Search by property
Jump to navigation
Jump to search
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
- Glow pod + (Missing a lot of detail - when do they spawn, unser what conditions, do replacements spawn if destroy but hive intact, do they actually spawn from the hive or just as part of the infestation, can they still be moved, if so when, etc.)
- Creepjoiner + (Missing a ton of detail on the various effects. Also i don't think the term is used in game - might be an idea to explain that similar to [[Pawn]])
- Archite capsule + (Missing analysis generally but also specifically when should players prioritize buying capsules over other trade goods? Which colonists should capsules be spent on, and how many?)
- Adrenal heart + (Missing infobox details and almost all information. description is a priority)
- Unobtainable items + (Missing many weapons, including biotech mech weapons, also missing mechanics about dropping and others.)
- Events/Anomaly + (Missing most of the relevant events. Also, check the "default level" part: I believe it to be -1 for '''never interacted''' / '''DLC deactivated''' and 2 for '''ambient horror''')
- Void touched + (Missing some mechanical detail could use formatting/headings/colours/etc)
- Shard insanity lance + (Missing summary (but see below recode) and missing analysis (which needs value proposition and comparison to base lance even if largely copied from [[psychic insanity lance]])
- Gauranlen seed + (Missing summary detail and analysis)
- Basic subcore + (Missing type of item)
- Standard subcore + (Missing type of item, Analysis)
- Fleshmass neural lump + (More detailed summary and analysis, if any is needed)
- Novel + (More robust comparison to non-book joy sources, including ease of acquisition)
- Apparel layers + (Mouth coverage point (e.g. [[face mask]]))
- Drum + (Music recreation details)
- Damage Types + (Need breakdown of remaining damage types)
- Rot stink + (Needs a general gas format standard that can also be used for blind smoke and tox gas - below is a rough suggestion but only a suggestion)
- Entities + (Needs categories non-DLC and non-maintenance category)
- Schematic + (Needs deeper comparison between fresh schematics and other recreation sources)
- Blind smoke + (Needs detail on 1.4 gas mechanics)
- Food + (Needs detail on mechanics e.g. nutrition etc.)
- Pain + (Needs detailed numbers on stat penalties. Psycasting. anomaly sources e.g. flesh body parts etc)
- Stat + (Needs lead in with basic description, summary of mechanics, difference from and relationship to [[Capacities]] etc)
- Mining Speed + (Needs mining specialist and specific eqn that controls final value including order of operation to explain the effect of drill arms and spec)
- Defense tactics + (Section:)
- Ancient bed + (Needs proper analysis of bed options)
- Obelisk + (Needs to be turned into a disambig page - explain roguhly what obelisks are, mention some shared mechancis, and then direct readers to the oagesbfor more info)
- Deathrest + (Needs to be turned into something equivlaent to the need pages with similar depth in mechanics, times to thresholds etc)
- Bill + (Needs to convey detail sufficient for a new players)
- Roof + (Needs to cover both natural and constructe … Needs to cover both natural and constructed roofs, and has information that should be combined from several sources, inc the Orders pages, [[mountain]] etc.Transclude the orders/zones onto the page and discuss them, and expand analysis of things like roof drop traps. Work to make. void metal roofdrop traps. Work to make. void metal roof)
- Firefoam + (New firefoam mechanics in 1.4 - also specifically how Covered in Firefoam hediff works, how its procced (just explosion or what?), whether it lasts longer in foam filth etc.)
- Neural Heat Recovery Rate Offset + (Order of operations)
- Neural Heat Limit Offset + (Order of operations)
- Psychic Sensitivity Offset + (Order of operations)
- Body Parts + (Part efficiency, other body types etc)
- Medicine (disambiguation) + (Possible expansion into a superpage rather than disamiguation? With content lifted from doctoring?)
- Hive + (Previous Version of page said hive will initially generate with up to 200 combat power of insectoids and can have up to 500 points of insectoids at one time alive at one time. Updated number for initial spawn and sustained number needed)
- Construction Speed + (Production specialist order of operation with worked example iedeallwnith produl soec, GWS>1, and sight and manip change)
- Animus stone + (Raider avoidance mechanic - ensure parity with all other similar items)
- Small nature shrine + (Raider avoidance mechanic - ensure parity with all other similar items)
- Large nature shrine + (Raider avoidance mechanic - ensure parity with all other similar items)
- Golden cube + (Requires confirmation on effects, compilation of disposal methods, information on anomaly study, etc.)
- Crib + (Resting stats (comfort/tending/etc).)
- Rituals + (Role change ritual. Also rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page)
- Template:Storage Settings + (Roll out to all relevant pages)
- Defense tactics + (Section:)
- Menus + (Section:Mechanical details. How close to enemies to flee/attack, will they ignore even when engaged in melee, what about if blocking them in etc)
- Damage per Second + (Section:1 ) Ranged DPS bands 2) melee DPS inc True DPS)
- Hemogen + (General)
- IED tox trap + (Section:1) Density affects exposure - what densities? Consider also integrating information into requested image. 2) Verify radius - displayed AoE IS NOT the AoE of the final gas cloud, but also cloud densities may be relevant)
- Bioferrite + (Section:1) Detail needed 2) Anomaly starting scenario 3) When sufficient detail, consider adding Acquisition optimisation to analysis)