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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
- Traders guild + (New feature in recent release)
- Salvagers + (Information about a recently-added hidden faction)
- Deathrest casket + (Section:Missing mechanics)
- Gravship hull + (Section:Missing mechanics, graphical quirks re: diagonal and only being visual)
- Social + (Section:Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]])
- Bionic leg + (Section:Missing prioirities, combat use etc.)
- Tribes + (Section:Missing section)
- Mini-shotgun + (Section:Missing section)
- Ancients + (Section:Missing section)
- Scattergun + (Section:Missing section)
- Ideoligion + (Section:Missing several details inc but not limited to how it spawns on pawns)
- Incense shrine + (Section:Missing summary - Mechanical detail of which rituals use it, how they're used, what mechanically happens etc.)
- Pyre + (Section:Missing summary - Mechanical detail of which rituals use it, how they're used, what mechanically happens etc.)
- Sacrificial flag + (Section:Missing summary - Mechanical detail of which rituals use it, how they're used, what mechanically happens etc.)
- Effigy + (Section:Missing summary - Mechanical detail of which rituals use it, how they're used, what mechanically happens etc.)
- IED deadlife trap + (Section:General,specific strategies with images if necessary, value proposition etc)
- Bonsai pot + (Section:Missing summary detail on effective fertility, how to use, etc.)
- Horseshoes pin + (Section:Missing summary details)
- Hoopstone ring + (Section:Missing summary details)
- Tornado generator + (Section:A lot of information is lacking about damage, damage multipliers, damage radii, effects on roofs, speed of tornado etc. See public class Tornado for details.)
- User:ItsKairoKay/Sandbox + (Section:missing a single moodlet for prisoner enslaved on abhorrent)
- Roles + (Section:General, but also "Leader Resentment" thoughts in Thoughts_IdeoRole.xml)
- Doctoring + (Section:More complete operations table - rough outline of one available [[User:Harakoni/Sandbox#Operations|here]])
- Orbital mech cluster targeter + (Section:More detail needed inc. What point value do they use? Are they always the same size or do they scale with [[raid points]]?)
- Sanguophages + (Section:More detail on the quests)
- Scarlands + (Section:More detail, strategies, and general cleanup needed.)
- 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?)
- Modding Tutorials/Xenotypes + (Section:More details on how pawnkind and ideoligion generation affects xenotype selection. Information on <code>MustBeCapableOfViolence</code> flag on pawn generation request.)
- Caravan hitching spot + (Section:More information of the exact mechanics)
- Orbit + (Nav, cats, cleanup, biome info etc.)
- Orbital bombardment targeter + (Section:More useful than infestatins and m … Section:More useful than infestatins and mech clusters only. Missing general analysis, value proposition by itself and compared to other superweapons, deployment (e.g. wear it all the time, swap it for what, who its worth using on, take it on caravans? etcs worth using on, take it on caravans? etc)
- Orbital power beam targeter + (Section:More useful than infestations. Missing general analysis, value proposition by itself and compared to other superweapons, deployment (e.g. wear it all the time, swap it for what, who its worth using on, take it on caravans? etc)
- Solar generator + (Section:Need analysis of how latitude affects power generation and graph of daily light cycle)
- Paramedic + (Section:What can and can't they be ordered to do while drafted)
- Skills + (Section:Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.)
- Kid helmet + (Section:Need comparisions as [[Ceremonial hood]] … Section:Need comparisions as [[Ceremonial hood]]<sup>[[File:AnomalyIcon.png|frameless|16px|link=Anomaly (DLC)|Content added by the Anomaly DLC]]</sup> and [[vacsuit helmet]]<sup>[[File:OdysseyIcon.png|frameless|16px|link=Odyssey (DLC)|Content added by the Odyssey DLC]]</sup> (Has some analysis on that page) offer significant competition to the kid helmet if other DLC are included.gnificant competition to the kid helmet if other DLC are included.)
- Life support unit + (Section:Need info on power generation)
- Flesh whip + (Section:Needs a proper body part section like other similar pages. Bullet point list is just to ensure info is retained in the meantime.)
- Caravan + (Bedroll mechanics inc. rest efficiency, couples, etc)
- Mortar + (Section:Needs actual tactics (ex. how far do you need to lead a shot to hit a moving enemy))
- 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)
- Milk + (Section:Needs analysis of Nutrition produc … Section:Needs analysis of Nutrition production efficiency as a staple food (i.e. when compared to any other raw food inc. vegetables), and for a meat-equvialent (compare to meat, [[human meat|variant]] [[insect meat|meats]], and eggs) both in terms of Nutrition Out/Nutrition In and in terms of Nutrition Out/Pawn Work inand in terms of Nutrition Out/Pawn Work in)
- Trade Price Improvement + (Section:Needs analysis of exactly what order of operations is used for each additional factor and how the precept affect the TPI exactly)
- Grenadier armor + (Section:Needs analysis of integrated weapon, better armor comparison, and overall value proposition)
- Centurion + (Section:General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.)
- Legionary + (Section:Needs at least comparison to Centu … Section:Needs at least comparison to Centurion for mechanitors choosing a shield mech, but also there's strategies for using the shield, distribution on a firing line, lillboz design, and moee esoteric like square packing legionaries and letting them go wild in a walled tile to make a shield wall etcin a walled tile to make a shield wall etc)
- Events + (Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite)
- Coagulator + (Section:Needs mechanical detail on effect, where its implanted and generally bring it up to standard)
- Remote shielder + (Section:Many check tags)
- Remote repairer + (General. Mechanics. Also specifically does it apply the mechanitor's [[mech repair speed]] and therefore synergise with [[repair probe]]s)