User:Arcangelus

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Test Pages[edit]

Modules in use[edit]

Testing the Module[edit]

Otra tabla[edit]

Skylantern festival extra reward chance is in RitualOutcomeEffectWorker_Skylantern. It can only happen on a positive outcome, and there is a 20% chance it doesn't if (!outcome.Positive || !Rand.Chance(0.2f)) {return; } . The reward varies between 200-500 silver. It triggers as an incident of 160 points, always 3 pawns of the ideoreligion of the ritual. I don't follow how the items are chosen.

Dance Party extra reward chance is in RitualOutcomeEffectWorker_DanceParty. It can only happen on a positive outcome, and there is a 10% chance it doesn't if (!outcome.Positive || !Rand.Chance(0.1f)) { return; } ).

The blinding ritual extra reward chance is in RitualOutcomeEffectWorker_Blinding. It requires RoyaltyContent added by the Royalty DLC and can only happen on a positive outcome. Then, it required the best outcome possible for the ritual OR a 50% chance. if (ModsConfig.RoyaltyActive && outcome.Positive && (outcome.BestPositiveOutcome(jobRitual) || Rand.Chance(0.5f))) There's also something regarding how the ability is chosen, but all I get is that the PSyLink Level will increse and an ability has to be possible to grant for that to happen.

Extra reward chance in RitualOutcomeEffectWorker_Duel It requires a positive outcome. No other requirement seems needed. The best possible result gives 5000 XP to melee to the duelists, 2000 XP to melee to everyone, and fills 50% of the joy/recreation bar. Other (valid) results halve that. There is no mention to mood increases (beyond the ritual quality itself).

See Template:Ritual table later, for future improvemennts

Otros[edit]

Archotech arm, Archotech leg, Archotech eye were introduced at 170% efficiency and later nerfed to 150%. Not sure when, but on one of the 1.0 versions. It is hard to track the exact date. By 11 NOV 2019 it was old news. I'm fairly certain it was after July 16th 2018, but finding the exact date is hard.

Pruning Speed

Property test: {{#set:Resource 6 Amount = {{{resource 6 amount|}}} }}

  • Result: As the variable "resource 6 amount" is undefined (empty), the property is not set. This means that exceptions for inexistent variables are not truly required and can be omitted.

In use[edit]

