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A list of all pages that have property "Stub Reason" with value "Section:Distress signal". 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

  • 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)
  • Corpse  + (Section:Dessication time)
  • Ship landing beacon  + (Section:Detail - e.g. which quests specifically)
  • Twisted 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)
  • 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)
  • Biomutation lance  + (Section:Detail but also specifically mention if theres an effect from Psychic sensitivity)
  • Revenant spine  + (Section:Detail needed but also specifically how long until reforms into rev?)
  • 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:Are they ever found in [[work site|mining camps]] like the scanners?)
  • Pit gate  + (Some general.but also.infobox)
  • Wind turbine  + (Section:Details on autocutting)
  • Sanguophages  + (Section:More detail on the quests)
  • Stun  + (Section:Do page - Stun can be [[Stun (psycast)]], melee attack stun, [[EMP]] stun.)
  • Blood torch  + (Section:Does it count as a dark torch? Either answer, specifically note below as it is a FAQ)
  • 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.)
  • Gauranlen tree  + (Section:Does the mandatory wait time between prunings apply to multiple trees or just the one)
  • Mental inspiration  + (Section:Does this multiplication occur before or after the effect of traits such as Industrious?)
  • Fleshmass lung  + (Section:Does this prevent [[rot stink]], [[acidic smog]] like the Detoxifier lung?)
  • Gunlink  + (Section:Doesn't actually give analysis re: use proposition - only use if you don't have a helmet is reductive and inaccurate. Consider Hanif's analyis)
  • Skullspike  + (Section:Duration of moodlet? Expansion on terror mechanics / what it actually does.)
  • 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?)
  • Voidsight serum  + (Section:Entirely missing)
  • Orbital mech cluster targeter  + (Section:More detail needed inc. What point value do they use? Are they always the same size or do they scale with [[raid points]]?)
  • Lore  + (General. Also Ideology [[Ruins]], shared info on all game-host rimworlds, generated ideology and quest descriptions, archotech, and the starting scenarios. Also Horax)
  • Social  + (Section:Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]])
  • 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)
  • Slavery  + (Section:Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added)
  • 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)
  • Christmas tree  + (Section:Expand summary. specific mechanics etc. selection mechanics (who can build it - e.g. Christians only?), ritual specifics etc.)
  • Deterioration  + (Full list of deterioration immune items and items that whose market value is not affected.)
  • Wall torch lamp  + (Verify current content and expand)
  • Styling station  + (Section:Explanation of UI, hair styling)
  • 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)
  • Time  + (Section:Exploration of [[Temperature]]/Season link and [[Light]]/Season link)
  • 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 %)