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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
- Berserk pulse + (Image wanted: Example of U-bend killbox maze)
- Skipshield + (Stub: General)
- Solar pinhole + (Stub: General)
- Berserk (psycast) + (Stub: General)
- Focus + (Rewrite: Currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion)
- Burden + (Rewrite: Currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion)
- Mass chaos skip + (Stub: General)
- Chaos skip + (Stub: General)
- Manhunter pulse + (Stub: General)
- Farskip + (Stub: General. Range and AOE?)
- Skip + (Rewrite: Currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion)
- Blinding pulse + (Rewrite: Currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion)
- Neural heat dump + (Rewrite: Currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion)
- Word of inspiration + (Rewrite: Currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion)
- Flashstorm (psycast) + (Rewrite: Currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion)
- Word of serenity + (Rewrite: Currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion)
- Revenant invisibility + (Stub: General)
- Development mode + (Image wanted: See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated)
- Revenant vertebrae + (Rewrite: Do a verification pass at page creator's request. Seems mostly on point - more detail on ability in both summary and ability necessary - likely don't need to split it into its own page)
- Weapons + (Section stub: Lacking detail. How does stagger proc, what are its exact effects and durations, etc)
- Extreme Heat Guide + (Rewrite: Fact check and [[Template:Verified|Verification]] for current version needed)
- Elbow blade + (Rewrite: Format standard)
- Bionic tongue + (Section stub: Who can they be bought from and are they ever offered as quest rewards?)
- Totemic stone tile + (Rewrite: Format standard)
- Build roof area + (Rewrite: Format standard)
- Activity Suppression Speed + (Rewrite: Format standard inc. skill tables as theyre more accessible)
- Sandstone blocks + (Rewrite: Format standard- proper intro paragraph, summary/analysis into their own sections. Analysis needs comparison to both other stone and other materials for common use cases)
- Limestone blocks + (Rewrite: Format standard- proper intro paragraph, summary/analysis into their own sections. Analysis needs comparison to both other stone and other materials for common use cases)
- Marble blocks + (Rewrite: Format standard- proper intro paragraph, summary/analysis into their own sections. Analysis needs comparison to both other stone and other materials for common use cases)
- Slate blocks + (Rewrite: Format standard- proper intro paragraph, summary/analysis into their own sections. Analysis needs comparison to both other stone and other materials for common use cases)
- Glow pod + (Rewrite: Format standardisation, [[fleshbulb]] is a decent precedent)
- Stonecutter's table + (Rewrite: Format standardization - Summary/Analysis split, and possible expansion of Summary with bill details/work/etc)
- Growing zone + (Rewrite: Format standardization - complete separation of Summary and Analysis, cleanup, and stub - growing zone options and their gizmo images, mechanics inc. harvesting/cutting/crop swapping/etc, harvest yield factors (difficulty, skill, RNG, etc))
- Prestige cataphract armor + (Rewrite: Format standardization - summary/analysis split)
- Prestige recon armor + (Rewrite: Format standardization - summary/analysis split)
- Eltex vest + (Rewrite: Format standardization - summary/analysis split)
- Prestige recon helmet + (Rewrite: Format standardization - summary/analysis split)
- Prestige marine armor + (Rewrite: Format standardization - summary/analysis split)
- Eltex robe + (Rewrite: Format standardization - summary/analysis split)
- Eltex shirt + (Rewrite: Format standardization - summary/analysis split)
- Prestige marine helmet + (Rewrite: Format standardization - summary/analysis split)
- Prestige cataphract helmet + (Rewrite: Format standardization - summary/analysis split)
- Eltex skullcap + (Rewrite: Format standardization - summary/analysis split)
- Deep Drilling Speed + (Recode: Custom version of [[Template:Stat Factors Table]] showing the time to extract (14,000 [[Time|ticks]] (<abbr title="real-time at 1x speed">3.89 mins</abbr>)/Deep Drilling Speed) at each point.)
- Harbinger tree + (Image wanted: Add pictures of trees in their various stages of growth, trees consuming corpses, etc. Maybe an image of the UI element for creating a corpse stockpile.)
- Containment + (Rewrite: Formatting and sections)
- Beauty + (Section stub: Mechanics of indoor/outdoor beauty divides - what is classified as as indoors? Not a room, not a roofed room, etc?)
- Traits + (Section stub: Pyromaniac "beautiful fire" … Section stub: Pyromaniac "beautiful fire" mechanical details. Once found and collated, templatize a summary of the effect and add it [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])[[Fungus darktorch]]))
- Modding Tutorials/Sounds + (Rewrite: Heavily outdated)
- Steel/Calculations + (Rewrite: It would be very useful to have t … Rewrite: It would be very useful to have the reasonable optimum steel returns per tick as well as the average ones so we can see what is best in late game colonies. Not theoretical optimums but reasonable ones for example, is deep drilling with a Intellectual 20 scanner and Mining 20, Dual Drill Arms miner better than a 2-archotech-armed smelter, not a Manipulation 355% smelter with every possible bonusion 355% smelter with every possible bonus)
- Defense structures + (Image wanted: Most images are from Beta 18, where deadfall/spike traps could be placed adjacent to each other.)