 Stub Reason
Ailments"Forget memory" and "confused wandering" mechanics
Section:How do the stages progress/occur and what chances and factors affects them?
Section:Missing details, sources, mechanics etc. Are there any other causes in humans?
Section:Unknown whether should remain on Psycasts, whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places
Section:what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc
Section:What is the effect of Toxic Environment Resistance vs Toxic Resistance, tox rain
Tox gasUses, management, strategies, vent use? etc
Section:How much is created by each option and for multishot, at what rate, does 1 wastepack being destroyed generate as much gas as a full stack of 5? wb 1 stack of 5 vs 5 stacks of 1?
0) Cleanup - Analyis is Summary and vice versa 1) Needs a general gas format standard that can also be used for blind smoke and tox gas - below is a rough suggestion but only a suggestion 2) Toxic Environment Resistance prevents toxic build up from this gas. Does it also affect the stat from exposure? 3) Toxic lung genes interaction with this 4) How does the tox gas exposure tick up over time? How does it relate to gas density? etc?
Boomshroom1) <neverBlightable>true</neverBlightable> <pollution>Any</pollution> <diesToLight>true</diesToLight> 2) This page is included in the Plants project - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details
Toxic wastepack1) 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all 2) Type
Psyfocus Cost1) Better table formatting 2) Version history 3) Two-way links 4) StatWorker
Duration1) Better table formatting 2) Version history 3) Two-way links
Casting Time1) Better table formatting 2) Version history 3) Two-way links
Mech Remote Shield Energy1) Convert shield energy to a relevant unit of damage capacity / hp
Terror (Source)1) Corresponding Property 2) Two-way links 3) replicate part of info on terror sculpture
Shooting Accuracy (Turrets)1) Corresponding Property 2) Two-way links
Section:General
Research Speed Factor1) Corresponding Property 2) Two-way links
Section:General
Birth Quality Offset1) Corresponding Property 2) Two-way links
Section:General
Shield Max Energy1) Corresponding Property 2) Two-way links
Section:General Version history
Baby Play Power1) Corresponding Property 2) Two-way links
Section:General
Shield Recharge Rate1) Corresponding Property 2) Two-way links
Section:General Version history
Control Taking Time1) Corresponding Property 2) Two-way links
Meditation Plant Growth Offset1) Corresponding Property 2) Two-way links
Section:General
Immunity Gain Speed Factor1) Corresponding Property 2) Two-way links
Section:General
Trap Melee Damage1) Corresponding Property 2) Two-way links
Section:General
Medical Tend Quality Offset1) Corresponding Property 2) Two-way links
Section:General
Melee Cooldown (Pawn)1) Corresponding Property 2) Two-way links
Section:General Version history
Construction Speed (Material Factor)1) Corresponding Property 2) Two-way links
Section:General
Biosculpter Pod Speed Factor1) Corresponding Property 2) Two-way links
Section:General
Outdoor Beauty1) Corresponding Property Property: Beauty Outdoors Base 2) Two-way links
Bandwidth Cost1) Do StatDefs inherit attributes? (i.e. MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly" from MechStatBase)
Slave Suppression Fall Rate1) Finish explaining factors / offsets 2) inadequate description of actual mechanical effect.
Ancient terminal1) General & Specific mechanics 2) This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details
Shard1) General 2) Categories
Section:Prioritize best uses of the shard in early, mid and late game. Describe easiest forms of acquisition (metal horror farm?). Recommendations for keeping at least X many on standby for dealing with threats that require them (cube, obelisks)
Powerfocus chip1) General stub - missing details in every section, including infobox (e.g. type?) 2) Study time/xp/other details 3) Confirm that feral queens (player created ones gone uncontrolled) don't drop chips.
Nano structuring chip1) General stub - missing details in every section, including infobox 2) Study time/xp/other details
Auto mortar1) General, analysis specifically. Strategy, threat etc. Targeting behavior for summary would also be useful
2) Moved from Royalty->Core, but where does it spawn? Does it only spawn if Royalty or Odyssey are enabled?
Psychic SensitivitySection:Far from complete 2) table should display in %
1) Ghoul, bioferrite items, psy steal ritual, voidsight serum etc 2) effective maximum 3) Full list of thing affevted by psychic sensitivty in its own section e.g. Disruptor flares, psycasts split duration and effect magnitude, etc
Fishing Speed1) How it translates to actual fish 2) Interlinking
Fishing Yield1) How it translates to actual fish 2) Interlinking
Piloting Ability1) How it translates to grav ship outcomes 2) passenger shuttle? 3) Interlinking
Ancient enemy terminal1) How much hacking is required. 2) What kind of enemies are summoned
Ancient mining charge1) Infobox incomplete - not just the vars that are there, but others that sre relevant will need to be added 2) Mechanical details for summary and analysis 3) This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details
Ancient explosives crate1) Infobox incomplete - not just the vars that are there, but others that sre relevant will need to be added 2) Mechanical details for summary and analysis 3) This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details
Gravship shield generator1) Infobox incomplete 2) Summary not yet up to standard - see mech high shield and mech low shield for examples 3) Activation mechanics 4) Specify if HP damage, EMP, and running out of time all trigger full cooldown time 5) Analysis not up to spec. 6) Non DLC, non maintenance Categories
Food Poison Chance (Food Stat)1) Integrate with relevant pages 2) Two-way links 3) Version history
Containment Strength1) Only lists offsets not all factors and has no mechanical detail. 2) integrate with Containment and Cold containment bonus 3) StatWorker_ContainmentStrength
Reading Speed1) Order of operations 2) Doesn't adequately describe what this stat affects 3) Integration - this page needs to be linked to by all the other pages that should mention it
Injury Healing Factor1) Order of operations 2) Version history 3) Two-way links
Energy Usage Multiplier1) Possibly obsolete
Section:General
Max Power Output1) StatWorker 2) Two-way links 3) Version history 4) explain wind turbine exception to description
Body Size1) Stats 2) Children#Stats - not just what is there, but how it applies in the order of operations.
Armor - Blunt1) Two-way links
Section:General Version history
Insulation - Heat1) Two-way links
Section:General Version history
Mech Remote Repair Distance1) Two-way links
Accuracy Factor (Long)1) Two-way links
Section:General
Armor - Heat1) Two-way links
Section:General Version history
Accuracy Factor (Close)1) Two-way links
Section:General
Insulation - Heat (Material Factor)1) Two-way links
Section:General
Melee Cooldown1) Two-way links
Genetic Complexity Increase1) Two-way links
Section:General
Accuracy Factor (Short)1) Two-way links
Section:General
Mech Control Groups1) Two-way links
Honor Value1) Two-way links
Section:General Version history
Shooting Accuracy Indoors Lit1) Two-way links
Armor - Heat (Material Factor)1) Two-way links
Section:General
Melee Dodge Chance Indoors Lit1) Two-way links
Animals Learning Factor1) Two-way links
Armor - Sharp1) Two-way links
Section:General Version history
Armor - Material Effect Multiplier1) Two-way links
Section:General
Armor - Sharp (Material Factor)1) Two-way links
Section:General
Shooting Accuracy Multiplier (Child)1) Two-way links
Section:General
Melee Hit Chance Indoors Dark1) Two-way links
Insulation - Heat - Material Effect Multiplier1) Two-way links
Section:General
Melee Dodge Chance Outdoors Night1) Two-way links
Blunt Damage1) Two-way links
Insulation - Cold1) Two-way links
Section:General Version history
Reading Bonus1) Two-way links
Accuracy Factor (Medium)1) Two-way links
Section:General
Insulation - Cold - Material Effect Multiplier1) Two-way links
