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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
- 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)
- 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 % 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]] 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?)
- Rooms + (Section:All the testing needed and "?"'s need resolving. Additionalli new polycule mechanics need to be explained)
- Denture + (Section:All values are from before the addition of tongue and the resulting change in body part importance. They therefore need verification)
- Butcher spot + (Section:This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details)
- Armorskin gland + (Section:General, also see also standard of [[Prosthetic leg]] re capacities et al)
- Proximity detector + (Section:Analysis - strategy for overlapping radii to triangulate location, synergy with outer walls and limited entrances, general value proposition etc. Current kinda undersells their utility.)
- Flood light + (Section:General. See [[Standing lamp]] for example. A tiles lit/watt comparison would also be good.)
- Cowboy hat + (Section:Analysis lacking comparison vs helmets and overall value proposition)
- Large altar + (General stub and parity across [[Small altar]], [[Medium altar]], [[Large altar]], [[Grand altar]] and [[Ideogram]])
- Small altar + (General stub and parity across [[Small altar]], [[Medium altar]], [[Large altar]], [[Grand altar]] and [[Ideogram]])
- Grand altar + (General stub and parity across [[Small altar]], [[Medium altar]], [[Large altar]], [[Grand altar]] and [[Ideogram]])
- Medium altar + (General stub and parity across [[Small altar]], [[Medium altar]], [[Large altar]], [[Grand altar]] and [[Ideogram]])
- Fleshmass lung + (Section:Does this prevent [[rot stink]], [[acidic smog]] like the Detoxifier lung?)
- 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)
- Persona plasmasword + (Section:Any useful strats for exploiting the flame damage?)
- Bioferrite generator + (Section:AoE of moodlet, thought template, whether the moodlet persists after leaving the area, does the generator produce light &/or heat? Appears to be affected by EMP?)
- 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)
- Deep drill + (Section:Are they ever found in [[work site|mining camps]] like the scanners?)
- Centipede burner + (Section:As an ally)
- Centipede gunner + (Section:As an enemy. As an ally: Comparisons to lighter mechs, in terms of firepower. General value proposition (when build?).)
- Mortar Miss Radius Multiplier + (Section:As the smallest possible radius is larger than 1 tile, there is likely a limit before 0% that offers the same performance. It should be identified and added.)