User:Arcangelus
| Look at that definition! This user deserves recognition for impeccable work and the absolute slog that was completing the body type definitions for Template:Animal Health Table. |
Test Pages[edit]
- User:Arcangelus/Sandbox
- Module:Sandbox/Arcangelus
- Module:Arcangel/Testing
- Template:Sandbox/Arcangelus
- Module:String (Redundant)
- Module:Thought (Deprecated due to being slower than Template:Thought "normal" implementation)
- Template:Infobox main/Pawns While functional, it seems to set properties to the calling template. Needs refinement.
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 Royalty
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.
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 gas | Uses, 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? |
| Boomshroom | 1) <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 wastepack | 1) 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all 2) Type |
| Psyfocus Cost | 1) Better table formatting 2) Version history 3) Two-way links 4) StatWorker |
| Duration | 1) Better table formatting 2) Version history 3) Two-way links |
| Casting Time | 1) Better table formatting 2) Version history 3) Two-way links |
| Mech Remote Shield Energy | 1) 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 Factor | 1) Corresponding Property 2) Two-way links Section:General |
| Birth Quality Offset | 1) Corresponding Property 2) Two-way links Section:General |
| Shield Max Energy | 1) Corresponding Property 2) Two-way links Section:General Version history |
| Baby Play Power | 1) Corresponding Property 2) Two-way links Section:General |
| Shield Recharge Rate | 1) Corresponding Property 2) Two-way links Section:General Version history |
| Control Taking Time | 1) Corresponding Property 2) Two-way links |
| Meditation Plant Growth Offset | 1) Corresponding Property 2) Two-way links Section:General |
| Immunity Gain Speed Factor | 1) Corresponding Property 2) Two-way links Section:General |
| Trap Melee Damage | 1) Corresponding Property 2) Two-way links Section:General |
| Medical Tend Quality Offset | 1) 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 Factor | 1) Corresponding Property 2) Two-way links Section:General |
| Outdoor Beauty | 1) Corresponding Property Property: Beauty Outdoors Base 2) Two-way links |
| Bandwidth Cost | 1) Do StatDefs inherit attributes? (i.e. MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly" from MechStatBase) |
| Slave Suppression Fall Rate | 1) Finish explaining factors / offsets 2) inadequate description of actual mechanical effect. |
| Ancient terminal | 1) 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 |
| Shard | 1) 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 chip | 1) 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 chip | 1) General stub - missing details in every section, including infobox 2) Study time/xp/other details |
| Auto mortar | 1) 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 Sensitivity | Section: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 Speed | 1) How it translates to actual fish 2) Interlinking |
| Fishing Yield | 1) How it translates to actual fish 2) Interlinking |
| Piloting Ability | 1) How it translates to grav ship outcomes 2) passenger shuttle? 3) Interlinking |
| Ancient enemy terminal | 1) How much hacking is required. 2) What kind of enemies are summoned |
| Ancient mining charge | 1) 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 crate | 1) 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 generator | 1) 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 Strength | 1) Only lists offsets not all factors and has no mechanical detail. 2) integrate with Containment and Cold containment bonus 3) StatWorker_ContainmentStrength |
| Reading Speed | 1) 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 Factor | 1) Order of operations 2) Version history 3) Two-way links |
| Energy Usage Multiplier | 1) Possibly obsolete Section:General |
| Max Power Output | 1) StatWorker 2) Two-way links 3) Version history 4) explain wind turbine exception to description |
| Body Size | 1) Stats 2) Children#Stats - not just what is there, but how it applies in the order of operations. |
| Armor - Blunt | 1) Two-way links Section:General Version history |
| Insulation - Heat | 1) Two-way links Section:General Version history |
| Mech Remote Repair Distance | 1) Two-way links |
| Accuracy Factor (Long) | 1) Two-way links Section:General |
| Armor - Heat | 1) 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 Cooldown | 1) Two-way links |
| Genetic Complexity Increase | 1) Two-way links Section:General |
| Accuracy Factor (Short) | 1) Two-way links Section:General |
| Mech Control Groups | 1) Two-way links |
| Honor Value | 1) Two-way links Section:General Version history |
| Shooting Accuracy Indoors Lit | 1) Two-way links |
| Armor - Heat (Material Factor) | 1) Two-way links Section:General |
| Melee Dodge Chance Indoors Lit | 1) Two-way links |