Section:General
Goodwill Impact1) Two-way links
Section:General
Armor - Blunt (Material Factor)1) Two-way links
Section:General
Pack Radius1) Two-way links
Section:General
Ranged Damage Multiplier1) Two-way links
Section:General
Melee Damage Multiplier1) Two-way links
Section:General
Neural Heat Gain (Factor)1) Two-way links
Section:General
Insulation - Cold (Material Factor)1) Two-way links
Section:General
Melee Door Damage Factor1) Two-way links
Caravan Riding Speed1) Two-way links
Psylink Level1) Two-way links
Shooting Accuracy Indoors Dark1) Two-way links
Shooting Accuracy Outdoors Dark1) Two-way links
Melee Dodge Chance Outdoors Day1) Two-way links
Melee Hit Chance Indoors Lit1) Two-way links
Melee Hit Chance Outdoors Lit1) Two-way links
Cleanliness (Stat)1) Two-way links
Section:General Version history
Melee Dodge Chance Indoors Dark1) Two-way links
Shooting Accuracy Outdoors Lit1) Two-way links
Melee Hit Chance Outdoors Dark1) Two-way links
Cleaning Time Multiplier1) Two-way links
Mech Work Speed Offset1) Two-way links 2) Account for cerebrex node
Repair Energy Cost1) Two-way links 2) Corresponding Property 3) Do StatDefs inherit attributes? (i.e. MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly" from MechStatBase)
Section:Mechanoid Health Scales and body / body part hp: how does 100 damage repaired translate to various body parts of different mechs?
Wastepacks Per Recharge1) Two-way links 2) Do StatDefs inherit attributes? (i.e. MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly" from MechStatBase)
Slave Suppression Offset1) Two-way links 2) Explain mechanics because the name and the description from the game are terrible at explaining
Neural Heat Recovery Rate1) Two-way links 2) Factor in additional offsets 3) Bioferrite and Neural Heat Recovery Rate Offset
Neural Heat Limit1) Two-way links 2) Neural Heat Limit Offset 3) Significance of Gear Stat Offset Stat Part 4) Explanation and Factors cleanup
Section:General Version history
Pawn Trap Spring Chance1) Two-way links 2) Relationship to Trap Spring Chance
Section:General
Max Nutrition1) Two-way links 2) Verify pawn max nutrition in-game
Accuracy (Close)1) Two-way links 2) Version history
Accuracy (Medium)1) Two-way links 2) Version history
Accuracy (Long)1) Two-way links 2) Version history
Beauty (Stat)1) Two-way links 2) Version history
Accuracy (Short)1) Two-way links 2) Version history
Equip Delay1) Two-way links 2) Version history
Meditation Psyfocus Gain1) Two-way links 2) Version history says added by DLC, no royaltybanner, is it defined in core? Did it swap over at some point? should the banner be added? 3) worked examples showing math
Style Dominance1) Two-way links 2) mechanical detail
Sharp Damage1) Two-way links 2) worked example
Signal chip1) Type (and Type 2) - see in game 2) Study time/xp/other details 3) Confirm that feral diaboli (player created ones gone uncontrolled) don't drop chips
Nutrition (Stat)1) Version history 2) Two-way links
Bed Hunger Rate Multiplier1) Version history 2) Two-way links
Bond Chance Factor1) Version history 2) Two-way links
Effect Radius1) Version history 2) Two-way links
Recreation Power1) Version history 2) Two-way links
Range (Ability)1) Version history 2) Two-way links
Comfort (Stat)1) Version history 2) Two-way links
Drug Sell Price Improvement1) Version history 2) Two-way links 3) Integrate with Trade / Market Value/Trade Price Improvement
Drug Crop Harvest Yield1) Version history 2) Two-way links 3) Integration with Plant Harvest Yield
Filth Multiplier1) Version history 2) Two-way links 3) Integrate with Property:Filth Multiplier
Work To Build1) Version history 2) Two-way links 3) They have different material multipliers that should be explained
Recreation Fall Rate1) Version history 2) Two-way links 3) mechanical detail and/or integration with and to Recreation, recreation time till table with Neurosis Pulse with the new times would be useful on this page, recreation page, and psy ritual page
Lifespan Factor1) Version history says added by dlc but no banner. is it defined in core, was it added by the core update or the DLC, did it switch at some point 2) mechanical detail and two way links e.g. on ailments
EMP Resistance1) Version says added by DLC, but not tagged as biotech, was it actually added as part of the free update to Core released alongside biotech, is it biotech, or did it migrate from biotech to core? 2) Add example of the math - i assume its EMP duration * (1-EMP resist) but clarity would be good
Mental breakConfirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function
Section:Mechanic details + numbers.
1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are "aggressive" or "violent" and thus affected by Dead calm/Hyper-aggressive/Aggressive - information should be linked to or replicated on Genes 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.
Meditation Psyfocus Bonus1) double check details of each building (inheritance etc.)
Melee DPS1) this page is dangerous as is because it is very likely to confuse people about actual melee DPS vs the stat of the same name. this needs to be explictly and loudly spelled out here (i.e. more than just Template: About and the practical differences explained, to the point where we might consider.moving this page to Melee DPS (stat) and leaving a description here 2) Thorough explanation of StatWorker_MeleeDPS and all of its contributing factors towards the calculated melee DPS
Psychoid plant1.4 nerf to fertility sense makes hydro psychoid much less viable but makes gravel psychoid much more viable. Work to product ratio is the same, so this can be a buff on some maps and a nerf on hydro reliant maps
Ranged Cooldown2) Two-way links
Section:General Version history
Modding Tutorials/ExposeDataA link to an external resource is not worth a page and ideallywe shouldn't rely on an insecure external resource instead a similar resource should be created here. DO NOT DIRECTLY DUPLICATE THE EXTERNAL SOURCE WITHOUT THE AUTHORS PERMISSION
Animal Gather YieldAccount for Ideoligion#Ranching precept inc effect but also order of operations
Plant Work SpeedAccount for Ideoligion#Ranching precept inc effect but also order of operations
Waterproof conduitAcquisition and summary need work to explain differences and mechanics.
Glitterworld medicineActual analysis of effects needed inc. on tend speed/quality noted in in-game info
Section:Tend speed
Hunting StealthActual mechanical detail on revenge chances
TrainingAdd Childcare to social training
WorkAdd Childcare work in the right place. Where is mech gestation in Work#Smith's priority list.
IdeoligionSection:Missing several details inc but not limited to how it spawns on pawns
Section:General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size
Section:Needs proper write up. Test if specific to Sanguophage or the implanter gene. Also Template: Thought
Add Nomadic and space habitat precept. Shipborn meme requirements/associated not implemented. traders guild
Insect meatAdd consideration of how Ideoligion affects consumption of meat, insect meat, and human meat together and separately
MeatAdd consideration of how Ideoligion affects consumption of meat, insect meat, and human meat together and separately. List of factors for how yield is affected (see Butcher spot). Also general - for that see Insect meat
Melee Dodge ChanceAdd effect of Combat in darkness preceptContent added by the Ideology DLC (if it applies to the stat/pawn directly and isn't applied elsewhere)
NoctolithAdd more data
DeathAll moodlets regarding death. List of deaths possibly incomplete. General info/analysis
Section:Genes#Resurrect
Gene assemblerAn analysis of factors on recombination time
TuqueAnalysis lacking effects of losing Social Impact, comparison vs helmets and Royalty Hats, and overall value proposition. Please ensure parity with Flophat
Archean treeAnalysis required. Infobox stats: passability, pathcost, blocks wind, and if applicsble light stats - if no light, mention on page because it looks glowy
Shield beltAnalysis section needs rewrite for content/meaningful strategies
Alpha thrumboAnalysis, extend summary
