | General stub, no summary of mechanics, no analysis, intro text needs work. |
Fibercorn | General, also Tinctoria has the same min light requirement but will rot before fulling growing in soil because of the reduced growth rate from low light. Does Fibercorn? Section:better analysis and detail, including breakdown of each biome |
Tox shell | General, also fill out infobox weapon details Section:General - jotted down some basic thoughts, but needs more |
Bliss lobotomy | General, also format standard, categories, and wiki interlinking to page |
Floors | General, also non-edifice floor coverings |
Spacedrone | General, also seems to conflate Crashed mechanitor ship |
Waste rat | General, also specifically combat power |
Hunt | General, also what is thenrange calculation for nearby animals turning manhunter, both the target and similar amimals nearby |
Auto mortar | General, analysis specifically. Strategy, threat etc. Targeting behavior for summary would also be useful |
Equipment | General, but also maybe turned into a redirect? |
Hidden conduit | General, infobox, also claims of invincibility seem exagerated in practice Section:Unique mechanics |
Tox pack | General, mechanics |
Toy box | General, missing analysis and mechanics etc |
Baby decoration | General, missing mechanical detail and analysis |
Count-down activator | General, split into Occurrence, Summary, Analysis etc. |
Juggernaut serum | General, while not directly comparable, see drug pages like go-juice for similar standsrd Section:Missing analysis |
Chopped stump | General. |
Lore | General. Also Ideology Ruins, shared info on all game-host rimworlds, generated ideology and quest descriptions, archotech, and the starting scenarios. Also Horax Section: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 Section:General |
Mech recharger | General. Also ensure parity with Large mech recharger |
Large mech recharger | General. Also ensure parity with Mech recharger |
Monument marker | General. Aquisition and Summary |
Unnatural corpse | General. Clean-up links and add specific values for things, such as time to awakening. could use more subheadings |
Remote repairer | General. Mechanics Section:General |
Farskip | General. Range and AOE? |
Gorehulk | General. also fleshbeast sets precedent for ranged clmbat in infobox and it seems useful |
Meditation spot | General/Format standard. |
Ancient comms console | Has mechanics, needs expansion |
Major archotech structure | How fast is studying? Section:The Archotech Emanation also degrades and eventually kills nearby plants. Details needed |
Cannibal platter | How much hunger does the platter fill. Are they found in cannibal pirate bases |
Events | Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite Section:Needs details. What's the chance for a fire to occur? |
Flesh sack | 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? Section:Missing analysis |
Capacity | Inadequate explanation for new players for such a core concept and insufficient mechanical detail |
Indoors (need) | Incomplete(?) list of ideoligious effects Section:Strategies, importance etx |
Void metal wall | Infobox, other possible appearances, and whether to use 'voidmetal' or 'void metal' |
Wastepack infestation | Interlink, orphan page etc |
Trap | Interlinking, analysis |
High subcore | Item type |
Sleep furniture | Its half complete? |
Faction base | Lack of content, mechanics, and detail. Also lacks integration with rest of the wiki |
Toughspike | Lacking detail Section:General |
Dryad cocoon | Lacks all detail. Two way links |
Nudity | May eventually need to supercede Template:Apparel Nudity Note |
Hemogen Gain Multiplier | Mechanical detail |
Animal Products Price Improvement | Mechanical detail, order of operations, integration with market value and TPI here and in those pages |
Terror sculpture | Mechanical specifics after cleanup |
Pollution | Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis Section:numbers and world tile and map tile effects, missing plants that can occur |
Mechanoid cluster | Mechanics and Analysis |
Fire | Mechanics and numbers (heat production / fire spread / etc.). See also Flame Damage Section:List likely incomplete Section:Specific triggers, chances, durations etc. |
Milk | Milk as baby food in summary and analysis Section:Needs analysis of Nutrition production efficiency as a staple food (i.e. when compared to any other raw food inc. vegetables), and for a meat-equvialent (compare to meat, variant meats, and eggs) both in terms of Nutrition Out/Nutrition In and in terms of Nutrition Out/Pawn Work in |
Foam turret | Missing Analysis and Summary/all mechanics |
Creepjoiner | Missing a ton of detail on the various effects. Also i don't think the term is used in game - might be an idea to explain that similar to Pawn |
