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A list of all pages that have property "Stub Reason" with value "Section:Bring Summary up to standard". 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

  • 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  + (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?)
  • 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)
  • Ceremonial hood  + (Section:Confirm and expand spawning mechanics. See [[Samurai helmet]] for example)
  • Prestige marine helmet  + (Section:Confirm and expand spawning mechanics)
  • Focus  + (Section:See [[burden]] for similar format and level of detail)
  • Painstopper  + (Section:Deathless and death refusal make it great even for the risk averse)
  • Frenzy inducer  + (Section:Decay rate or isntant decline? Specifical rste from c#, other mechanical detail.)
  • 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)
  • Nutrient paste dispenser  + (Section:Describe what happens when nutritiSection:Describe what happens when nutrition of individual feedstock item exceeds required nutrition (Note: see below for order of hopper draw when testing):</br># Only 1 item in hopper, but with too much nutrition. Result: Item consumed, extra nutrition wasted</br># First hopper drawn has item with too much nutrition, second hopper drawn has unitized item that can be consumed without wasting nutrition. Does it consume the larger item and waste nutrition or empty 2nd hopper first?</br># First hopper contains item/s with insufficient nutrition (e.g. 0.25 nutrition, second has large item (e.g. 1 nutrition). Does it use the 0.25 and waste even more of the second hopper item than option 1, or does it just take the large item and save the 0.25just take the large item and save the 0.25)
  • Ship landing beacon  + (Section:Detail - e.g. which quests specifically)