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This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.
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 exact … Section: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)
- 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 % an … Section: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 constructe … Needs 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)