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A list of all pages that have property "Stub Reason" with value "Section:Is it +4 like a spot, +8 like a normal bed, or something else?". 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

  • 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:Verification via C#, [[Preach health]], [[Healing enhancer]], with full math equation showing how the factors stack (both the different stats, which are likely multiplicative with each other, and the individual changes to those stats.)
  • Mechband dish  + (information)
  • Mechband antenna  + (Section:How long until the war queen arrives. Activation method etc.)
  • 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)
  • Kneel pillow  + (Section:Ideoligion requirement/mechanics)
  • Kneel sheet  + (Section:Ideoligion requirement/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?)
  • Cyclops  + (Section:Inadequate)
  • Silver  + (Section:General - acquisition, what to prioritise, comparison to other mats)
  • Scenario system  + (Section:Inadequate detail on what options are and mean)
  • Damage Types  + (Need breakdown of remaining damage types)
  • Gibbet cage  + (Section:Inadequate summary and mechanics description)
  • IED incendiary trap  + (Section:Inadequate. at the very least needs a reference to self startkmg burnbox builds)
  • Mechanitor  + (Section:Initiating time modified by anything? What happens if the mechanitor dies mid cycle?)
  • Psilocap  + (General, also specifically stack limit)
  • Wooden hand  + (Section:Installation details)
  • 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)
 (Section:Is it +4 like a spot, +8 like a normal bed, or something else?)
  • Raider  + (Section:Is there always loot?)
  • Development mode  + (Section:Kill and destroy are not the same - destroy does not leave building destroy loot, kill does. given error, other differences between kill, destroy and discard likely. testing meeded)
  • Children  + (Section:Worked example)
  • Starjack  + (Section:Lacking analysis on low gravity gene)
  • Weapons  + (Section:Lacking detail. How does stagger proc, what are its exact effects and durations, etc)
  • Cooler  + (Section:Lacking mechanical detail on coolìng inc. rates)
  • 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)
  • Trade  + (Section:Largely empty, consider expanding into full Analysis section)
  • Ideogram  + (General stub and parity across [[Small altar]], [[Medium altar]], [[Large altar]], [[Grand altar]] and [[Ideogram]])
  • Electric inhibitor  + (Section:Detail, Positioning, order of operation for containment etc)
  • Psilocap  + (General, also specifically stack limit)
  • Undercave  + (Section:Likely missing entries in each subcategory and missing subcategoires entirely)
  • Roof  + (Needs to cover both natural and constructeNeeds to cover both natural and constructed roofs, and has information that should be combined from several sources, inc the Orders pages, [[mountain]] etc.Transclude the orders/zones onto the page and discuss them, and expand analysis of things like roof drop traps. Work to make. void metal roofdrop traps. Work to make. void metal roof)
  • Sentry drone  + (Section:Links and additional detail like EMP. Adapt [[Template: Mechanoid Summary]] for basis)
  • Fire  + (Mechanics and numbers (heat production / fire spread / etc.). See also [[Damage Types#Flame|Flame Damage]])
  • Fleshmass stomach  + (General but also infobox)
  • 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))
  • Remote shielder  + (Section:Many check tags)
  • Pain  + (Section:Many other hediffs cause pain or change pain factors. Also injury mechanics. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.)
  • Health  + (Section:Many other hediffs cause pain or change pain factors. Also injury mechanics. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.)
  • Damage Types  + (Need breakdown of remaining damage types)
  • Mental break  + (Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function)
  • Sightstealer arrival  + (This page is included in the [[RimWorld_Wiki:To-do#Large projects|Raids project]] - a standardized format is needed for these pages, and is in development. See that page for details)
  • Ghoul resurrection serum  + (Section:Mechanical detail, how to use etc.)
  • Mind-numb serum  + (Section:Mechanical detail, inc overrideMoodBase)