| Animals Learning Factor | 1) Two-way links |
| Armor - Sharp | 1) Two-way links Section:General Version history |
| Armor - Material Effect Multiplier | 1) 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 Dark | 1) Two-way links |
| Insulation - Heat - Material Effect Multiplier | 1) Two-way links Section:General |
| Melee Dodge Chance Outdoors Night | 1) Two-way links |
| Blunt Damage | 1) Two-way links |
| Insulation - Cold | 1) Two-way links Section:General Version history |
| Reading Bonus | 1) Two-way links |
| Accuracy Factor (Medium) | 1) Two-way links Section:General |
| Insulation - Cold - Material Effect Multiplier | 1) Two-way links Section:General |
| Goodwill Impact | 1) Two-way links Section:General |
| Armor - Blunt (Material Factor) | 1) Two-way links Section:General |
| Pack Radius | 1) Two-way links Section:General |
| Ranged Damage Multiplier | 1) Two-way links Section:General |
| Melee Damage Multiplier | 1) 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 Factor | 1) Two-way links |
| Caravan Riding Speed | 1) Two-way links |
| Psylink Level | 1) Two-way links |
| Shooting Accuracy Indoors Dark | 1) Two-way links |
| Shooting Accuracy Outdoors Dark | 1) Two-way links |
| Melee Dodge Chance Outdoors Day | 1) Two-way links |
| Melee Hit Chance Indoors Lit | 1) Two-way links |
| Melee Hit Chance Outdoors Lit | 1) Two-way links |
| Cleanliness (Stat) | 1) Two-way links Section:General Version history |
| Melee Dodge Chance Indoors Dark | 1) Two-way links |
| Shooting Accuracy Outdoors Lit | 1) Two-way links |
| Melee Hit Chance Outdoors Dark | 1) Two-way links |
| Cleaning Time Multiplier | 1) Two-way links |
| Mech Work Speed Offset | 1) Two-way links 2) Account for cerebrex node |
| Repair Energy Cost | 1) 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 Recharge | 1) Two-way links 2) Do StatDefs inherit attributes? (i.e. MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly" from MechStatBase) |
| Slave Suppression Offset | 1) Two-way links 2) Explain mechanics because the name and the description from the game are terrible at explaining |
| Neural Heat Recovery Rate | 1) Two-way links 2) Factor in additional offsets 3) Bioferrite and Neural Heat Recovery Rate Offset |
| Neural Heat Limit | 1) 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 Chance | 1) Two-way links 2) Relationship to Trap Spring Chance Section:General |
| Max Nutrition | 1) 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 Delay | 1) Two-way links 2) Version history |
| Meditation Psyfocus Gain | 1) 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 Dominance | 1) Two-way links 2) mechanical detail |
| Sharp Damage | 1) Two-way links 2) worked example |
| Signal chip | 1) 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 Multiplier | 1) Version history 2) Two-way links |
| Bond Chance Factor | 1) Version history 2) Two-way links |
| Effect Radius | 1) Version history 2) Two-way links |
| Recreation Power | 1) 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 Improvement | 1) Version history 2) Two-way links 3) Integrate with Trade / Market Value/Trade Price Improvement |
| Drug Crop Harvest Yield | 1) Version history 2) Two-way links 3) Integration with Plant Harvest Yield |
| Filth Multiplier | 1) Version history 2) Two-way links 3) Integrate with Property:Filth Multiplier |
| Work To Build | 1) Version history 2) Two-way links 3) They have different material multipliers that should be explained |
| Recreation Fall Rate | 1) 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 Factor | 1) 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 Resistance | 1) 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 break | Confirmation 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 Bonus | 1) double check details of each building (inheritance etc.) |
| Melee DPS | 1) 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 plant | 1.4 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 Cooldown | 2) Two-way links Section:General Version history |
| Modding Tutorials/ExposeData | A 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 Yield | Account for Ideoligion#Ranching precept inc effect but also order of operations |
| Plant Work Speed | Account for Ideoligion#Ranching precept inc effect but also order of operations |
| Waterproof conduit | Acquisition and summary need work to explain differences and mechanics. |
| Glitterworld medicine | Actual analysis of effects needed inc. on tend speed/quality noted in in-game info Section:Tend speed |
| Hunting Stealth | Actual mechanical detail on revenge chances |
| Training | Add Childcare to social training |
| Work | Add Childcare work in the right place. Where is mech gestation in Work#Smith's priority list. |
| Ideoligion | Section: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 meat | Add consideration of how Ideoligion affects consumption of meat, insect meat, and human meat together and separately |