Fine floorAnalysis. See existing pages for existing analysis work
Polux treeArtificial building mechanics, analysis
Centipede blasterAs an enemy. Tactics to fight (if any), threat level compared to burners/gunners/other mechs.
ApocritonSection:canUseAoeToGetTargets in def?
At what (gear / colonist count / mech count) level would a player be prepared to fight an apocriton?
Home areaAutomatic rebuild, ideally with icon.
Learning Rate FactorBare bones, needs contributing factors
Sleep Fall RateBase rate of sleep fall and some basic examples
CaravanBedroll mechanics inc. rest efficiency, couples, etc
Section:How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc
Section:Needs actual equation defining visibility based on total body size
Section:This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: never sleep is also faster when they wouldn't have to travel the whole night to get home - either because they started not first thing in the morning or the travel time is >18hrs by riding but not 24 hrs by riding and not 24hrs by foot
LoSBetter characterization of LoS blockers needed.
Twisted archotech supportBetter infobox data
SerumsBetter introduction to the benefits and consequences of Serum use
Rest EffectivenessBettet explanation of mechanics and then explictly link to rest page as a more indepth explanation
Error creating thumbnail: File with dimensions greater than 12.5 MP
Categories, explanation, licese (if it was generated by the game, use tbe game license) etc
QuoteboxCategorisation - While currently unused, could potentially be useful.
Pocket mapCategory, a more technical and accurate description
Void sculptureSection:Value proposition, when to build etc
Category/ies
Version/1.5.4062Check unstables between unstable release when the document is from) and actual release- consider adding
Charge blaster turretCleanup Summary, make it clear it is not implemented as a normal weapon, and missing analysis
ThrumbomaneCompare Thrumbofur#Analysis
BrazierSection:Psyfocus mechanics
Compared to other psyfoci need but see Main TODO list for the Large Project
Gray boxCompile possible contents and elaborate on chances, add analysis
UndercaveSection:Likely missing entries in each subcategory and missing subcategoires entirely
Compile rewards odds, compilation of unique structures and other defining features of the caves, differences in biomes if applicable, enemy types, etc.
Musical instrumentConcert mechanics, mechanical detail on mood from listening
Floor etchingConfirm spawning conventions, odds of direction chance, link to the random flavor text, etc.
ControlsConsole controls and steam deck. Use Template:Console and Content exclusively from the PC Edition and Content exclusively from the Console Edition as necessary
Cut contentContent, promised kickstarter stuff, wiki interlinking to and from this page.
Security crateContents and chances.
QuestsCould still be missing a few quests. Biotech quests possibly incomplete.
Section:Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)
Section:Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.
Section:Update with other Anomaly quests.
Section:
HaulingCover hauling generally - Haul things is a specific order that covers a comparably small part of the mechanic.
Section:How does it choose what to haul and where, mechanics of stack merging, priority when 2 pawns try to haul, how often do animals decide to haul, what haul tasks animals can do vs humans, comparison and analysis of the Carrier and its apparent increased haul frequency
Section:needs a comparison of dryads, mechanoids, and whatever the best hauling animals per biome are
IED deadlife trapSection:General,specific strategies with images if necessary, value proposition etc
Section:Missing summary besides the basic IED information template. Note the displayed AoE IS NOT the AoE of the final gas cloud, but also cloud densities may be relevant
Description also check rest ofninfobox main
Toxic Environment ResistanceDescriptions with and without Biotech
RelicDetail on pilgrims, and more in general
Section:General
Section:Needs: Acquisitions strategies, type and selection analysis/strategies, analysis/strategies for getting relics from multiple ideos, value balance of using relic weapons vs enshrining them.
Section:What happens when a consumable relic is used? Unique wapons
Tox grenadesDetails on tox gas. Analysis of general use / tactics, outside of comparison to launcher. Also infobox is still missing entries.
Toxbomb launcherDetails on toxic creation. Analysis for general use and usage notes, outside of comparisons to grenades
Nerve spikerDetails- how long is stun does it provides every time, define living target eyc
Section:Potential for melee blocking, maximum Stun uptime % etc, pairing with aiming time and cooldown factors can you stunlock?
LabyrinthDetermine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.
Psychic Ritual Quality OffsetDisambiguation for the "Psychic Ritual Quality" and "Psychic Ritual Quality Offset" stats, all factors that influence quality within psychic rituals, and the resulting outcomes of psychic rituals based on quality. two way links vitally needed
Metal hellDistinguish the pocket map from the biome of the same name
SpelopedeDo spelopedes (after hive destroyed) still attack colonists like megaspiders do? Add to analysis
Infant illnessDoes severity phase still change inside a cryptosleep casket?
Inferno cannonDouble check explosion through walls behavior - 1.1.0 patch seems to reference fixing bug of similar type
Foraged Food AmountEffect of biome bonus - what are the nutrition multipliers from each biome?
Study EfficiencyEffective Maximum, relationship with Entity Study Rate
Social ImpactEffects on Title speech needed
FertilityEither better explain mechanics or make explicit link to sectionbon othwr page that explains it.
OreExpand into super page and integrate into ore pages
Monolith fragmentFact checking and precise stats / details
Rest Rate MultiplierFactor order of operations
Proximity activatorFormat standard and detail on mechanics
Mech drop beaconFormat standard and expansion
Woodmaker dryadFormat standard and expansions
Invisibility (disambiguation)Formatting, shared mechanics if templatized (see psycast) etc
DeteriorationFull list of deterioration immune items and items that whose market value is not affected.
Section:Expansion needed
Void nodeGeneral
Ornate doorGeneral
Jade (ore)General
Toxic spewerGeneral
RescueGeneral
Gold oreGeneral
Rustic rug (broad)General
Section:Missing analysis
Immature dryadGeneral
Rough stoneGeneral
GasGeneral
Rough-hewn stoneGeneral
Section:Version history
Lichen-covered soilGeneral
Revenant invisibilityGeneral
SoilGeneral
Mechanoid slag chunkGeneral
Morbid slab (broad)General
Section:Compare wealth management
Crashed mechanitor shipGeneral
Morbid slab (medium)General
Section:Missing analysis
Spikecore floor-star (broad)General
Section:missing analysis
Fleshmass heartGeneral
Section:What happens if you wall it in? Clarify what is meant by "accumulates biomass". Describe creation rate and behaviour of roaming fleshbeasts. Can grow through doors, chunks, spots, power conduit, can't grow through walls, fences, barricades, or graves could use some subheadings
Totemic slab (medium)General
Rustic rug (medium)General
Section:Missing analysis
Smashed stumpGeneral
Haul thingsGeneral
Silver oreGeneral
Compacted steelGeneral
Death pallGeneral
HemogenGeneral
Section:1) Bloodfeeding a) from colonists/slaves b) from prisoners (when they do it etc) 2) Hemogen packs 3) Hemogen gain multiplier 4) Human meat
Work siteGeneral
Uranium oreGeneral
Compacted plasteelGeneral
Sanguophages (Faction)General
BeggarsGeneral
PilgrimsGeneral
Compacted machineryGeneral
Outlander refugee groupGeneral
Climate adjusterGeneral
Gravlite panelGeneral
Stasis cocoonGeneral
TigerGeneral
Skip abductionGeneral - Missing real summary and analysis. Also needs participant kinds and numbers
General
Sealed crateGeneral - Maps where each variant appears
Ancient safeGeneral - Maps where it can appear. Analysis
Void provocationGeneral - Missing real summary and analysis. Also needs participant kinds and numbers