Archite capsule | Missing analysis generally but also specifically when should players prioritize buying capsules over other trade goods? Which colonists should capsules be spent on, and how many? |
Adrenal heart | Missing infobox details and almost all information. description is a priority Section:General. see other bionics for sufficient detail. Metalblood heart#Summary |
Psychic rituals | Missing information Section: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:PsychicRitualRoles.xml defines valid states for targets of rituals Section: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 |
Unobtainable items | Missing many weapons, including biotech mech weapons, also missing mechanics about dropping and others. |
Events/Anomaly | Missing most of the relevant events. Also, check the "default level" part: I believe it to be -1 for never interacted / DLC deactivated and 2 for ambient horror |
Void touched | Missing some mechanical detail could use formatting/headings/colours/etc |
Shard insanity lance | 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 |
Gauranlen seed | Missing summary detail and analysis |
Basic subcore | Missing type of item |
Standard subcore | Missing type of item, Analysis |
Fleshmass neural lump | More detailed summary and analysis, if any is needed |
Novel | More robust comparison to non-book joy sources, including ease of acquisition |
Apparel layers | Mouth coverage point (e.g. face mask) |
Drum | Music recreation details |
Damage Types | Need breakdown of remaining damage types Section:General Section:Mech boss EMP resistance Section:scaleDamageToBuildingsBasedOnFlammability - verify mechanic in-game and add |
Rot stink | 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 Section:When does each thought activate? Convert thoughts to Template: Thought. Gas mechanics re gas density and severity gain and also re current severity and mtb to get lung rot - a graph of severity to mtb would be ideal Section:risks, management, strategies uses etc Section:what causes it and how much e.g. does 1 rice create as much as 1 thrumbo corpse |
Entities | Needs categories non-DLC and non-maintenance category |
Schematic | Needs deeper comparison between fresh schematics and other recreation sources |
Food | Needs detail on mechanics e.g. nutrition etc. |
Pain | Needs detailed numbers on stat penalties. Psycasting. anomaly sources e.g. flesh body parts etc Section:Many other hediffs cause pain or change pain factors. Also injury mechanics. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed. |
Stat | Needs lead in with basic description, summary of mechanics, difference from and relationship to Capacities etc |
Mining Speed | Needs mining specialist and specific eqn that controls final value including order of operation to explain the effect of drill arms and spec |
Defense tactics | Needs new Mechanoid types and Mechanoid cluster events from Biotech Section: |
Ancient bed | Needs proper analysis of bed options Section:Is it +4 like a spot, +8 like a normal bed, or something else? |
Obelisk | Needs to be turned into a disambig page - explain roguhly what obelisks are, mention some shared mechancis, and then direct readers to the oagesbfor more info |
Deathrest | Needs to be turned into something equivlaent to the need pages with similar depth in mechanics, times to thresholds etc Section:How fast does deathrest need increase? Deathrest moodlets |
Bill | Needs to convey detail sufficient for a new players |
Roof | 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 Section:Further optimization of roof drop traps Section:Likely not a complete list of effects. Also a list of buildings affected would be nice |
Firefoam | New firefoam mechanics in 1.4 - also specifically how Covered in Firefoam hediff works, how its procced (just explosion or what?), whether it lasts longer in foam filth etc. |
Neural Heat Recovery Rate Offset | Order of operations |
Neural Heat Limit Offset | Order of operations |
Psychic Sensitivity Offset | Order of operations Section:General Version history |
Body Parts | Part efficiency, other body types etc |
Medicine (disambiguation) | Possible expansion into a superpage rather than disamiguation? With content lifted from doctoring? |
Hive | 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 |
Construction Speed | Production specialist order of operation with worked example iedeallwnith produl soec, GWS>1, and sight and manip change |
Animus stone | Raider avoidance mechanic - ensure parity with all other similar items |
Small nature shrine | Raider avoidance mechanic - ensure parity with all other similar items Section:Better comparison of nature options, and when to use this if ever. Some mention of other focus also valuable |
Large nature shrine | Raider avoidance mechanic - ensure parity with all other similar items Section:Better comparison of nature options, and when to use this if ever. Some mention of other focus also valuable |
