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- 16:41, 1 October 2024 diff hist +101 Metalhorror →Infection: added double next to beds and replaced "sleeping beds" with double beds, and edited the first line under infection to be more specific, i.e detection through interrogation does not cause them to emerge only surgical inspection or staying undetected for too long.
- 16:04, 28 September 2024 diff hist +6 Animal flap specified tamed, you cannot use this for wild animals current
- 20:21, 27 September 2024 diff hist +151 Doctoring added surgical inspection *which might need a dedicated section or page because even toxic buildup can be detected early though dev mode has a debug tip for when surgical inspections diagnose these* and changed non-tamed to wild under available targets while also mentioning entities
- 05:44, 27 September 2024 diff hist +20 Mood →Extreme measures: also pretty sure cryptosleep just outright pauses everything no? including thought duration, whoever added that seemed unsure judging by the use of "probably" anyway condensed knockout methods and added hemogen and xenogerms for them, for cryptosleep just rewrote the note to be for events, unsure if all anomaly events that cause negative moodlets should be listed though. current
- 16:31, 26 September 2024 diff hist +28 Containment Strength added distinguish page is named too similarly to the one that actually documents what affects the stat
- 00:55, 25 September 2024 diff hist +60 Noctol noctols have two separate toxic resistances 1 for toxic buildup which is 50% and one for toxic environment which is 100% however seems the infobox only accepts one added both in case the template gets fixed, containment strength probably needs to be added as well
- 20:36, 24 September 2024 diff hist +25 m Sightstealer added toxic resistance
- 18:05, 24 September 2024 diff hist +106 Cryptosleep casket →Analysis: changed uses to be "for later" and thumbro to just animals with high wildness since that definition is a lot more broad. mentioned using it to hold entities temporarily
- 15:31, 24 September 2024 diff hist -42 m Downed →Death on down
- 14:42, 24 September 2024 diff hist -16 m Downed
- 14:42, 24 September 2024 diff hist +272 Downed added anomaly entities since its no longer solely enemy mechs who have the death on downed property
- 14:40, 24 September 2024 diff hist -1 m Psychic shock lance →Analysis current
- 06:01, 24 September 2024 (diff | hist) . . +371 . . N Mental breaks on Talk:Unnatural darkness
- 05:57, 24 September 2024 diff hist -4 m Unnatural darkness
- 05:55, 24 September 2024 diff hist +74 Unnatural darkness →Analysis
- 05:42, 24 September 2024 diff hist -55 m Unnatural darkness
- 05:19, 24 September 2024 diff hist +6 Unnatural darkness →Summary: specified human pawn since mechanoids and animals seem unaffected even if friendly
- 04:47, 24 September 2024 diff hist +380 Factions
- 15:11, 23 September 2024 (diff | hist) . . +198 . . Animal Shamblers on Talk:IED deadlife trap (Hide)
- 05:37, 23 September 2024 (diff | hist) . . +857 . . N Animal Shamblers on Talk:IED deadlife trap (Hide)
- 05:15, 23 September 2024 diff hist +14 m IED deadlife trap →Analysis current
- 03:40, 23 September 2024 diff hist +27 m Sanguophages →Choosing a host: added chronophagy as a treatment, really need to start adding that to pages come to think of it.