Draw animalsGeneral - Missing real summary and analysis. Also needs participant kinds and numbers
Draw shamblersGeneral - Missing real summary and analysis. Also needs participant kinds and numbers
Section:General
PsychophagyGeneral - Missing real summary and analysis. Also needs participant kinds and numbers
Draw fleshbeastsGeneral - Missing real summary and analysis. Also needs participant kinds and numbers
Provoke pit gateGeneral - Missing real summary and analysis. Also needs participant kinds and numbers
PhilophagyGeneral - Missing real summary and analysis. Also needs participant kinds and numbers
Pleasure pulseGeneral - Missing real summary and analysis. Also needs participant kinds and numbers
Neurosis pulseGeneral - Missing real summary and analysis. Also needs participant kinds and numbers
Blood rain (ritual)General - Missing real summary and analysis. Also needs participant kinds and numbers
BrainwipeGeneral - Missing real summary and analysis. Also needs participant kinds and numbers
ChronophagyGeneral - Missing real summary. Also needs participant kinds and numbers
Serum labGeneral - Summary inadequate and analysis lacks any actual analysis - e.g. value proposition, when to prioritize over other options etc. Also note electricity research disparity
Manhunter pulseGeneral - Summary missing and analysis is currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
Mass chaos skipGeneral - Summary missing and analysis is currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
InvisibilityGeneral - Summary missing and analysis is currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
SkipshieldSection:The summary below contains information that is necessary to be included but isn't itself a summary. See low shield pack and mech low shield for similar pages
General - Summary missing and analysis is currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
Mechanoid transponderGeneral - details and verification needed, specifics of how hostile mechs are generated is needed
Holding spotGeneral - essentially blank page
Mech pylonGeneral - filling the infobox inc glow, categories - Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
Berserk pulseGeneral - insufficient mechanical detail, and analysis is currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion
Ideoligion Spread ChanceGeneral - mechanics, modifiers, how it actually affects conversion rates etc.
Archean seedGeneral - mostly copied from polux seed. Details on what types of terrain can't be terraformed
Section:Missing analysis
Mechanoid processorGeneral also categories. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
Anticraft beamGeneral also categories. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
Gauss cannonGeneral also categories. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
Holding platformGeneral also formatting and format standsrd
SiteGeneral also interlinking
Auto-mortarGeneral and infobox - high level of detail unnecessary, see other unobtainable weapon pages
PewGeneral but also Acquisition and how it interacts with Ideoligions
Fleshmass stomachGeneral but also infobox
Section:Full explanation, ensure parity with the other flesh/fleshmass parts, also see other body part pages for
Section:Lots to compare to, see other stomach pages but wb sterilizer stomach specifically/especially?
Flesh tentacleGeneral but also infobox main
Section:1) Verify operation details 2) Verify and add detail on fleshbeast creation 3) Ensure parity with the other flesh/fleshmass parts, also see other body part pages for
Blood rainGeneral but also is MDF a mult or an offset? Add to the stat page. Also severity gain and loss rate and time until table (see need pages for example), interlinking make Raids project into.major threat project and include? Occurrence/Summary/Analysis/Versionhistory subheadings
Large thrusterSection:What blocks the thruster is currently unclear - substructure and coolers and walls do, some other buildings and trees don't. May be impassible buildings and substructure?
General but also make sure this page and small thruster are improved to similar standards
Small thrusterGeneral but also make sure this page and large thruster are improved to similar standards
Section:What blocks the thruster is currently unclear - substructure and coolers and walls do, some other buildings and trees don't. May be impassible buildings and substructure?
Small bookcaseGeneral but also parity eith bookcase
Section:Missing all mechanics - research bonus etc
Section:Missing Analysis
BookcaseGeneral but also parity eith small bookcase
Section:Missing all mechanics - research bonus etc
Section:Missing Analysis
Nerve bundleGeneral but also specifically Determine spawn rate
Sea turtleGeneral but also specifically habitates
FingerspikeGeneral but also specifically mechanical summary
TrispikeGeneral but also specifically mechanical summary and missing analysis
BulbfreakGeneral but also specifically the mechanical summary
ToxalopeGeneral information, also combat power specifically
Archonexus coreGeneral page stub
Archotech towerGeneral page stub
Warped obeliskGeneral page stub.
Section:Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three obelisk page - consider templatization if necessary
Wasp droneGeneral plus also Template: Pawn Attack Table if appropriate
Body part weaponsGeneral stub
Section:General analysis, current analysis waffles on. Also melee dodge chance reduction is equivalent to losing ~1.5 levels of melee skill
Section:Comparison to the combat and non-combat uses of the bionic and archotech arms
Remove roof areaGeneral stub
IdeogramGeneral stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram
Section:Largely missing analysis
Large altarGeneral stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram
Section:Analysis missing - general analysis needed for in game and lure game - when to build, worth it, material selection, comparison other altar and alternatives etc.
Small altarGeneral stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram
Section:Analysis missing - general analysis needed for in game and pre game - when to build, worth it, material selection, comparison other altar and alternatives etc.
Grand altarGeneral stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram
Section:Analysis missing - general analysis needed for in game and pre game - when to build, worth it, material selection, comparison other altar and alternatives etc.
Medium altarGeneral stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram
Section:Analysis missing - general analysis needed for in game and pre game - when to build, worth it, material selection, comparison other altar and alternatives etc.
HopsGeneral stub, but also has nutrition of 0.05, but who is it edible by? Animals only? Starving Humans?
Hellsphere cannonGeneral stub, for summary see thump cannon for some insp
Gaumaker podGeneral stub, missing mechanical detail etc.
LecternGeneral stub, no summary of mechanics, no analysis, intro text needs work.
FibercornGeneral, also Tinctoria has the same min light requirement but will rot before fulling growing in soil because of the reduced growth rate from low light. Does Fibercorn?
Section:better analysis and detail, including breakdown of each biome
Ruins (Abandoned Colony)General, also categories and interlinking. Alternatively, consider '"`UNIQ--nowiki-00000000-QINU`"'Merge'"`UNIQ--nowiki-00000001-QINU`"'
Tox shellGeneral, also fill out infobox weapon details
Section:General - jotted down some basic thoughts, but needs more
Section:tox gas emission time
Bog houndGeneral, also filth rate and habitats
Bliss lobotomyGeneral, also format standard, categories, and wiki interlinking to page. dead calm. slavery effect
FloorsGeneral, also non-edifice floor coverings
SpacedroneGeneral, also seems to conflate Crashed mechanitor ship
Vacstone blocksGeneral, also specifically analysis and integration on other pages (e.g. other block types reference 5 stone types). parity with other stone block pages
Waste ratGeneral, also specifically combat power
PsilocapGeneral, also specifically stack limit
Section:Inspiration/catatonia mechanics are not currently implemented, but have been added to the unstable. To be added once moved to stable
