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A list of all pages that have property "Stub Reason" with value "Section:1) Painshock threshold missing 2) psychic supressor". Since there have been only a few results, also nearby values are displayed.

Showing below up to 26 results starting with #1.

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List of results

  • 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)
  • 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 aSection: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)
  • Human resources  + (To quote: "Anomaly has provided so many new employment opportunities for freedom-challenged individuals" - e.g. psychic rituals, ghoulification, shambler traps etc. Inhumanized also offers new ways of making nobody care about offboarding human resources)
  • Roles  + (Section:General, but also "Leader Resentment" thoughts in Thoughts_IdeoRole.xml)
  • Consciousness  + (Section:1) Painshock threshold missing 2) psychic supressor)
  • Rocketswarm launcher  + (Section:1) Purpose of forcedMissEvenDispersal = True 2) Blind smoke?)
  • Environment  + (Section:1) Relationship between light % anSection: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]] 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?)
  • 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?)
  • Glucosoid 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?)
  • Hemogen amplifier  + (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? 3) mention lavk of build limit)
  • Wall lamp  + (Section:1) summary equivalent to [[Standing lamp]]Section:1) summary equivalent to [[Standing lamp]] 2) Explain wall mounting mechanics (what can it mount to - walls/natural stone/ore etc? What happens when the host object is destroyed, What can be placed below it, note its lack of pathcost etc.). Ensure parity with [[Wall lamp]] - templatize if necessary.[[Wall lamp]] - templatize if necessary.)
  • Tornado generator  + (Section:A lot of information is lacking about damage, damage multipliers, damage radii, effects on roofs, speed of tornado etc. See public class Tornado for details.)
  • Firefoam pop pack  + (Section:Size of the explosion, coating, deployment while on fire, NPC/AI use, and generally bring up to the standard of other utility items,)
  • Roles  + (Section:General, but also "Leader Resentment" thoughts in Thoughts_IdeoRole.xml)
  • Filth  + (Section:Account for floor clean time multi)
  • Steel tile  + (Section:Account for new cleaning time factor,sterile vs steel for hospitals and research labs)
  • Genes  + (Section:Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed)
  • Wood  + (Section:Acquisition analysis, see table on [[Trees]] for initial basis, but add [[Woodmaker]])
  • Psytrainer  + (Section:Acquisition stub - what traders, how are the psycasts selected, what factions offer it for quests and trade, etc)
  • Shield core  + (Section:Acquistition strategy, worth of crafting vs just buying/looting packs, value proposition etc)
  • Archotech eye  + (Section:Add actual numbers for the stat increases.)
  • Recreation  + (Section:Add required Capacities and chances from JoyGivers.xml)
  • Phoebe Chillax  + (Section:Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases)
  • Cassandra Classic  + (Section:Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases)
  • Rest  + ([[Circadian assistant]] <sup>[[File:[[Circadian assistant]] <sup>[[File:RoyaltyIcon.png|frameless|16px|link=Royalty DLC| Content added by the Royalty DLC]]</sup>, [[Sleep accelerator]] <sup>[[File:IdeologyIcon.png|frameless|16px|link=Ideology DLC|Content added by the Ideology DLC]]</sup>, [[Genes#Sleep|Sleep gene]] <sup>[[File:BiotechIcon.png|frameless|16px|link=Biotech (DLC)|Content added by the Biotech DLC]]</sup> effects should be reflect in math. List of things that affect the numbers ala Capacities and Stats. Below approximately 2 hours of sleep, pawns dont get the moodlet from their room - unknown if thats per sitting or per day, but it should be considered when compsring no sleep/circ half cyclers vs stacking reductionsbe considered when compsring no sleep/circ half cyclers vs stacking reductions)
  • Raider  + (Section:Is there always loot?)