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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
- 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)
- 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 % 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)
- 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)
- Ritual mask + (Section:Spawn on cultists?)
- 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))
- Slavery + (Section:Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added)
- 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 transmission … Section: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)
- Frenzy inducer + (Section:Decay rate or isntant decline? Specifical rste from c#, other mechanical detail.)
- Assign + (Section:Describe the options and how exact … Section:Describe the options and how exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too? Will pawns drop a simple meal for a newly cooked lavish meal? [[Version/1.3.3200|1.3.3200]] says "Food restrictions are automatically applied to pawns from ideoligions that require a specific food type" - how does this work specificallyod type" - how does this work specifically)
- Nutrient paste dispenser + (Section:Describe what happens when nutriti … Section: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 0.25</br># First hopper contains multiple larger items with insufficient nutrition (e.g. 0.25), second hopper contains item(s) with enough nutrition (e.g. 0.05) to safely consume alongside first hopper without wasting nutrition. Result: First hopper prioritized, larger item consumed, extra nutrition wastedrger item consumed, extra nutrition wasted)
- Ship landing beacon + (Section:Detail - e.g. which quests specifically)
- Warped obelisk + (General page stub.)
- Corrupted obelisk + (Section:Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary)
- Twisted obelisk + (Section:How are the chances of the results … Section:How are the chances of the results distributed for both the targeted option and the random one. e.g. is it equal between the 4/6 options? is getting a lung 2x as likely as a stomach? etc. See [[fleshmass stomach]] further discussion on community discord. Also check tags.ion on community discord. Also check tags.)
- Electric inhibitor + (Section:Detail, Positioning, order of operation for containment etc)
- 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)
- Deep drill + (Section:Details - How often does this happ … Section:Details - How often does this happen, how many insects appear, etc. Initial investigation from CompCreatesInfestations but needs to be tested in game - Can't fire again with 7 days of a deep drill infestation from that drill, or any drill within 10 tiles. No idea about the MTB infestations though No idea about the MTB infestations though)
- Pit gate + (Some general.but also.infobox)