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A list of all pages that have property "Stub Reason" with value "Section:As an ally". 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

  • 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 % 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)
  • 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 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.)
  • Door  + (Section:door gizmo on walls)
  • Fence gate  + (Section:Base door open speed. Note: value in in-game infobox is not absolute door speed but rather its value relative to the base of its model))
  • Couch  + (Verify current content as its from the beta and expand)
  • 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)
  • Ideoligion  + (Section:Better summary with some specifics but leave predominately as link to the main page)
  • Longsword  + (Section:Bioferrite handle attack quirk and it's effect - see [[persona monosword]] as example)
  • Harbinger tree  + (Section:Bioferrite production analysis)
  • Ritual mask  + (Section:Spawn on cultists?)
  • World generation  + (Section:Biotech content)
  • Knee spike  + (Section:Bring Summary up to standard)
  • Temperature  + (Section:Burn/Frostbite chances)
  • Corrosive heart  + (Section:Can ghouls have heart attacks or artery blockages at all (even if they regenerate them)? When installing a corrosive heart, do you get an organic [[heart]] back?)
  • Mechlord helmet  + (Section:Caravans re bandnodes)
  • Corpse  + (Section:Dessication time)
  • Sightstealer  + (Section:Check tags)
  • Frag grenades  + (Section:Cleanup and frag grenades have a lot of utility and specific use cases not properly represented here)
  • Phoenix armor  + (Section:Cleanup and needs better analysis of integrated weapon, armor comparison, and overall value proposition. See how other power armor pages do it.)
  • Mech high-shield  + (Section:Compare [[low shield pack]] for adequate detail. Radius graphics similar to the low shield pack page would be nice.)
  • Mech low-shield  + (Section:Compare [[low shield pack]] for adequate detail. Radius graphics similar to the low shield pack page would be nice.)
  • Genepack  + (Section:General also market value generally and for specific genes with the modifier such as [[Genes#Fire spew|Fire spew]])
  • Fungal gravel  + (Section:Comparison for under mountain general crop growth)
  • Resurrector mech serum  + (Section:What about refrigeration without freezing? Does it slow the counter comparable to rot time?)