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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 27 results starting with #1.

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List of results

  • 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)
  • Doctoring  + (Section:More complete operations table - rough outline of one available [[User:Harakoni/Sandbox#Operations|here]])
  • 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)
  • Ancient bed  + (Section:Is it +4 like a spot, +8 like a normal bed, or something else?)
  • Slab bed  + (Section:Is it +4 like a spot, +8 like a normal bed, or something else?)
  • Slab double bed  + (Section:Is it +4 like a spot, +8 like a normal bed, or something else?)
  • Raider  + (Section:Is there always loot?)
  • Recreation  + (Section:Add required Capacities and chances from JoyGivers.xml)
  • 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)
  • 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)
  • Rooms  + (Section:All the testing needed and "?"'s need resolving. Additionalli new polycule mechanics need to be explained)
  • 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))
  • Noctol  + (Section:Majority of required detail is in [[Hediffs/Anomaly/Global/Misc/Light exposure]])
  • Pain  + (Needs detailed numbers on stat penalties. Psycasting. anomaly sources e.g. flesh body parts etc)
  • 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.)
  • Gene assembler  + (An analysis of factors on recombination time)
  • 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)
  • Venom talon  + (Section:Mechanical details should be moved out of other sections, into these sections, and expanded upon.)