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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
- 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 calculatin … 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.</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)
- Transport pod + (Section:Reports that pods targeted inside rooms ALWAYS land scattered in that room. If true, then should be reflected here, and in the analysis)
- Recreation + (Section:Add required Capacities and chances from JoyGivers.xml)
- Containment + (General, but also interlinking, categories, etc. containment affects study rate?)
- Mech low-shield + (Section:Compare [[low shield pack]] for adequate detail. Radius graphics similar to the low shield pack page would be nice.)
- Infestation + (Section:initial spawn numbers, protection of expansion rate with examples)
- Injury + (Section:Scar information (how the % chance for scar is determined))
- Egg box + (Section:Generally stubby, but also what range will an egg layer walk to lay them in the box?)
- Stellic crown + (Section:Section largely missing)
- Poker table + (Section:See [[Horseshoe pin]] for example- inc. skill and required capacities)
- Jacket + (Section:See [[Robe]] for additional info)
- Focus + (Section:See [[burden]] for similar format and level of detail)
- Mech gestation processor + (Section:See other bionics)
- Psylink neuroformer + (Section:See other bionics)
- Mechlink + (Section:See other bionics)
- IED smoke trap + (Section:Set up basic ideas but can't really think of many other potential strategies for it cause it overlaps so much with Tox traps)
- Tesseron + (Section:Shield interaction with beam graser)