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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
- 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.)
- Vacuum Resistance + (How resistant this creature is to the negative effects of the [[vacuum]] of [[Orbit|space]].)
- 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.)
- Moving + (How well a character can move around. Directly affected by consciousness.)
- Manipulation + (How well a character can physically interact with objects. Directly affected by [[consciousness]] and arms/hands/fingers effectiveness.)
- Sight + (How well a character can see.)
- Hearing + (How well a creature can detect sound waves. It improves social and trade prices.)
- Blood Pumping + (How well a creature can move blood around its body. Affects consciousness and moving.)
- Digestion + (How well a creature's body converts food reserves into energy to sustain life. Digestion influences [[rest rate multiplier]] at 30% weight.)
- Toxic Resistance + (How well this creature resists [[toxic buildup]].)
- Piloting Ability + (How well this person can pilot a vehicle.)
- Love enhancer + (Humans have always tried to use every new … Humans have always tried to use every new technology to enhance sexual satisfaction. Bionics were no exception. This implant makes physical and chemical changes to the body which enhance the experience of lovin' for both partners - both physically and psychologically. The implant unit can adapt to enhance both men and women upon being implanted.e both men and women upon being implanted.)
- Hussars + (Hussars are engineered soldiers. They figh … Hussars are engineered soldiers. They fight aggressively and with precision, heal fast, thrive in extreme temperatures, and freely ingest military drugs. They have a genetic dependence on go-juice, which also makes them less likely to rebel against their commanders.<br/>While hussars' emotions make them dangerous in combat, they can't relate to baseliner humans. They are famous for their blood-red eyes and "hussar stare", a dead expression that unsettles many people. Their lack of expression and burning aggressive nature has led to many violent misunderstandings.<br/>In most societies where they live, hussars are kept separated from the rest of the population. Hussars are single-purpose tools - and they generally aren't bothered by the fact.ools - and they generally aren't bothered by the fact.)
- Vitals monitor + (Increases medical tend quality, surgery su … Increases medical tend quality, surgery success chance, and immunity gain speed when placed directly adjacent to a hospital bed. Only works for hospital beds - normal beds will not benefit. Attaching more than one vitals monitor to the same bed will have no effect.nitor to the same bed will have no effect.)
- Multi-analyzer + (Increases research speed when placed near hi-tech research bench and unlocks new research projects. Each research bench can only use one multi-analyzer.)
- Tool cabinet + (Increases work speed when placed near a workbench. One workbench can use up to two tool cabinets.)
- Chronophagy + (Induce a distant archotech to transfer ent … Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.them to fall into a coma for several days.)
- Berserk (psycast) + (Induce an angry psychosis in the target's mind, causing them to attack anyone nearby.)
- Blinding pulse + (Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point.)
- Mindscrew + (Inflicts continuous pain on the user. Mindscrews are used by some authorities as a long-term punishment. Some even install them voluntarily as a demonstration of ideological or religious devotion.)
- Neural heat dump + (Instantly dump all your neural heat into someone else. As a side-effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted.)
- Waterproof conduit + (Insulated electrical cables for transmitting power under shallow water.)