| Meat | Add 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 Chance | Add effect of Combat in darkness precept |
| Noctolith | Add more data |
| Death | All moodlets regarding death. List of deaths possibly incomplete. General info/analysis Section:Genes#Resurrect |
| Gene assembler | An analysis of factors on recombination time |
| Tuque | Analysis lacking effects of losing Social Impact, comparison vs helmets and Royalty Hats, and overall value proposition. Please ensure parity with Flophat |
| Archean tree | Analysis required. Infobox stats: passability, pathcost, blocks wind, and if applicsble light stats - if no light, mention on page because it looks glowy |
| Shield belt | Analysis section needs rewrite for content/meaningful strategies |
| Alpha thrumbo | Analysis, extend summary |
| Fine floor | Analysis. See existing pages for existing analysis work |
| Polux tree | Artificial building mechanics, analysis |
| Centipede blaster | As an enemy. Tactics to fight (if any), threat level compared to burners/gunners/other mechs. |
| Apocriton | Section:canUseAoeToGetTargets in def? At what (gear / colonist count / mech count) level would a player be prepared to fight an apocriton? |
| Home area | Automatic rebuild, ideally with icon. |
| Learning Rate Factor | Bare bones, needs contributing factors |
| Sleep Fall Rate | Base rate of sleep fall and some basic examples |
| Caravan | Bedroll 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 |
| LoS | Better characterization of LoS blockers needed. |
| Twisted archotech support | Better infobox data |
| Serums | Better introduction to the benefits and consequences of Serum use |
| Rest Effectiveness | Bettet 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 |
| Quotebox | Categorisation - While currently unused, could potentially be useful. |
| Pocket map | Category, a more technical and accurate description |
| Void sculpture | Section:Value proposition, when to build etc Category/ies |
| Version/1.5.4062 | Check unstables between unstable release when the document is from) and actual release- consider adding |
| Charge blaster turret | Cleanup Summary, make it clear it is not implemented as a normal weapon, and missing analysis |
| Thrumbomane | Compare Thrumbofur#Analysis |
| Brazier | Section:Psyfocus mechanics Compared to other psyfoci need but see Main TODO list for the Large Project |
| Gray box | Compile possible contents and elaborate on chances, add analysis |
| Undercave | Section: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 instrument | Concert mechanics, mechanical detail on mood from listening |
| Floor etching | Confirm spawning conventions, odds of direction chance, link to the random flavor text, etc. |
| Controls | Console controls and steam deck. Use Template:Console and |
| Cut content | Content, promised kickstarter stuff, wiki interlinking to and from this page. |
| Security crate | Contents and chances. |
| Quests | Could 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: |
| Hauling | Cover 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 trap | Section: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 Resistance | Descriptions with and without Biotech |
| Relic | Detail 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 grenades | Details on tox gas. Analysis of general use / tactics, outside of comparison to launcher. Also infobox is still missing entries. |
| Toxbomb launcher | Details on toxic creation. Analysis for general use and usage notes, outside of comparisons to grenades |
| Nerve spiker | Details- 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? |
| Labyrinth | Determine 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 Offset | Disambiguation 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 hell | Distinguish the pocket map from the biome of the same name |
| Spelopede | Do spelopedes (after hive destroyed) still attack colonists like megaspiders do? Add to analysis |
| Infant illness | Does severity phase still change inside a cryptosleep casket? |
| Inferno cannon | Double check explosion through walls behavior - 1.1.0 patch seems to reference fixing bug of similar type |
| Foraged Food Amount | Effect of biome bonus - what are the nutrition multipliers from each biome? |
| Study Efficiency | Effective Maximum, relationship with Entity Study Rate |
| Social Impact | Effects on Title speech needed |
| Fertility | Either better explain mechanics or make explicit link to sectionbon othwr page that explains it. |
| Ore | Expand into super page and integrate into ore pages |
| Monolith fragment | Fact checking and precise stats / details |
| Rest Rate Multiplier | Factor order of operations |
| Proximity activator | Format standard and detail on mechanics |
| Mech drop beacon | Format standard and expansion |
| Woodmaker dryad | Format standard and expansions |
| Invisibility (disambiguation) | Formatting, shared mechanics if templatized (see psycast) etc |
| Deterioration | Full list of deterioration immune items and items that whose market value is not affected. Section:Expansion needed |