Golden cube | Requires confirmation on effects, compilation of disposal methods, information on anomaly study, etc. |
Crib | Resting stats (comfort/tending/etc). |
Rituals | 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 Section:Details Section:General mechanics. |
Recreation | Section: Section:Add required Capacities and chances from JoyGivers.xml Section:Lacking all Mechanical detail Section:Reports that tomb impressiveness affects recreation rate Section:Requirements, snowing, snow on the ground, both, range to area, effects etc. Section:general also does the recreationonly apply to people with the meme or just the mood. also link to the correct precept. |
Menus | Section: Section:All of these sections are wordy and should be made new pages that redirect Section: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:Insufficient detail on the options and how they're implemented mechanically Section:Mechanical details. How close to enemies to flee/attack, will they ignore even when engaged in melee, what about if blocking them in etc |
Damage per Second | Section:1 ) Ranged DPS bands 2) melee DPS inc True DPS |
IED tox trap | Section:1) Density affects exposure - what densities? Consider also integrating information into requested image. 2) Verify radius - displayed AoE IS NOT the AoE of the final gas cloud, but also cloud densities may be relevant |
Bioferrite | Section:1) Detail needed 2) Anomaly starting scenario 3) When sufficient detail, consider adding Acquisition optimisation to analysis |
Torture crown | Section:1) Flesh out 2) directly compare Torture crown NH dissipation to other psycaster headgear. |
Downed | Section: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 details on downed raiders, how long until a pawn starts crawling after being downed. |
Vent | Section:1) Gas spread mechanics 2) Hard numbers for temperature transfer in both open and closed states Section:Needs thermal transfer rate analysis vs walls, double walls, closed doors and open doors |
Harpsichord | Section:1) Has almost no information about unique mechanics 2) Titles information Section:Missing analysis |
Piano | Section:1) Has almost no information about unique mechanics 2) Titles information Section:Missing analysis |
Harp | Section:1) Has almost no information about unique mechanics 2) Titles information |
Factions | Section: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: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? |
Human resources | Section:1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource Section:Are subcores ever profitable? 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 |
Consciousness | Section:1) Painshock threshold missing 2) psychic supressor |
Rocketswarm launcher | Section:1) Purpose of forcedMissEvenDispersal = True 2) Blind smoke? Section:Strategies, cost/value etc |
Environment | Section: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:Anomaly terrains - Flesh and Gray surface Section: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:Large enough enclosed spaces seem to blur these boundaries Section:Specific numbers on heat needed |
Deathrest capacity serum | Section: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? |
Psychofluid pump | Section: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:Expound upon the benefits for psycasters, and contextualize them relative to both raw power and other buffs you could acquire instead |
Deathrest accelerator | Section: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:Effect on hemogen/power costs of other deathrest buildings by shortening deathrest times. |
Hemopump | Section: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: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? |
Hemogen amplifier | Section: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 |
Wall lamp | Section: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:Written detail on menu, options, color mixing in overlapping light radii etc. |
Tornado generator | Section: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: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:AI used needs expansion once Summary is complete Section:Size of the explosion, coating, deployment while on fire, NPC/AI use, and generally bring up to the standard of other utility items, |
Filth | Section:Account for floor clean time multi Section:Sources of Ideology DLC filths |
Steel tile | Section:Account for new cleaning time factor,sterile vs steel for hospitals and research labs |
Genes | Section:Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed Section:Hemogen craving effects Section:How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed |
Wood | Section:Acquisition analysis, see table on Trees for initial basis, but add Woodmaker |
Psytrainer | Section:Acquisition stub - what traders, how are the psycasts selected, what factions offer it for quests and trade, etc |
