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A list of all pages that have property "Stub Reason" with value "Section:How are they selected?". 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

  • 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)
  • Neural supercharger  + (Section:General. Also: What happens if loses power, what options are there for control, who can and will automatically use the supercharger etc)
  • Pikeman  + (Section:General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.)
  • Centurion  + (Section:General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.)
  • Flood light  + (Section:General. See [[Standing lamp]] for example. A tiles lit/watt comparison would also be good.)
  • Rice  + (Section:General. Use actual numbers)
  • Potatoes  + (Section:General. Use actual numbers)
  • Transport pod  + (Section:Reports that pods targeted inside rooms ALWAYS land scattered in that room. If true, then should be reflected here, and in the analysis)
  • Neurocalculator  + (Section:Summary generally. Order of operation to the benefit, stacking, implant location)
  • Ritual spot  + (Section:Missing a lot of mechanical detail)
  • Adrenal heart  + (Missing infobox details and almost all information. description is a priority)
  • Psychic sensitizer  + (Section:Where does it go etc. Bring it up to standard.)
  • Egg box  + (Section:Generally stubby, but also what range will an egg layer walk to lay them in the box?)
  • Mindscrew  + (Section:Gives examples of uses without consideration of whether and/or when they're worth while)
  • Trees  + (Section:Good start but how much work to plant and replant, icons etc)
  • Biosculpter pod  + (Section:Ideology mechanics relating to it?Section:Ideology mechanics relating to it? Does tuning tick down while the pod is minified and/or unpowered? Operating colors? Is cleanliness to speed multiplier linear between (0,100%) and (0.6, 115%) and if so is it linear when dirty? Who can be placed in a pod and how - downed raiders (if so what happens when they come out), prisoners, slaves, do they need to be downed first etc?aves, do they need to be downed first etc?)
  • Animal sleeping box  + (Section:Health regen affects, rest effectiveness and general value proposition both by itself and vs other animal beds needed.)
  • Fueled stove  + (Section:Heat production, fuel consumption rate, analysis)
  • Genes  + (Section:Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed)
  • Insect jelly  + (Section:Hives die without insect tending - info needed on spawn rates of insects and tending requirements to ensure players don't kill insects and have the hives die from lack of tending. Also preventing digging needs discussion)
  • 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)
  • Caravan  + (Bedroll mechanics inc. rest efficiency, couples, etc)
  • Ailments  + ("Forget memory" and "confused wandering" mechanics)
  • Children  + (Section:How do work restrictions affect skill and/or trait selections - [[Version/1.4.3525]] implies that work restrictions do prevent it, because they had to make an exception for temp restrictions.)
  • 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)
  • Party spot  + (Section:How does a party spot get selected - does it take prirority over all social point options, how does it get selected if there are mumtiple spots etc)
  • Genes  + (Section:Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed)
  • Hauling  + (Cover hauling generally - Haul things is a specific order that covers a comparably small part of the mechanic.)
  • Psychic droner  + (Section:How does it stack with other sources of psychic drone?)
  • Deathrest  + (Needs to be turned into something equivlaent to the need pages with similar depth in mechanics, times to thresholds etc)
  • Injury  + (Section:Scar information (how the % chance for scar is determined))
  • Mechband dish  + (information)
  • Mechband antenna  + (Section:How long until the war queen arrives. Activation method etc.)
  • Animals  + (Section:How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with [[body size]])
  • Tox gas  + (Uses, management, strategies, vent use? etc)
  • Reproduction  + (Section:Stillborn thoughts. Use [[Template:Thought]]Section:Stillborn thoughts. Use [[Template:Thought]] with full details. Specify whether normal death thoughts apply or if its custom, if a surrogate pregnancy is stillborn the genemother has a negative moodlet but does the surogate, can a stillbirth be resurrected by a mech serum stillbirth be resurrected by a mech serum)
  • School desk  + (Section:How much skill XP from learning? Can multiple children use the same desk?)
  • Mood  + (Section:How often does mood tick - it can increase at 12/hour but is it once per hour, or does it increase at +2/10mins etc)
  • Traits  + (Creepjoiner traits, likely in their own section due to unique mechanics)
  • Biosculpter pod  + (Section:Ideology mechanics relating to it?Section:Ideology mechanics relating to it? Does tuning tick down while the pod is minified and/or unpowered? Operating colors? Is cleanliness to speed multiplier linear between (0,100%) and (0.6, 115%) and if so is it linear when dirty? Who can be placed in a pod and how - downed raiders (if so what happens when they come out), prisoners, slaves, do they need to be downed first etc?aves, do they need to be downed first etc?)
  • Orbital trade beacon  + (Section:If multiple powered & unroofed beacons are available, how do raids and trade ships pick which to use?)
  • Disruptor flare pack  + (Section:Inadequate analysis given utility of item and strategies it facilitates. Also general value proposition for crafting, use, and EDC)
  • Gibbet cage  + (Section:Inadequate summary and mechanics description)
  • Mechanitor  + (Section:Upon death or exceeding bandwidth, which go wild? Only enough to reduce bandwidth demand to less than current or all? If the former, is which are selected it predictable, and if so, which are selected?)
  • 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)
  • Slab bed  + (Section:Is it +4 like a spot, +8 like a normal bed, or something else?)