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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
- File:MechanoidProcessorC.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:MechanoidProcessorA.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:MechanoidProcessorB.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:MechanoidRelay Crashed.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:MechanoidRelay.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:MechanoidStabilizer Off south.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:MechanoidStabilizer south.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:GaussCannon north.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:MechPylon.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:MechanoidStabilizer Off north.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:MechanoidStabilizer Off east.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:MechanoidStabilizer north.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- File:MechanoidStabilizer east.png + (Non-DLC, Non-maintenance category. Note [[:Category: Odyssey (Buildings)]] is not correct as thats the architect buildings)
- 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)
- 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)
- Damage per Second + (Section:1 ) Ranged DPS bands 2) melee DPS inc True DPS)
- Noctol + (Section:1) Majority of required detail is in [[Hediffs/Anomaly/Global/Misc/Light exposure]] 2) explain glowing eyes, and use [[:File:Unnatural darkness noctol attack eyes.png]] to demonstrate)
- Hunter drone + (Section:1) <labelOverride>Battery … Section:1) <labelOverride>Battery power</labelOverride></br> <tooltipOverride>Drones have limited battery life. When the battery runs dry, the drone dies.</tooltipOverride></br> 2) Check Tags</br> 3) EMP detail in summary. See a mechanoid page for an example of an appropriate description if mechabics the same, alternatively a turret page if no adaptation, or write new as necessarrnatively a turret page if no adaptation, or write new as necessar)
- 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) When sufficient detail, consider adding Acquisition optimisation to analysis)
- Cerebrex core + (Section:1) Explain what raid point are rel … Section:1) Explain what raid point are relevant e.g. if only raid points on the mech core map </br>2) clarify betwen raid points and combat power where relevant</br>3) Text of messages/prompts when interacting with the core</br>4) Final choice details - options, outcomes Final choice details - options, outcomes)
- Torture crown + (Section:1) Flesh out 2) directly compare Torture crown NH dissipation to other psycaster headgear.)
- Downed + (Section:1) Full list of triggers for DoD a … Section:1) Full list of triggers for DoD are not known - needs someone to either go through the C# or extensive testing, 2) Some sort of display of chance by population intent similar to [https://rimworldwiki.com/index.php?title=Downed&curid=20920&diff=139742&oldid=134660 what was on the page before] but actually correct. 3) Further explanation of population intent. 4) DoD is avoided by bleedingon of population intent. 4) DoD is avoided by bleeding)
- Vent + (Section:1) Gas spread mechanics 2) Hard numbers for temperature transfer in both open and closed states)
- Harpsichord + (Section:1) Has almost no information about unique mechanics 2) Titles information)
- Piano + (Section:1) Has almost no information about unique mechanics 2) Titles information)
- Harp + (Section:1) Has almost no information about unique mechanics 2) Titles information)
- Factions + (Section:1) How does the weighting towards default goodwill work 2) How is goodwill from gifts calculated (via drop pod to faction base, by human to faction base, by human to trader - see FactionGiftUtility)
- Mech high-shield + (Section:General stub - current is just a couple of very rough suggestions)
- Human resources + (Section:1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource)
- Roles + (Section:General, but also "Leader Resentment" thoughts in Thoughts_IdeoRole.xml)
- Consciousness + (Section:1) Painshock threshold missing 2) psychic supressor)
- Environment + (Section:1) Relationship between light % an … Section:1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties[[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties)
- Deathrest capacity serum + (Section:1) See [[skilltrainer]] … Section:1) See [[skilltrainer]] for use instruction example 2) What happens when a pawn uses a serum, loses the deathrest gene, and gets the deathrest gene again? 3) is there a stat that controls building cap? 4) overwriting the deathrest gene, even with a new one xenotype that has it, resets capacity. This is not considered a bug by the Devs. This is not considered a bug by the Devs.)
- Flesh tentacle + (General but also infobox main)
- Psychofluid pump + (Section:1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?)
- Deathrest accelerator + (Section:1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?)
- Hemopump + (Section:1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?)