Section:LetterInspirationBeginPsilocap, mentalbreakreason_psilocap
MapGeneral, also what does lack of quality and effect
HuntGeneral, also what is thenrange calculation for nearby animals turning manhunter, both the target and similar amimals nearby
GravcoreGeneral, but also infobox may not be complete
ContainmentSection:Requires the exact impact of these factors, in terms of specific numbers
General, but also interlinking, categories, etc.
EquipmentGeneral, but also maybe turned into a redirect?
Hidden conduitGeneral, infobox, also claims of invincibility seem exagerated in practice
Section:Unique mechanics
Smooth stoneGeneral, it shouldn't all be under summary, and there should be a more explicit explanation of its odd place between terrain and floor where it has aspects of both.
Toy boxGeneral, missing analysis and mechanics etc
Baby decorationGeneral, missing mechanical detail and analysis
Tactical turretGeneral, see other turret pages and turret pack
Count-down activatorGeneral, split into Occurrence, Summary, Analysis etc.
Fishing zoneGeneral, unique weapons can be fished
Chopped stumpGeneral.
LoreSection:Essentially theres lot of lore implications about a war that occured on the rimworld you occupy, between tanks and warwalkers to mechanoid clusters. Collate here
Section:General, also harbinger tree desc
General. Also Ideology Ruins, shared info on all game-host rimworlds, generated ideology and quest descriptions, archotech, and the starting scenarios. Also Horax. Known timeline. Boomshrooms->Boomaniamls also odyssey generally, military info on power armor and xenotypes, datacards on tvs
Mech rechargerGeneral. Also ensure parity with Large mech recharger
Large mech rechargerGeneral. Also ensure parity with Mech recharger
Monument markerGeneral. Aquisition and Summary
Unnatural corpseGeneral. Clean-up links and add specific values for things, such as time to awakening. could use more subheadings
Remote repairerGeneral. Mechanics. Also specifically does it apply the mechanitor's mech repair speed and therefore synergise with repair probes
Section:Needs more detail
GorehulkGeneral. also fleshbeast sets precedent for ranged clmbat in infobox and it seems useful
Meditation spotGeneral/Format standard.
Ancient comms consoleHas mechanics, needs expansion
Mech Repair SpeedHow does this interact with remote repairer - add detail to this page, that page, and repair probe with two-way links
Major archotech structureHow fast is studying?
Section:The Archotech Emanation also degrades and eventually kills nearby plants. Details needed
Cannibal platterHow much hunger does the platter fill. Are they found in cannibal pirate bases
EventsIdeology events. Recover lost content from major rewrite OR revert to prior to rewrite
Section:Needs details. What's the chance for a fire to occur?
Section:Od page has volcanic ash, but not included here. Verify list complete
Flesh sackIn-game loot verification, plus any missing infobox data. non maintenance category, reports of one always containing a shard, do enemies react to its destruction (note specifically which regardless of if answer is yes or not)
Gaumaker dryadInadequate description of mechannics and analysis, assumes baseline knowledge that new player would not have
Indoors (need)Incomplete(?) list of ideoligious effects
Section:Strategies, importance etx
Life support unitSection:Need info on power generation
Infobox, general
Section:Analysis stub
Void metal wallInfobox, other possible appearances, and whether to use 'voidmetal' or 'void metal'
SalvagersInformation about a recently-added hidden faction
Section:Missing faction base section
Turret packIntegration with tactical turret, effect of solar flares, stun damage, EMP, emi dynamos on the turret, both if they happen after deploying and before. Nudity mood interactions (infobox too) - test in-game before adding. analysis needs value proposition etc. Do smart raiders avoid deployed tactical turrets like they do normal turrets?
Wastepack infestationInterlink, orphan page etc
TrapInterlinking, analysis. Hunter and wasp traps
Cube sculptureIntro, analysis, additional infobox stats (e.g. minifiable)
Sentience catalystIntro, categories, cleanup, mechanical detail - including roaming and pen behaviour
Sleep furnitureIts half complete?
Section:general
Faction baseLack of content, mechanics, and detail. Also lacks integration with rest of the wiki
ToughspikeLacking detail
Section:General - but also specifically damage and ranged attack
Section:Does it split from anything and even if it doesn't, not it as an exception
ClaimLacking mechanical detail
Dryad cocoonLacks all detail. Two way links
Hermetic crateLoot pool at regular ancient complexes. See discussion
BirdMany birds added by odyssey - when generalizations can be confirmed (e.g. they all provide birdskin), add to page
NudityMay eventually need to supercede Template:Apparel Nudity Note
Hemogen Gain MultiplierMechanical detail
Minimum Containment StrengthMechanical detail - what is the effect of being under the min strength, is it binary or some curve of effectiveness, is it < or is <=? StatWorker_MinimumContainmentStrength
Terror sculptureMechanical detail needs verification and expansion - Terror mechanics are poorly documented and terror, terror sculpture, gibbet cage, and skullspike all need detail. Analysis lacklustre and should go into depth about why apparel >> sculptures. Ensure page is in format that allows for parity with other terror sources so it can be copied over
Gibbet cageSection:Inadequate summary and mechanics description
Mechanical detail needs verification and expansion - Terror mechanics are poorly documented and terror, terror sculpture, gibbet cage, and skullspike all need detail. Analysis lacklustre and should go into depth about why slave apparel >> terror. Ensure page is in format that allows for parity with other terror sources so it can be copied over
SkullspikeSection:Duration of moodlet? Expansion on terror mechanics / what it actually does.
Mechanical detail needs verification and expansion - Terror mechanics are poorly documented and terror, terror sculpture, gibbet cage, and skullspike all need detail. Analysis lacklustre and should go into depth about why slave apparel >> terror. Ensure page is in format that allows for parity with other terror sources so it can be copied over
Animal Products Price ImprovementMechanical detail, order of operations, integration with market value and TPI here and in those pages
PollutionMechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis
Section:numbers and world tile and map tile effects, missing plants that can occur
Mechanoid clusterMechanics and Analysis
FireMechanics and numbers (heat production / fire spread / etc.). See also Flame Damage
Section:List likely incomplete
Section:Specific triggers, chances, durations etc.
OvumMinimum medical skill + success chance for ovum extraction
Glow podMissing a lot of detail - when do they spawn, unser what conditions, do replacements spawn if destroy but hive intact, do they actually spawn from the hive or just as part of the infestation, can they still be moved, if so when, etc.
Unobtainable itemsMissing many weapons, including biotech mech weapons, also missing mechanics about dropping and others.
Gravship substructureMissing mechanical detail and analysis. also Something needs to be done to make the deconstructed resource yield appear in the infobox
Events/AnomalyMissing most of the relevant events. Also, check the "default level" part: I believe it to be -1 for never interacted / DLC deactivated and 2 for ambient horror
EnvironmentSection: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 Lighting:Darkness preferred on mentioned stat and mood penalties
Section:Large enough enclosed spaces seem to blur these boundaries
Section:Specific numbers on heat needed
Section:General also two way links
Missing new Odyssey terrain and weather mechanics
Section:Exact details of how large fires on the map cause rain needed. Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including Snow being merged into here. Odyssey DLC weathers need notes as they have additioonal effects, e.g. torrential rain causing flooding.
