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A list of all pages that have property "Stub Reason" with value "Section:Bioferrite production analysis". Since there have been only a few results, also nearby values are displayed.

Showing below up to 25 results starting with #1.

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List of results

  • Mink fur  + (Section:Analysis)
  • Shard shock lance  + (Section:Analysis - needs basic analysis (even if largely copied from [[psychic shock lance]]), general value proposition (e.g. is it worth a shard, worth researching, etc) AND a comparison to base lance)
  • 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]])
  • Life support unit  + (Section:Need info on power generation)
  • Colossus toad  + (Section:Analysis stub)
  • Scimitar cat  + (Section:Analysis stub)
  • Fleshmass lung  + (Section:Full explanation, ensure parity with the other flesh/fleshmass parts, also see other body part pages for)
  • Vacsuit helmet  + (Section:Analytical style. Cleanup and Expansion. Heat armor. kid helmet statistical superiority)
  • 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)
  • 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?)
  • 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:Base door open speed, animals)
  • 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)
  • Longsword  + (Section:Bioferrite handle attack quirk and it's effect - see [[persona monosword]] as example)
 (Section:Bioferrite production analysis)
  • World generation  + (Section:Biotech content)
  • Research  + (Section:Book mechanics)
  • Knee spike  + (Section:Bring Summary up to standard)
  • Temperature  + (Section:Burn/Frostbite chances)
  • Children  + (Section:Worked example)
  • Scaria  + (Section:Can a scaria-berserk human spread scaria? Is scaria infection a distinct disease, meriting its own page? Or redirect here?)
  • 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)
  • 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?)
  • Beam graser  + (Section:MEchanical specifics. Shield interaction. Also, can it damage mechs? Is there a difference between main targets and side targets? (including if mechs as side targets can be hit))
  • Alligator  + (Section:Can they be purchased?)
  • Slavery  + (Section:Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added)
  • Chemfuel  + (Section:Clarify gravship chemfuel tank)
  • 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 low-shield  + (Section:Compare [[low shield pack]] for adequate detail. Radius graphics similar to the low shield pack page would be nice.)
  • Morbid slab (broad)  + (General)
  • 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)
  • Bioferrite plate  + (Section:Comparisons general flooring. depending kn focus and biome more BF can be acquired than steel. cleanliness bonus so 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. Social interactions have a small chance to detect a MH infection - questions to be answered: Chance? Reports of 0.1% but verify. Which interactions can trigger? Is it always honest (no false +ves, do two infected force a false -ve)?, Reports of animal interactions triggering it?</br></br>do interrogator stats affect detection rate, do they affect safe detections vs release triggering detections?</br></br>A non-colony, infected pawn of the map (e.g. released prisoner), triggers metalhorror release. transport pods excluded. your own colonists excluded.ds excluded. your own colonists excluded.)
  • Ceremonial hood  + (Section:Confirm and expand spawning mechanics. See [[Samurai helmet]] for example)
  • Prestige marine helmet  + (Section:Confirm and expand spawning mechanics)
  • Painstopper  + (Section:Deathless and death refusal make it great even for the risk averse)