Shield core | Section:Acquistition strategy, worth of crafting vs just buying/looting packs, value proposition etc |
Archotech eye | Section:Add actual numbers for the stat increases. |
Phoebe Chillax | Section: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:Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases |
Rest | Section: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 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 |
Raider | Section:Added in 1.5 Section:Is there always loot? |
Rooms | Section:All the testing needed and "?"'s need resolving. Additionalli new polycule mechanics need to be explained Section:Links to affected stats directly |
Denture | Section:All values are from before the addition of tongue and the resulting change in body part importance. They therefore need verification |
Butcher spot | Section:Almost missing analysis Section: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 |
Armorskin gland | Section:Almost missing analysis. Also ghouls specifically Section:General, also see also standard of Prosthetic leg re capacities et al |
Proximity detector | Section: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:Analysis general Section:General. See Standing lamp for example. A tiles lit/watt comparison would also be good. Section:Written detail on menu, options, color mixing in overlapping light radii etc. Verify that flood lights change colors |
Cowboy hat | Section:Analysis lacking comparison vs helmets and overall value proposition |
Fleshmass lung | Section:Analysis too short, doesnt cover relative cost value, no mention of pain mitigation etc. Section:Does this prevent rot stink, acidic smog like the Detoxifier lung? Section:Full explanation, ensure parity with the other flesh/fleshmass parts, also see other body part pages for |
Persona plasmasword | Section: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? |
Bioferrite generator | Section:AoE of moodlet, thought template, whether the moodlet persists after leaving the area, does the generator produce light &/or heat? Appears to be affected by EMP? |
Deep drill | Section:Are they ever found in mining camps like the scanners? Section: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:As an ally |
Centipede gunner | Section:As an enemy. As an ally: Comparisons to lighter mechs, in terms of firepower. General value proposition (when build?). |
Mortar Miss Radius Multiplier | Section: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. |
Door | Section:Base door open speed, animals Section:door gizmo on walls |
Fence gate | Section: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:Basically missing analysis Verify current content as its from the beta and expand |
Ideoligion | Section:Better summary with some specifics but leave predominately as link to the main page Section:General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size Section:Missing several details inc but not limited to how it spawns on pawns Section:Missing significant detail, options etc. Section:Needs proper write up. Test if specific to Sanguophage or the implanter gene. |
Longsword | Section:Bioferrite handle attack quirk and it's effect - see persona monosword as example |
Ritual mask | Section:Bioferrite psychic buffs Section:Missing Analysis Section:Spawn on cultists? |
World generation | Section:Biotech content |
Knee spike | Section:Bring Summary up to standard |
Temperature | Section:Burn/Frostbite chances |
Corrosive heart | Section: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:Medicine item requirement, if any, and stats for removal |
Mechlord helmet | Section:Caravans re bandnodes |
Corpse | Section: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:Dessication time |
Bioferrite plate | Section: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: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:Cleanup and frag grenades have a lot of utility and specific use cases not properly represented here |
Phoenix armor | Section:Cleanup and needs better analysis of integrated weapon, armor comparison, and overall value proposition. See how other power armor pages do it. |
Mech high-shield | Section:Compare low shield pack for adequate detail. Radius graphics similar to the low shield pack page would be nice. Section:General stub - current is just a couple of very rough suggestions |
Mech low-shield | Section:Compare low shield pack for adequate detail. Radius graphics similar to the low shield pack page would be nice. Section:General stub - current is just a couple of very rough suggestions Section:Research needed: can they be used to intercept projectiles from hostile raiders if the shield is kept online? |
Genepack | Section:Comparison between genepacks that contain one gene, against genepacks that contain multiple Section:General also market value generally and for specific genes with the modifier such as Fire spew |