Section:Anomaly terrains - Flesh and Gray surface, odyssey terrains
Void touchedMissing some mechanical detail could use formatting/headings/colours/etc, two way links, etc
Gauranlen seedMissing summary detail and analysis
Fleshmass neural lumpMore detailed summary and analysis, if any is needed
Mechanoid ship chunkMore information required on spawning
NovelMore robust comparison to non-book joy sources, including ease of acquisition
Sealed containerMostly copied from Hermetic crate for now. Missing picture. Contents and chances. There are two variants with different loot
Apparel layersMouth coverage point (e.g. face mask)
Mech nodeMoved from Royalty->Core, but where does it spawn? Does it only spawn if Royalty or Odyssey are enabled?
Mini-slugger turretSection:Spawning mechanics, combat power, terrain affordance etc.
Section:Smoke tactics
Moved from Royalty->Core, but where does it spawn? Does it only spawn if Royalty or Odyssey are enabled?
Auto inferno turretSection:Spawning mechanics, combat power, terrain affordance etc.
Section:smoke tactics, breach axes, the directional nature of its range radius allows for safe sniper rifle, also see mini-slugger turret for example re: frag grenade explosions to prevent secondaries e.g. for protecting UPCs
Moved from Royalty->Core, but where does it spawn? Does it only spawn if Royalty or Odyssey are enabled?
Auto charge turretSection:Spawning mechanics, combat power, terrain affordance etc.
Section:smoke tactics, breach axes, the directional nature of its range radius allows for safe sniper rifle, also see mini-slugger turret for example re: frag grenade explosions to prevent secondaries e.g. for protecting UPCs
Moved from Royalty->Core, but where does it spawn? Does it only spawn if Royalty or Odyssey are enabled?
OrbitNav, cats, cleanup, biome info etc.
Damage TypesNeed breakdown of remaining damage types
Section:General
Section:Inadequate mechanical detail
Section:Mech boss EMP resistance, unique weapons with EMP sources
Rot stinkNeeds a general gas format standard that can also be used for blind smoke and tox gas - below is a rough suggestion but only a suggestion
Section:what causes it and how much e.g. does 1 rice create as much as 1 thrumbo corpse
Section:When does each thought activate? Convert thoughts to Template: Thought. Gas mechanics re gas density and severity gain and also re current severity and mtb to get lung rot - a graph of severity to mtb would be ideal
Section:risks, management, strategies uses etc
SchematicNeeds deeper comparison between fresh schematics and other recreation sources
Blind smokeNeeds detail on 1.4 gas mechanics
FoodNeeds detail on mechanics e.g. nutrition etc.
PainSection: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.
Needs detailed numbers on stat penalties. Psycasting. anomaly sources e.g. flesh body parts etc. neural heat buff
StatNeeds lead in with basic description, summary of mechanics, difference from and relationship to Capacities etc
Mining SpeedNeeds mining specialist and specific eqn that controls final value including order of operation to explain the effect of drill arms and spec
Harbinger treeNeeds more detail on what causes new trees to spawn; there seems to be a link to current monolith level, rather than being entirely random
Defense tacticsNeeds new Mechanoid types and Mechanoid cluster events from Biotech and Royalty
DeathrestNeeds to be turned into something equivlaent to the need pages with similar depth in mechanics, times to thresholds etc
Section:How fast does deathrest need increase? Deathrest moodlets
BillNeeds to convey detail sufficient for a new players
RoofNeeds 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 roof
Section:Likely not a complete list of effects. Also a list of buildings affected would be nice
Section:Further optimization of roof drop traps
GeneticsNeeds to have all genes added. Maybe sort by exclusion tags?
Global Work SpeedNeurosis pulse
Traders guildNew feature in recent release
Section:Missing faction base section
GravshipNew feature in recent release. General but also fuel usage
FirefoamNew firefoam mechanics in 1.4 - also specifically how Covered in Firefoam hediff works, how its procced (just explosion or what?), whether it lasts longer in foam filth etc.
AnticraftBeam east.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
AnticraftBeam west.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
AnticraftBeam south.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
GaussCannon east.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
AnticraftBeam north.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
GaussCannon south.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
GaussCannon west.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechanoidProcessorC.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechanoidProcessorA.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechanoidProcessorB.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechanoidRelay Crashed.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechanoidRelay.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechanoidStabilizer Off south.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechanoidStabilizer south.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
GaussCannon north.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechPylon.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechanoidStabilizer Off north.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechanoidStabilizer Off east.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechanoidStabilizer north.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
MechanoidStabilizer east.pngNon-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings
Neural Heat Recovery Rate OffsetOrder of operations
Neural Heat Limit OffsetOrder of operations
Psychic Sensitivity OffsetOrder of operations
Section:General Version history
Body PartsPart efficiency, other body types etc
Medicine (disambiguation)Possible expansion into a superpage rather than disamiguation? With content lifted from doctoring?
HivePrevious Version of page said hive will initially generate with up to 200 combat power of insectoids and can have up to 500 points of insectoids at one time alive at one time. Updated number for initial spawn and sustained number needed
Animus stoneRaider avoidance mechanic - ensure parity with all other similar items
Small nature shrineRaider avoidance mechanic - ensure parity with all other similar items
Section:Better comparison of nature options, and when to use this if ever. Some mention of other focus also valuable
Large nature shrineRaider avoidance mechanic - ensure parity with all other similar items
Section:Better comparison of nature options, and when to use this if ever. Some mention of other focus also valuable
Golden cubeRequires confirmation on effects, compilation of disposal methods, information on anomaly study, etc.
CribResting stats (comfort/tending/etc).
RitualsRole change ritual. Also rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page
Section:General mechanics.
Section:Details
Section:Can be done on prisoners? dev points?
Storage SettingsRoll out to all relevant pages
MenusSection:
EndingsSection:
Damage per SecondSection:1 ) Ranged DPS bands 2) melee DPS inc True DPS
NoctolSection:1) Majority of required detail is in Hediffs/Anomaly/Global/Misc/Light exposure 2) explain glowing eyes, and use File:Unnatural darkness noctol attack eyes.png to demonstrate
Hunter droneSection:1) <labelOverride>Battery power</labelOverride>
       <tooltipOverride>Drones have limited battery life. When the battery runs dry, the drone dies.</tooltipOverride>
2) Check Tags
IED tox trapSection:1) Density affects exposure - what densities? Consider also integrating information into requested image. 2) Verify radius - displayed AoE IS NOT the AoE of the final gas cloud, but also cloud densities may be relevant
BioferriteSection:1) Detail needed 2) When sufficient detail, consider adding Acquisition optimisation to analysis
