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This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.

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A list of all pages that have property "Description" with value "How long it takes to shoot after choosing a target.". Since there have been only a few results, also nearby values are displayed.

Showing below up to 26 results starting with #1.

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List of results

  • Hidden conduit  + (Hidden electrical cables for moving power around. They're tougher than regular conduits, but also slower to build and more expensive.)
  • Fleshbeasts  + (Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.)
  • Hopper  + (Holds resources for use by machines like nutrient paste dispensers.)
  • Goodwill Impact  + (How casting this ability on someone will impact relations with their [[faction]].)
  • Comfort (Stat)  + (How comfortable an object is to sit or lay on.<br/>Using comfortable objects fulfills a character's [[need]] for [[comfort]].)
  • Flammability  + (How easily an object catches fire and how strongly it burns.)
  • Diplomatic Power  + (How effective the pawn is at diplomacy with other factions.)
  • Medical Potency  + (How effective this is when used to tend woHow effective this is when used to tend wounds and [[disease]]s, or do [[surgery]].<br/>Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.<br/>Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, [[cleanliness]], and luck.[[cleanliness]], and luck.)
  • Negotiation Ability  + (How effective this person is as a negotiator. This affects the speed of [[prisoner]] recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.)
  • Conversion Power  + (How effective this person is at converting others to their own [[ideoligion]]. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses.)
  • Arrest Success Chance  + (How effective this person is in [[arrest]]ing people. This affects chance that this person will be able to arrest someone without resistance.)
  • Recreation Power  + (How effectively this item entertains people and fulfills the [[need]] for [[recreation]].)
  • Baby Play Power  + (How effectively this object can be used to fulfill a [[baby]]'s [[need]] for [[play]].)
  • Beauty (Stat)  + (How enjoyable an object is to look at.<br/>Beautiful objects fulfill characters' [[need]] for [[beauty]].)
  • Outdoor Beauty  + (How enjoyable something is to look at if it's outside.<br/>Beautiful objects fulfill peoples' [[need]] for [[beauty]].)
  • Mech Remote Repair Distance  + (How far away a [[mech]] can be during [[Remote repairer|remote repair]].)
  • Rest Effectiveness  + (How fast people sleeping on this gain [[rest]].)
  • Drug Synthesis Speed  + (How fast this character synthesizes complex chemical [[drugs]].)
  • Hacking Speed  + (How fast this person can hack into computer terminals.)
  • Research Speed  + (How fast this person performs [[research]] and how quickly they can find things using [[Long range mineral scanner|scanning]] [[Ground-penetrating scanner|equipment]].)
  • Mass  + (How heavy an object is to carry in a [[caravan]]How heavy an object is to carry in a [[caravan]] or a [[transport pod]].</br></br>Take note that for stackable items (like resources) mass corresponds to a single item, not the whole stack. Thus a full stack of 75 steel (mass equals 0.5 kg each) actually weights 32.5 kg in total.g each) actually weights 32.5 kg in total.)
  • Hunger  + (How hungry a person is, influences [[saturation]].)
  • Body Size  + (How large the creature is.)
  • Casting Time  + (How long it takes to perform this ability.)
  • Ranged Cooldown  + (How long it takes to recover after firing this weapon.)
  • Aiming Time  + (How long it takes to shoot after choosing a target.)
  • Duration  + (How long the effects of this ability last.)
  • Mech Control Groups  + (How many [[Mechanitor#Mechanoid control|control group]]s this [[mechanitor]] can direct independently. Each control group can be given its own separate orders.)
  • Wastepacks Per Recharge  + (How many [[toxic wastepack]]s this [[mechanoid]] will generate at a [[mech recharger]] when going from 0 to 100% energy. Larger mechanoids will generally create more toxic wastepacks.)
  • Harvest Yield  + (How many products something produces when harvested, like a [[tree]] or [[potato plant]].)
  • Control Taking Time  + (How many seconds it will take for a [[mechanitor]] to take control of this [[mech]].)
  • Max Install Count  + (How many times this can be installed. Each additional installation increases or upgrades the base effect.)
  • Filth Rate  + (How much [[filth]] this creature produces. It's best to keep filth-producing animals outdoors or on [[straw matting]] where their filth won't be a problem.)
  • Neural Heat Gain  + (How much [[neural heat]] will be added as a result of performing this ability.)
  • Psyfocus Cost  + (How much [[psyfocus]] must be spent to perform this [[Psycasts|ability]].)
  • Insulation - Cold (Material Factor)  + (How much an [[apparel]] made of this [[material]] improves a wearer's [[minimum comfortable temperature]] when worn.)
  • Insulation - Heat (Material Factor)  + (How much an [[apparel]] made of this [[material]] improves a wearer's [[maximum comfortable temperature]] when worn.)
  • Cleanliness (Stat)  + (How much an object contributes to an area's [[Rooms#Cleanliness|cleanliness score]].)
  • Mech Bandwidth  + (How much bandwidth a [[mechanitor]]How much bandwidth a [[mechanitor]] has. More bandwidth allows a mechanitor to produce and control more [[mech]]s at the same time.<br/>Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.can eventually become feral if not re-dominated.)
  • Bandwidth Cost  + (How much bandwidth this [[mech]] consumes when under [[mechanitor]] control.)
  • Trap Melee Damage  + (How much damage this [[trap]] does on average per hit. Each trap hits multiple times.<br/>The actual damage in any instance will vary randomly.)
  • Psychic Ritual Quality  + (How much nearby [[buildings]] improve quality of [[psychic rituals]] performed here.)
  • Pain  + (How much pain a person feels.)
  • Insulation - Cold  + (How much this [[apparel]] improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder [[temperature]]s.)
  • Insulation - Heat  + (How much this [[apparel]] improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer [[temperature]]s.)
  • Style Dominance  + (How much this object contributes to overall style dominance in an area.)
  • Nutrition (Stat)  + (How nutritious this food is.)
  • Beauty (Pawn)  + (How physically attractive this person is. This affects social interactions.)
  • Toxic Environment Resistance  + (How resistant this creature is to the effeHow resistant this creature is to the effects of environmental toxins. This protects against [[tox gas]], [[rot stink]], [[toxic fallout]], and [[polluted]] terrain, but not against direct attacks with venom or injected poison. When this value is higher, exposure to pollution produces proportionally less toxic buildup in the body.ortionally less toxic buildup in the body.)
  • Containment Strength  + (How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures.)
  • Filth Multiplier  + (How susceptible this surface is to [[filth]]. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth.)