Smoke shell | Section:Comparison to other smoke sources and vs just using a kinetic alternative |
Double bedroll | Section:Comparison with other bed options needed |
Metalhorror | Section: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, |
Ceremonial hood | Section:Confirm and expand spawning mechanics. See Samurai helmet for example |
Prestige marine helmet | Section:Confirm and expand spawning mechanics |
Painstopper | Section:Deathless and death refusal make it great even for the risk averse |
Frenzy inducer | Section:Decay rate or isntant decline? Specifical rste from c#, other mechanical detail. |
Nutrient paste dispenser | Section:Describe what happens when nutrition of individual feedstock item exceeds required nutrition (Note: see below for order of hopper draw when testing):
|
Ship landing beacon | Section:Detail - e.g. which quests specifically Section:Missing analysis |
Twisted obelisk | Section: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 Section:How are the chances of the results distributed for both the targeted option and the random one. e.g. is it equal between the 4/6 options? is getting a lung 2x as likely as a stomach? etc. Also check tags. |
Corrupted obelisk | Section: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:Detail but also specifically mention if theres an effect from Psychic sensitivity Section:Missing analysis |
Revenant spine | Section:Detail needed but also specifically how long until reforms into rev? Section:Missing analysis - General, but also specifically include Vertebrae vs study |
Electric inhibitor | Section:Detail, Positioning, order of operation for containment etc Section:Largely missing anaylsis |
Pit gate | Section:Details about pit gate travel, including interface Some general.but also.infobox |
Wind turbine | Section:Details on autocutting |
Fleshbeasts | Section:Distress signal Section:Splitting mechanics in detail, other shared mechanics |
Stun | Section:Do page - Stun can be Stun (psycast), melee attack stun, EMP stun. |
Blood torch | Section:Does it count as a dark torch? Either answer, specifically note below as it is a FAQ |
Waterskip | Section: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> |
Power | Section: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. |
... further results |
Asks[edit]
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 | |||
Large sculpture | Art | ||
Small sculpture | Art | ||
Terror sculpture | Art | ||
Grand sculpture | Art | ||
Shard beacon | Building | Anomaly (Buildings) | |
Rustic rug (medium) | Building | Floor | |
Animalist slab (broad) | Building | Floor | |
Spikecore floor-star (broad) | Building | Floor | |
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 | |
Table (3x3) | Building | Furniture | |
Darktorch | Building | Furniture | |
Torch lamp | Building | Furniture | |
Wall torch lamp | Building | Furniture | |
Fungus darktorch | Building | Furniture | |
Double bedroll | Building | Furniture | |
Bedroll | Building | Furniture | |
Table (2x2) | Building | Furniture | |
Crib | Building | Furniture | |
Table (1x2) | Building | Furniture | |
Animal sleeping box | Building | Furniture | |
Plant pot | Building | Furniture | |
Table (2x4) | Building | Furniture | |
Stool | Building | Furniture | |
Animal bed | Building | Furniture | |
Pyre | Building | Ideology (Buildings) | |
Drum | Building | Ideology (Buildings) | |
Kneel pillow | Building | Ideology (Buildings) | |
Reliquary | Building | Ideology (Buildings) | |
Medium altar | Building | Ideology (Buildings) | |
Ideogram | Building | Ideology (Buildings) | |
Skullspike | Building | Ideology (Buildings) | |
Styling station | Building | Ideology (Buildings) | |
Small altar | Building | Ideology (Buildings) | |
Burnbong | Building | Ideology (Buildings) | |
Incense shrine | Building | Ideology (Buildings) | |
Gibbet cage | Building | Ideology (Buildings) | |
Cannibal platter | 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) | |
Lectern | Building | Ideology (Buildings) | |
Large altar | Building | Ideology (Buildings) | |
Kneel sheet | Building | Ideology (Buildings) | |
Crashed mechanitor ship | Building | Misc | |
Egg box | Building | Misc | |
Small nature shrine | Building | Misc | |
Urn | Building | Misc | |
Grand stele | Building | Misc | |
Large nature shrine | Building | Misc | |
Pen marker | Building | Misc | |
Butcher table | Building | Production | |
Simple research bench | Building | Production | |
Art bench | Building | Production | |
Fueled stove | Building | Production | |
Horseshoes pin | Building | Recreation | |
Hoopstone ring | Building | Recreation | |
Game-of-Ur board | Building | Recreation | |
Tactical turret | Building | Security | |
Sandbags | Building | Security | |
Spike trap | Building | Security | |