Torture crownSection:1) Flesh out 2) directly compare Torture crown NH dissipation to other psycaster headgear.
DownedSection:1) Full list of triggers for DoD are not known - needs someone to either go through the C# or extensive testing, 2) Some sort of display of chance by population intent similar to what was on the page before but actually correct. 3) Further explanation of population intent. 4) DoD is avoided by bleeding
details on downed raiders, how long until a pawn starts crawling after being downed.
VentSection:1) Gas spread mechanics 2) Hard numbers for temperature transfer in both open and closed states
Section:Needs thermal transfer rate analysis vs walls, double walls, closed doors and open doors
HarpsichordSection:1) Has almost no information about unique mechanics 2) Titles information
Section:Missing analysis
PianoSection:1) Has almost no information about unique mechanics 2) Titles information
Section:Missing analysis
HarpSection:1) Has almost no information about unique mechanics 2) Titles information
FactionsSection:1) How does the weighting towards default goodwill work 2) How is goodwill from gifts calculated (via drop pod to faction base, by human to faction base, by human to trader - see FactionGiftUtility
Mech high-shieldSection:General stub - current is just a couple of very rough suggestions
Section:1) If its between the mortar and the mortar's target, but the target is not under the shield, will it intercept the shells? i.e. does it have a fire "shadow" like low shields have for weapons fire? 2) Drop pods? mention specifically even if no.
Human resourcesSection:1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource
RolesSection:General, but also "Leader Resentment" thoughts in Thoughts_IdeoRole.xml
Section:1) Needs mechanical detail beyond just what the stats are and the tables cover. Inc but not limited to: Minimum age or lack thereof 2) Ability details
Section:More ability details
ConsciousnessSection:1) Painshock threshold missing 2) psychic supressor
Deathrest capacity serumSection:1) See skilltrainer for use instruction example 2) What happens when a pawn uses a serum, loses the deathrest gene, and gets the deathrest gene again? 3) is there a stat that controls building cap? 4) overwriting the deathrest gene, even with a new one xenotype that has it, resets capacity. This is not considered a bug by the Devs.
Psychofluid pumpSection:1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?
Section:Expound upon the benefits for psycasters, and contextualize them relative to both raw power and other buffs you could acquire instead
Deathrest acceleratorSection:1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?
Section:Effect on hemogen/power costs of other deathrest buildings by shortening deathrest times.
HemopumpSection:1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?
Glucosoid pumpSection:1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?
Hemogen amplifierSection:1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need? 3) mention lavk of build limit
Wall lampSection:1) summary equivalent to Standing lamp 2) Explain wall mounting mechanics (what can it mount to - walls/natural stone/ore etc? What happens when the host object is destroyed, What can be placed below it, note its lack of pathcost etc.). Ensure parity with Wall lamp - templatize if necessary.
Section:Written detail on menu, options, color mixing in overlapping light radii etc.
Tornado generatorSection: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.
Section:Missing 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
SlaverySection:Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added
Section:Children have different fall rates?
Section:A number of check tags, and even with them, theres mechanical detail missing. Terror mechanics are poorly documented and terror, terror sculpture, gibbet cage, and skullspike all need detail.
Section:Reports that pawns do not revolt on underground maps
Firefoam pop packSection:Size of the explosion, coating, deployment while on fire, NPC/AI use, and generally bring up to the standard of other utility items,
Section:AI used needs expansion once Summary is complete
FilthSection:Account for floor clean time multi
GenesSection:Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed
Section:How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed
WoodSection:Acquisition analysis, see table on Trees for initial basis, but add Woodmaker
PsytrainerSection:Acquisition stub. Which trader types? Faction bases? What factions offer it for quests and trade? How are the psycasts selected - are all psycasts as common as each other? etc
Shield coreSection:Acquistition strategy, worth of crafting vs just buying/looting packs, value proposition etc
HaygrassSection:Actual numbers breaking down the differences would help explain
Archotech eyeSection:Add actual numbers for the stat increases.
Phoebe ChillaxSection:Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases
Cassandra ClassicSection:Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases
RestSection:Add variant tables for key Sleep Fall Rate ala quality tables - Psychite tea, circadian assistant, their combination, and maybe flake/yayo/go juice and wake up should be represented
Circadian assistant Content added by the Royalty DLC, Sleep accelerator Content added by the Ideology DLC, Sleep gene Content added by the Biotech DLC effects should be reflect in math. List of things that affect the numbers ala Capacities and Stats. Below approximately 2 hours of sleep, pawns dont get the moodlet from their room - unknown if thats per sitting or per day, but it should be considered when compsring no sleep/circ half cyclers vs stacking reductions. half cylcer, never sleep and body mastery as removal
RaiderSection:Is there always loot?
Section:Added in 1.5
DentureSection:All values are from before the addition of tongue and the resulting change in body part importance. They therefore need verification
Armorskin glandSection:General, also see also standard of Prosthetic leg re capacities et al
Section:Almost missing analysis. Also ghouls specifically
Shard shock lanceSection:Analysis - needs basic analysis (even if largely copied from psychic shock lance), general value proposition (e.g. is it worth a shard, worth researching, etc) AND a comparison to base lance
Proximity detectorSection:Analysis - strategy for overlapping radii to triangulate location, synergy with outer walls and limited entrances, general value proposition etc. Current kinda undersells their utility.
Flood lightSection:General. See Standing lamp for example. A tiles lit/watt comparison would also be good.
Section:Written detail on menu, options, color mixing in overlapping light radii etc. Verify that flood lights change colors
Section:Analysis general
Cowboy hatSection:Analysis lacking comparison vs helmets and overall value proposition
Fleshmass lungSection:Full explanation, ensure parity with the other flesh/fleshmass parts, also see other body part pages for
Section:Analysis too short, doesnt cover relative cost value, no mention of pain mitigation etc.
Section:Does this prevent rot stink, acidic smog like the Detoxifier lung?
Vacsuit helmetSection:Analytical style. Cleanup and Expansion. Heat armor. kid helmet statistical superiority
Bioferrite generatorSection:AoE of moodlet, thought template, whether the moodlet persists after leaving the area, does the generator produce light &/or heat? Appears to be affected by EMP?
Centipede burnerSection:As an ally
Centipede gunnerSection:As an enemy. As an ally: Comparisons to lighter mechs, in terms of firepower. General value proposition (when build?).
Mortar Miss Radius MultiplierSection:As the smallest possible radius is larger than 1 tile, there is likely a limit before 0% that offers the same performance. It should be identified and added.
DoorSection:Base door open speed, animals
Fence gateSection:Base door open speed. Note: value in in-game infobox is not absolute door speed but rather its value relative to the base of its model)
CouchVerify current content as its from the beta and expand
Section:Basically missing analysis
... further results