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A list of all pages that have property "Stub Reason" with value "Section:Needs details. What's the chance for a fire to occur?". 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

  • 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:Maple653/Sandbox  + (Section:missing a single moodlet for prisoner enslaved on abhorrent)
  • 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)
  • 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)
  • Orbital bombardment targeter  + (Section:More useful than infestatins and mSection: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.)
  • 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))
  • Milk  + (Milk as baby food in summary and analysis)
  • Trade Price Improvement  + (Section:Needs analysis of exactly what ordSection:Needs analysis of exactly what order of operations is used for each additional factor. E.g. does the reader multiply the +18% from the inspiration? Moreover, seems there is now a cap on TPI at 39.5%, rather than TPI having no effect at higher values.han TPI having no effect at higher values.)
  • 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.)
  • Events  + (Section:Needs details. What's the chance for a fire to occur?)
  • Coagulator  + (Section:Needs mechanical detail on effect, where its implanted and generally bring it up to standard)
  • Titles  + (Section:What happens when you disable Abrasive with the Kind gene on pawns who are only Conceited because of the Abrasive trait)
  • Duster  + (Section:Needs proper armor comparisons for high quality textiles)
  • Ideoligion  + (Section:Better summary with some specifics but leave predominately as link to the main page)
  • Psychic rituals  + (Section:PsychicRitualRoles.xml defines valid states for targets of rituals)
  • Vent  + (Section:1) Gas spread mechanics 2) Hard numbers for temperature transfer in both open and closed states)
  • Weapons  + (Section:Lacking detail. How does stagger proc, what are its exact effects and durations, etc)
  • Gastro-analyzer  + (Section:Needs verification with changes but also idnetify cut offs and expand.)
  • Relic  + (Detail on pilgrims, and more in general)
  • 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)
  • Healer mech serum  + (Section:Not a full list of conditions - see FixWorstHealthCondition)
  • Anima tree  + (Section:Meditation is recreation. How much etc)
  • Smokeleaf leaves  + (Section:Only consider analysis of the leaves - e.g. production strategies. Keep analysis of joints, autobongs, and other uses on the respective pages)
  • Prisoner  + (Section:Only some mental breaks are available to prisoners. Which? Expand on how that affects strategy and options)
  • Repair probe  + (Section:Order of operations)
  • Psycasts  + (Section:Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others)
  • Psyfocus  + (Section:Order of operations for calculatinSection:Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others.</br></br> Void psyfocus - see [[Meditation Psyfocus Bonus]] until this page is updated[[Meditation Psyfocus Bonus]] until this page is updated)
  • Ask Tutorial  + (Section:Orphan - Needs links, and (more) to BE linked!)
  • Injury  + (Section:Scar information (how the % chance for scar is determined))
  • Hearing  + (Section:Other mechanical interactions need testing - baby giggling, insults, television, ritual participation (inc [but not only] drum ritual and its recreation effects) 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)
  • Template:Infobox main  + (Section:Parity with available parameters and documentation (List & Table))
  • Template:Infobox main/doc  + (Section:Parity with available parameters and documentation (List & Table))
  • War queen  + (Section:Physical strategies and/or building structures in order to fight.)
  • Toxic wastepack  + (1) 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all 2) Type)