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A list of all pages that have property "Stub Reason" with value "Section:Disabled in scenario set up?". 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

  • Biomes  + (Section:Characterize all biomes)
  • 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)
  • Firefoam pop pack  + (Section:AI used needs expansion once Summary is complete)
  • Mech low-shield  + (Section:General stub - current is just a couple of very rough suggestions. also specific attention to how to adapt to and use the explosions on the edge - soemtiems you change positions and sometiems it means you use a large AOE to still hit the target.)
  • Morbid slab (broad)  + (General)
  • Smoke shell  + (Section:Comparison to other smoke sources and vs just using a kinetic alternative)
  • Body part weapons  + (General stub)
  • 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)
  • Environment  + (Section:Large enough enclosed spaces seem to blur these boundaries)
  • Deathrest  + (Needs to be turned into something equivlaent to the need pages with similar depth in mechanics, times to thresholds etc)
  • Frenzy inducer  + (Section:Do the math for it being at the woSection:Do the math for it being at the work place and compare given has tonspend time to build up (but will get some effect quickly). also consider placement cost/coverage. "Disproving" placing it in a rec/dining room also has merit (shared space seems like a pro but the time in there is short)like a pro but the time in there is short))
  • Assign  + (Section:Describe the options and how exactSection: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 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 0.25</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)
  • 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 resultsSection: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 happSection: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)
  • Wind turbine  + (Section:Details on autocutting)
  • Activity Suppression Speed  + (Section:Determine effect of Intellectual or Social skills being disabled for a pawn)
  • Sanguophages  + (Section:More detail on the quests)
  • Fleshbeasts  + (Section:Splitting mechanics in detail, other shared mechanics)
  • Stun  + (Section:Do page - Stun can be [[Stun (psycast)]], melee attack stun, [[EMP]] stun.)
  • Frenzy inducer  + (Section:Do the math for it being at the woSection:Do the math for it being at the work place and compare given has tonspend time to build up (but will get some effect quickly). also consider placement cost/coverage. "Disproving" placing it in a rec/dining room also has merit (shared space seems like a pro but the time in there is short)like a pro but the time in there is short))
  • Toughspike  + (Lacking detail)
  • Power  + (Section:Does not cover the mechanics of power sufficiently - how is the order of power loss determined when demand>supply? When do power generators tick? When does battery capacity tick? etc.)
  • Doctoring  + (Section:More complete operations table - rough outline of one available [[User:Harakoni/Sandbox#Operations|here]])
  • Fleshmass lung  + (Section:Full explanation, ensure parity with the other flesh/fleshmass parts, also see other body part pages for)
  • Skullspike  + (Section:Duration of moodlet? Expansion on terror mechanics / what it actually does.)
  • War queen  + (Section:Physical strategies and/or building structures in order to fight.)
  • Centurion  + (Section:General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.)
  • Deathrest accelerator  + (Section:1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?)
  • Orbital mech cluster targeter  + (Section:Essentially missing analysis)
  • Lore  + (Section:Essentially theres lot of lore implications about a war that occured on the rimworld you occupy, between tanks and warwalkers to mechanoid clusters. Collate here)
  • Slavery  + (Section:Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added)
  • Imbue death refusal  + (Section:Exactly which hediffs are removed on resurrection)
  • Hellcat rifle  + (Section:Excellent but could benefit from comparison to using default Incinerator attack (e.g. mixing normal ARs and incins) rather than focus only on comparing the burst)
  • Oxygen pump  + (Section:Expansion - e.g. how many, placement redundancy, power prioritisation and stsbility, duty cycle hacks etc)
  • Deterioration  + (Full list of deterioration immune items and items that whose market value is not affected.)
  • Time  + (Section:Exploration of [[Temperature]]/Season link and [[Light]]/Season link)
  • Styling station  + (Section:Explanation of UI, hair styling - Section:Explanation of UI, hair styling - <abbr title="Stacking 1 times for a maximum of 1"><span style="color:forestgreen; font-weight:bold">+1</span>'"`UNIQ--nowiki-00000005-QINU`"'</abbr> <abbr title="My apparel coloring is properly expressing my beliefs.">''Wearing ideoligion color''</abbr> [[mood]] while wearing [[Ideoligion#Apparel preferences|ideoligious apparel preferences]].<sup>[[File:IdeologyIcon.png|frameless|16px|link=Ideology DLC|Content added by the Ideology DLC]]</sup> <abbr title="Stacking 1 times for a maximum of 1"><span style="color:forestgreen; font-weight:bold">+1</span>'"`UNIQ--nowiki-00000006-QINU`"'</abbr> <abbr title="I just love this color.">''Wearing favorite color''</abbr> [[mood]] while a pawn's favorite color.<sup>[[File:IdeologyIcon.png|frameless|16px|link=Ideology DLC|Content added by the Ideology DLC]]</sup>[[File:IdeologyIcon.png|frameless|16px|link=Ideology DLC|Content added by the Ideology DLC]]</sup>)
  • Autocannon turret  + (Section:Exploiting/avoiding the cover bug in killbox/defense design)
  • Uranium slug turret  + (Section:Exploiting/avoiding the cover bug in killbox/defense design)
  • Psychofluid pump  + (Section:1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?)
  • Psychic Sensitivity  + (Section:Far from complete 2) table should display in %)