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A list of all pages that have property "Stub Reason" with value "Section:Numbers for participant/grass retained ratio". 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

  • 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  + (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)
  • 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:Numbers for participant/grass retained ratio)
  • 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)
  • Nerve spiker  + (Details- how long is stun does it provides every time, define living target eyc)
  • Persona weapon  + (Section:Practical comparison with [[Eltex staff]] and general practicality of the rate increase needed.)
  • Atmospheric heater  + (Section:Practicality of making the map a hotbox as a defensive measure)
  • Medicinemaker dryad  + (Section:Production mechanics)
  • Growing zone  + (Section:Proper description of options like cutting and sowing. description of what is cut when (mentions cutting edge trees when trees are selected, but doesn't it cut them when trees are the selected crop))
  • Psychic rituals  + (Section:PsychicRitualRoles.xml defines valid states for targets of rituals)
  • Brazier  + (Section:Psyfocus mechanics)
  • Traits  + (Creepjoiner traits, likely in their own section due to unique mechanics)
  • Plant Harvest Yield  + (Section:Random chance of failure math - is 0.99 a 1% chance of total waste??)
  • Snow  + (Section:Rate of deposition?)
  • Wall  + (Section:door creation gizmo)
  • Titles  + (Section:What happens when you disable Abrasive with the Kind gene on pawns who are only Conceited because of the Abrasive trait)