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A list of all pages that have property "Stub Reason" with value "Section:General and also how the automatic apparel selection works". 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

  • Move Speed  + (Section:How does Age/Childhood<sup>[[File:BiotechIcon.png|frameless|16px|link=Biotech (DLC)|Content added by the Biotech DLC]]Section:How does Age/Childhood<sup>[[File:BiotechIcon.png|frameless|16px|link=Biotech (DLC)|Content added by the Biotech DLC]]</sup> affect stat? [[Glucosoid pump]]. UV sensitivity genes. [[Frenzy inducer]]. Juggernaut serum, ghoul implants, any other anomaly sources. Check order of operations of each BEFORE addingurces. Check order of operations of each BEFORE adding)
  • Work To Make  + (Section:General Version history)
  • Insulation - Heat  + (1) Two-way links)
  • Armor - Heat  + (1) Two-way links)
  • Growth Vat Occupant Speed  + (Section:General Version history)
  • Shield Max Energy  + (1) Corresponding Property 2) Two-way links)
  • Medical Potency  + (Section:General Version history)
  • Ranged Cooldown  + (2) Two-way links)
  • Honor Value  + (1) Two-way links)
  • Armor - Sharp  + (1) Two-way links)
  • Shield Recharge Rate  + (1) Corresponding Property 2) Two-way links)
  • Psychic Sensitivity Offset  + (Order of operations)
  • Insulation - Cold  + (1) Two-way links)
  • Neural Heat Gain  + (Section:General Version history)
  • Neural Heat Limit  + (1) Two-way links 2) Neural Heat Limit Offset 3) Significance of Gear Stat Offset Stat Part 4) Explanation and Factors cleanup)
  • Melee Cooldown (Pawn)  + (1) Corresponding Property 2) Two-way links)
  • Cleanliness (Stat)  + (1) Two-way links)
  • Genepack  + (Section:General also market value generally and for specific genes with the modifier such as [[Genes#Fire spew|Fire spew]])
  • 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)
  • Eltex robe  + (Section:General analysis - e.g. value propositio, worth seeking out, worth not using a duster for, wb prestige armor etc.)
  • Mastodon  + (Section:General analysis stub)
  • Twisted meat  + (Section:General analysis stub - needs value judgement, acquisition strat analysis (fleshmass heart and butchery at least), usage)
  • Gravship hull  + (Section:Missing mechanics, graphical quirks re: diagonal and only being visual)
  • Body part weapons  + (General stub)
  • Apparel  + (Section:General and also how the automatic apparel selection works. most info commented out below)
 (Section:General and also how the automatic apparel selection works)
  • Space  + (Section:General mechanics - are space values instantenous, do they tick up and down gradually, at what rates, ideoligion effects [[Ideoligion#Small spaces]], [[undergrounder]] 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)
  • Shambler  + (Section:General occurrence, when animals vs humans. non raid sources etc)
  • Mech high-shield  + (Section:General stub - current is just a couple of very rough suggestions)
  • Mech low-shield  + (Section:Compare [[low shield pack]] for adequate detail. Radius graphics similar to the low shield pack page would be nice.)
  • Reliquary  + (Section:General stub - how to use, its effects when housing a relic and when not, pilgrims, etc.)
  • Pollution stimulus  + (Section:General stub, also verify as above.)
  • Ideoligion  + (Section:Missing several details inc but not limited to how it spawns on pawns)
  • IED firefoam trap  + (Section:General use, value prop, strats etc.)
  • IED EMP trap  + (Section:General use, value prop, strats, prisoner control with brain implants etc.)
  • Sterilizing stomach  + (Section:General value proposition needed, not just comparisons to other stomachs)
  • Reprocessor stomach  + (Section:General value proposition needed, not just comparisons to other stomachs)
  • Nuclear stomach  + (Section:General value proposition needed, not just comparisons to other stomachs)
  • Scorcher  + (Section:General viability (is it good/bad?) post-bandwidth change. More specific for when it is good)
  • 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)
  • Stoneskin gland  + (Section:General, also see also standard of [[Prosthetic leg]] re capacities et al)
  • Armorskin gland  + (Section:General, also see also standard of [[Prosthetic leg]] re capacities et al)
  • Toughskin gland  + (Section:General, also see also standard of [[Prosthetic leg]] re capacities et al)
  • Burnbong  + (Section:General, also specify whether it can be activated outside of the ritual. Hard numbers on the smokeleaf cloud effects would also be better than approximations)
  • Roles  + (Section:General, but also "Leader Resentment" thoughts in Thoughts_IdeoRole.xml)
  • IED deadlife trap  + (Section:General,specific strategies with images if necessary, value proposition etc)
  • Small chemfuel tank  + (Mechanics including loading (who by, how, limits etc), unlowding, placmeent on ship, lack of plumbing needed etc. Ensure parity with [[large chemfuel tank]])
  • Large chemfuel tank  + (Mechanics including loading (who by, how, limits etc), unlowding, placmeent on ship, lack of plumbing needed etc. Ensure parity with [[Small chemfuel tank]])
  • Neural supercharger  + (Section:Needs an in-depth analysis of the effect of the buffs and their value proposition as a standalone effect, also some analysis on if it's worth non-TH colonies getting them)
  • Pikeman  + (Section:General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.)