Barricade | Building | Security | |
Fence | Building | Structure | |
Column | Building | Structure | |
Fence gate | Building | Structure | |
Door | Building | Structure | |
Bridge | Building | Structure | |
Animal flap | Building | Structure | |
Wall | Building | Structure | |
Campfire | Building | Temperature | |
Wort | Crafted resources | ||
Component | Crafted resources | ||
Beer | Drug | Social Drug | |
Smokeleaf joint | Drug | Social drug | |
Club | Equipment | Weapons | |
Short bow | Equipment | Weapons | |
Straw matting | Floor | ||
Totemic boards | Floor | ||
Flagstone | Floor | ||
Hex tile | Floor | ||
Spikecore plates | Floor | ||
Wood floor | Floor | ||
Baby food | Food | ||
Kibble | Food | Meal | |
Vegetarian fine meal | Food | Meal | |
Simple meal | Food | Meal | |
Carnivore fine meal | Food | Meal | |
Lavish meal | Food | Meal | |
Vegetarian lavish meal | Food | Meal | |
Fine meal | Food | Meal | |
Nutrient paste meal | Food | Meal | |
Carnivore lavish meal | Food | Meal | |
Slicecap | Gear | Clothing | |
Broadwrap | Gear | Clothing | |
War mask | Gear | Clothing | |
Hood | Gear | Clothing | |
Authority cap | Gear | Clothing | |
Blindfold | Gear | Clothing | |
Tribal headdress | Gear | Clothing | |
Visage mask | Gear | Clothing | |
Slave collar | Gear | Clothing | |
Stellic crown | Gear | Clothing | |
Slave body strap | Gear | Clothing | |
Torture crown | Gear | Clothing | |
Kid tribalwear | Gear | Clothing | |
Burka | Gear | Clothing | |
Cape | Gear | Clothing | |
Tribalwear | Gear | Clothing | |
Veil | Gear | Clothing | |
Robe | Gear | Clothing | |
Headwrap | Gear | Clothing | |
Sandstone blocks | Material | Stone | |
Limestone blocks | Material | Stone | |
Marble blocks | Material | Stone | |
Granite blocks | Material | Stone | |
Slate blocks | Material | Stone | |
Wooden foot | Medical Items | Body Parts | |
Wooden hand | Medical Items | Body Parts | |
Peg leg | Medical Items | Body Parts | |
Patchleather | Textile | Leather | |
Advanced component | Advanced fabrication | Crafted resources | |
Flood light | Advanced lights | Building | Furniture |
Cooler | Air conditioning | Building | Temperature |
Nuclear stomach | Artificial metabolism | Medical Items | Body Parts |
Reprocessor stomach | Artificial metabolism | Medical Items | Body Parts |
Sterilizing 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 | ||
Mech recharger | Basic mechtech | Building | Biotech (Buildings) |
Band node | Basic mechtech | Building | Biotech (Buildings) |
Subcore encoder | Basic mechtech | Building | Biotech (Buildings) |
Mech gestator | Basic mechtech | Building | Biotech (Buildings) |
Airwire headset | Basic mechtech | Gear | Clothing |
Control pack | Basic mechtech | Gear | Utility |
Constructoid | Basic mechtech | Mechanoid | |
Agrihand | Basic mechtech | Mechanoid | |
Cleansweeper | Basic mechtech | Mechanoid | |
Militor | Basic mechtech | Mechanoid | |
Lifter | Basic mechtech | Mechanoid | |
Battery | Battery | Building | Power |
Fermenting barrel | Beer brewing | Building | Production |
Brewery | 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 | |
Ritual mask | Bioferrite shaping | Gear | Clothing |
Ceremonial hood | 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 eye | Bionic replacements | Medical Items | Body Parts |
Bionic tongue | Bionic replacements | Medical Items | Body Parts |
Bionic leg | Bionic replacements | Medical Items | Body Parts |
Bionic ear | Bionic replacements | Medical Items | Body Parts |
Bionic spine | Bionic replacements | Medical Items | Body Parts |
Bionic stomach | Bionic replacements | Medical Items | Body Parts |
Bionic heart | Bionic replacements | Medical Items | Body Parts |
Bionic jaw | Bionic replacements | Medical Items | Body Parts |
Bionic arm | Bionic replacements | Medical Items | Body Parts |
Biosculpter pod | Biosculpting | Building | Ideology (Buildings) |
Autopistol | Blowback operation | Equipment | Weapons |
Machine pistol | 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 |
Fine carpet | Carpet making | Floor | |
Carpet | Carpet making | Floor | |
Morbid carpet | Carpet making | Floor | |
Hex carpet | Carpet making | Floor | |
Mindbend carpet | Carpet making | Floor | |
Prestige cataphract helmet | Cataphract armor | Gear | Armor |
Cataphract armor | Cataphract armor | Gear | Armor |
Phoenix armor | Cataphract armor | Gear | Armor |
Cataphract helmet | Cataphract armor | Gear | Armor |
Prestige cataphract armor | 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 |
Electric tailor bench | Complex clothing Electricity | Building | Production |
Hand tailor bench | Complex clothing | Building | Production |
Parka | Complex clothing | Gear | Clothing |
Face mask | Complex clothing | Gear | Clothing |
Shadecone | Complex clothing | Gear | Clothing |
Lab coat | Complex clothing | Gear | Clothing |
Jacket | Complex clothing | Gear | Clothing |
