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A list of all pages that have property "Stub Reason" with value "Section:Basically missing analysis". 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

  • 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 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.)
  • 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  + (Section:Basically missing analysis)
  • 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?)
  • Smoke shell  + (Section:Comparison to other smoke sources and vs just using a kinetic alternative)
  • Body part weapons  + (General stub)
  • Double bedroll  + (Section:Comparison with other bed options needed)
  • Bioferrite plate  + (Section:Comparisons general flooring. depending kn focus and biome more BF can be acquired than steel. if cleanliness bonus is real, low wealth but flammable and ugly option for labs & hospitals -ugly can be overwhelmed by sculptures)
  • Metalhorror  + (Section:Comprehensive list of transmissionSection:Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics. detection process - gray flesh, does the number to detect scale with researcher stats, what is the cooldown between gray flesh drops, more specific values for randomness on interrogation and undetected emerges, etc, what happens on death, note lack of corpsewhat happens on death, note lack of corpse)