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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.
List of results
- Bioferrite plate + (Heavy plate flooring made from smoothed bioferrite. While ugly and slightly flammable, it's quick to clean and increases the strength of nearby holding platforms.)
- 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 quickly a fire will grow as it burns.)
- Diplomatic Power + (How effective the pawn is at diplomacy with other factions.)
- Medical Potency + (How effective this is when used to tend wo … How 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]].)
- 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 [[Ranged weapons|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]].<br/>Greater values allow surviving in colder [[temperature]]s.)
- Insulation - Heat + (How much this [[apparel]] improves a wearer's [[maximum comfortable temperature]].<br/>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 effects of environmental toxins. This protects against [[toxic fallout]] and [[rot stink]] exposure, but not against direct attacks with venom or injected poison.)
- 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 [[Cold Containment Bonus|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.)