Button-down shirt | Complex clothing | Gear | Clothing |
Kid romper | Complex clothing | Gear | Clothing |
Tuque | Complex clothing | Gear | Clothing |
Cowboy hat | Complex clothing | Gear | Clothing |
Tailcap | Complex clothing | Gear | Clothing |
Pants | Complex clothing | Gear | Clothing |
Heavy bandolier | Complex clothing | Gear | Clothing |
Kid shirt | Complex clothing | Gear | Clothing |
T-shirt | Complex clothing | Gear | Clothing |
Kid pants | Complex clothing | Gear | Clothing |
Sash | Complex clothing | Gear | Clothing |
Flophat | Complex clothing | Gear | Clothing |
Duster | Complex clothing | Gear | Clothing |
Kid parka | Complex clothing | Gear | Clothing |
Bowler hat | Complex clothing | Gear | Clothing |
End table | Complex furniture | Building | Furniture |
Drape | Complex furniture | Building | Furniture |
Bookcase | Complex furniture | Building | Furniture |
Baby decoration | Complex furniture | Building | Furniture |
Couch | Complex furniture | Building | Furniture |
Darklight brazier | Complex furniture | Building | Furniture |
Dresser | Complex furniture | Building | Furniture |
Small bookcase | Complex furniture | Building | Furniture |
School desk | Complex furniture | Building | Furniture |
Slab bed | Complex furniture | Building | Furniture |
Royal bed | Complex furniture | Building | Furniture |
Small shelf | Complex furniture | Building | Furniture |
Double bed | Complex furniture | Building | Furniture |
Blackboard | Complex furniture | Building | Furniture |
Slab double bed | Complex furniture | Building | Furniture |
Armchair | Complex furniture | Building | Furniture |
Bed | Complex furniture | Building | Furniture |
Meditation throne | Complex furniture | Building | Furniture |
Shelf | Complex furniture | Building | Furniture |
Grand meditation throne | Complex furniture | Building | Furniture |
Brazier | Complex furniture | Building | Furniture |
Toy box | 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 |
Chess table | Complex furniture | Building | Recreation |
Billiards table | Complex furniture | Building | Recreation |
Poker 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 |
Psychofluid pump | Deathrest | Building | Biotech (Buildings) |
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) |
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) |
Sun lamp | Electricity | Building | Furniture |
Wall 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 |
Power switch | Electricity | Building | Power |
Power conduit | Electricity | Building | Power |
Chemfuel powered generator | Electricity | Building | Power |
Hidden conduit | Electricity | Building | Power |
Wood-fired generator | Electricity | Building | Power |
Waterproof conduit | Electricity | Building | Power |
Wind turbine | 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) |
Electric inhibitor | Entity containment | Building | Anomaly (Buildings) |
Holding platform | Entity containment | Building | Anomaly (Buildings) |
Shard 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 jacket | Flak armor | Gear | Armor |
Flak pants | Flak armor | Gear | Armor |
Flak helmet | Flak armor | Gear | Armor |
Flak vest | 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) |
Chain shotgun | Gas operation | Equipment | Weapons |
Heavy SMG | Gas operation | Equipment | Weapons |
LMG | Gas operation | Equipment | Weapons |
Gene processor | Gene processor | Building | Biotech (Buildings) |
Geothermal generator | Geothermal power | Building | Power |
Ghoul barbs | Ghoul enhancements | Medical Items | Body Parts |
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 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 |
Bolt-action rifle | Gunsmithing | Equipment | Weapons |
Revolver | Gunsmithing | Equipment | Weapons |
Pump shotgun | 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 |
Lancer | High mechtech | Mechanoid | |
Centipede burner | High mechtech | Mechanoid | |
Fabricor | High mechtech | Mechanoid | |
Diabolus | High mechtech | Mechanoid | |
Paramedic | High mechtech | Mechanoid | |
Centipede gunner | High mechtech | Mechanoid | |
Control sublink (high) | High mechtech | Medical Items | Body Parts |
Remote repairer | High mechtech | Medical Items | Body Parts |
Remote shielder | High mechtech | Medical Items | Body Parts |
Hospital bed | Hospital bed | Building | Furniture |
Hydroponics basin | Hydroponics | Building | Production |
IED antigrain warhead trap | Ieds | Building | Security |
IED trap | Ieds | Building | Security |
IED smoke trap | Ieds | Building | Security |
IED incendiary trap | Ieds | Building | Security |
IED EMP trap | Ieds | Building | Security |
IED deadlife trap | Ieds | Building | Security |
IED tox trap | Ieds | Building | Security |
IED firefoam 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 |
Warhammer | Long blades | Equipment | Weapons |