- 03:35, 23 September 2024 (diff | hist) . . +232 . . Tox Gas usage on Talk:Shambler (Hide)
- 03:30, 23 September 2024 diff hist +566 IED deadlife trap →Analysis: added image and description of the corpse trap design, will admit was gonna explain the emp trap but it was kind of getting too verbose, essentially it was just a attempted band aid fix cause i had a scyther slip out before they reanimated so like a ied emp would stun them or a fence would actually slow them down enough. most humanoids would just end up getting killed by the tox gas maze anyway so mechanoids were the real concern for it
- 03:13, 23 September 2024 diff hist +75 N File:IEDDeadlifeCorpseTrap.png current
- 23:11, 22 September 2024 diff hist +88 Shambler →Summary: tested tox gas and rot stink, its only humanoids that don't have any toxic environment resistance, oddly enough rot stink was completely accounted for but not tox gas so probably a dev oversight
- 23:01, 22 September 2024 diff hist +299 Boomalope →Analysis: added selling them and separated disposal into another dedicated line under safety. will just note the list for animals doesn't consider market value but they are pretty much only surpassed by horses, while sharing their value with a couple animals. judging by division it would be around 13 silver per day with gestation and maturity factored with boomalopes but unsure how accurate that would be. current
- 16:19, 22 September 2024 (diff | hist) . . +582 . . N Tox Gas Synergy on Talk:Autobong (Hide)
- 14:59, 21 September 2024 diff hist +756 Kill satiety added analysis.
- 14:34, 21 September 2024 diff hist +39 Kill satiety you would think a barely used and totally fun gene would account for pacifists but no
- 23:59, 20 September 2024 diff hist +226 Cannibal platter added mess
- 19:10, 20 September 2024 diff hist +52 Psychic emanator →Analysis: added thought template current
- 17:24, 20 September 2024 diff hist +202 Door →Analysis: added anomaly containment cells and specified comms console can be mini-rooms solely if biotech is not being used, since the building becomes more essential and sees alot more frequent use in the dlc
- 15:28, 20 September 2024 diff hist +178 Rooms added anomaly rooms
- 22:30, 19 September 2024 diff hist +352 Psychic emanator →Analysis: added nurseries as a suggestion
- 00:17, 19 September 2024 diff hist -4 Unnatural darkness
- 00:15, 19 September 2024 diff hist -19 Unnatural darkness →Summary: did some small testing on a ongoing and it seems unnatural darkness is ultimately unaffected by traits, genes and ideology, and the mood debuff is on the second phase.
- 20:36, 18 September 2024 diff hist +206 Door added revenant door opening and eh went off a bit on prisoner opening doors since didn't like the "usually" slapped on
- 15:34, 18 September 2024 diff hist +251 Template:Trap Note added the invisible anomalies, a bit unsure if invisibility in general gives immunity or reduces trigger chance. so just added a checktag. also i do think either, also from what i've seen even if a sightstealer is made visible through close proximity and is on going on a trap, it still avoids triggering it.
- 22:43, 17 September 2024 diff hist +141 Sarcophagus →Summary: added unnatural corpses and a check tag since i forgot to look for art piece current
- 22:42, 17 September 2024 diff hist +86 Unnatural corpse →Summary: added burying the corpse
- 04:28, 17 September 2024 diff hist -291 IED tox trap removed verify tag its effective, coolers work as well just being in a cold biome overall
- 04:27, 17 September 2024 diff hist +246 IED tox trap →Analysis: updated example image description, funky image bug is happening again i'
- 04:24, 17 September 2024 diff hist +25 Devourer added toxic resistance really need to update the general page for that stat since alot of entities have it or are immune
- 04:14, 17 September 2024 diff hist 0 File:ToxGasMaze.png Maple653 uploaded a new version of File:ToxGasMaze.png
- 05:22, 15 September 2024 diff hist +756 Rot stink added frozen corpses and organized analysis into a list since its generally just... alot, and made it difficult to follow
- 03:39, 14 September 2024 diff hist +28 Healer mech serum →Summary: me when i waste a healer mech serum on a crumbling mind colonist cause they had cryptosleep sickness and somehow it counted as a tier 2 ailment like i'm not even kidding here why is it like that. current
- 18:45, 13 September 2024 diff hist +1 m IED firefoam trap →Analysis current
- 17:22, 13 September 2024 diff hist +9 m IED firefoam trap →Analysis
- 17:21, 13 September 2024 diff hist +282 IED firefoam trap →Analysis: added invisibility counter niche