Spear | Long blades | Equipment | Weapons |
Longsword | 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 helmet | Marine armor | Gear | Armor |
Marine armor | Marine armor | Gear | Armor |
Prestige marine helmet | Marine armor | Gear | Armor |
Prestige marine armor | 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 launcher | Microelectronics | Equipment | Weapons |
EMP grenades | 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 |
Incendiary shell | Mortars | Crafted resources | Mortar shell |
Smoke shell | Mortars | Crafted resources | Mortar shell |
High-explosive 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) |
Corset | Noble apparel | Gear | Clothing |
Beret | Noble apparel | Gear | Clothing |
Formal shirt | Noble apparel | Gear | Clothing |
Ladies hat | Noble apparel | Gear | Clothing |
Formal vest | Noble apparel | Gear | Clothing |
Top hat | Noble apparel | Gear | Clothing |
Hopper | Nutrient paste | Building | Production |
Nutrient paste dispenser | 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 arm | Prosthetics | Medical Items | Body Parts |
Cochlear implant | Prosthetics | Medical Items | Body Parts |
Prosthetic leg | Prosthetics | Medical Items | Body Parts |
Prosthetic heart | 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 rifle | Pulse charged munitions | Equipment | Weapons |
Charge lance | Pulse charged munitions | Equipment | Weapons |
Prestige recon helmet | Recon armor | Gear | Armor |
Recon armor | Recon armor | Gear | Armor |
Prestige recon armor | Recon armor | Gear | Armor |
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 |
Crown | Royal apparel | Gear | Clothing |
Coronet | Royal apparel | Gear | Clothing |
Prestige robe | Royal apparel | Gear | Clothing |
Security door | Security door | Building | Structure |
Serum lab | Serum synthesis | Building | Anomaly (Buildings) |
Voidsight serum | Serum synthesis | Drug | Serum |
Shield belt | Shields | Gear | Utility |
Low-shield pack | Shields | Gear | Utility |
Toughskin gland | Skin hardening | Medical Items | Body Parts |
Armorskin gland | Skin hardening | Medical Items | Body Parts |
Stoneskin gland | Skin hardening | Medical Items | Body Parts |
Sleep suppressor | Sleep suppressor | Building | Anomaly (Buildings) |
Fueled smithy | Smithing | Building | Production |
Gladius | Smithing | Equipment | Weapons |
Axe | Smithing | Equipment | Weapons |
Mace | Smithing | Equipment | Weapons |
Ikwa | Smithing | Equipment | Weapons |
Pila | Smithing | Equipment | Weapons |
Knife | Smithing | Equipment | Weapons |
Breach axe | 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 |
Power claw | Specialized limbs | Medical Items | Body Parts |
Drill arm | Specialized limbs | Medical Items | Body Parts |
Field hand | Specialized limbs | Medical Items | Body Parts |
Subcore softscanner | Standard mechtech | Building | Biotech (Buildings) |
Mechband antenna | Standard mechtech | Building | Biotech (Buildings) |
Large mech recharger | Standard mechtech | Building | Biotech (Buildings) |
Large mech gestator | Standard mechtech | Building | Biotech (Buildings) |
Mechcommander helmet | Standard mechtech | Gear | Armor |
Array headset | Standard mechtech | Gear | Clothing |
Bandwidth pack | Standard mechtech | Gear | Utility |
Pikeman | Standard mechtech | Mechanoid | |
Tunneler | Standard mechtech | Mechanoid | |
Scyther | Standard mechtech | Mechanoid | |
Scorcher | Standard mechtech | Mechanoid | |
Control sublink (standard) | Standard mechtech | Medical Items | Body Parts |
Mech gestation processor | 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 |
Spikecore stone tile | Stonecutting | Floor | |
Stone tile | Stonecutting | Floor | |
Totemic stone tile | Stonecutting | Floor | |
Paved tile | Stonecutting | Floor | |
Concrete | Stonecutting | Floor | |
Morbid stone tile | Stonecutting | Floor | |
Fine 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 |
War urchin | Ultra mechtech | Mechanoid | |
Legionary | Ultra mechtech | Mechanoid | |
Centipede blaster | Ultra mechtech | Mechanoid | |
Centurion | Ultra mechtech | Mechanoid | |
Tesseron | Ultra mechtech | Mechanoid | |
War queen | 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 | |
---|---|---|---|
Serum lab | Building | Anomaly (Buildings) | |
Chemfuel powered generator | Building | Power | |
Fence gate | Building | Structure | |
Grand altar | Building | Ideology (Buildings) | |
Battery | Building | Power | |
... 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! |
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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 |
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Content | Goes |
In | Here |
Hello | World |
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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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