| Void node | General |
| Ornate door | General |
| Jade (ore) | General |
| Toxic spewer | General |
| Rescue | General |
| Gold ore | General |
| Rustic rug (broad) | General Section:Missing analysis |
| Immature dryad | General |
| Rough stone | General |
| Gas | General |
| Rough-hewn stone | General Section:Version history |
| Lichen-covered soil | General |
| Revenant invisibility | General |
| Soil | General |
| Mechanoid slag chunk | General |
| Morbid slab (broad) | General Section:Compare wealth management |
| Crashed mechanitor ship | General |
| Morbid slab (medium) | General Section:Missing analysis |
| Spikecore floor-star (broad) | General Section:missing analysis |
| Fleshmass heart | General 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 stump | General |
| Haul things | General |
| Silver ore | General |
| Compacted steel | General |
| Death pall | General |
| Hemogen | General 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 site | General |
| Uranium ore | General |
| Compacted plasteel | General |
| Sanguophages (Faction) | General |
| Beggars | General |
| Pilgrims | General |
| Compacted machinery | General |
| Outlander refugee group | General |
| Climate adjuster | General |
| Gravlite panel | General |
| Stasis cocoon | General |
| Tiger | General |
| Skip abduction | General - Missing real summary and analysis. Also needs participant kinds and numbers General |
| Sealed crate | General - Maps where each variant appears |
| Ancient safe | General - Maps where it can appear. Analysis |
| Void provocation | General - Missing real summary and analysis. Also needs participant kinds and numbers |
| Draw animals | General - Missing real summary and analysis. Also needs participant kinds and numbers |
| Draw shamblers | General - Missing real summary and analysis. Also needs participant kinds and numbers Section:General |
| Psychophagy | General - Missing real summary and analysis. Also needs participant kinds and numbers |
| Draw fleshbeasts | General - Missing real summary and analysis. Also needs participant kinds and numbers |
| Provoke pit gate | General - Missing real summary and analysis. Also needs participant kinds and numbers |
| Philophagy | General - Missing real summary and analysis. Also needs participant kinds and numbers |
| Pleasure pulse | General - Missing real summary and analysis. Also needs participant kinds and numbers |
| Neurosis pulse | General - 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 |
| Brainwipe | General - Missing real summary and analysis. Also needs participant kinds and numbers |
| Chronophagy | General - Missing real summary. Also needs participant kinds and numbers |
| Serum lab | General - 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 pulse | General - Summary missing and analysis is currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion |
| Mass chaos skip | General - Summary missing and analysis is currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion |
| Invisibility | General - Summary missing and analysis is currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion |
| Skipshield | Section: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 transponder | General - details and verification needed, specifics of how hostile mechs are generated is needed |
| Holding spot | General - essentially blank page |
| Mech pylon | General - filling the infobox inc glow, categories - Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
| Berserk pulse | General - 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 Chance | General - mechanics, modifiers, how it actually affects conversion rates etc. |
| Archean seed | General - mostly copied from polux seed. Details on what types of terrain can't be terraformed Section:Missing analysis |
| Mechanoid processor | General also categories. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
| Anticraft beam | General also categories. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
| Gauss cannon | General also categories. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
| Holding platform | General also formatting and format standsrd |
| Site | General also interlinking |
| Auto-mortar | General and infobox - high level of detail unnecessary, see other unobtainable weapon pages |
| Pew | General but also Acquisition and how it interacts with Ideoligions |
| Fleshmass stomach | General 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 tentacle | General 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 rain | General 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 thruster | 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? General but also make sure this page and small thruster are improved to similar standards |
| Small thruster | General 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 bookcase | General but also parity eith bookcase Section:Missing all mechanics - research bonus etc Section:Missing Analysis |
| Bookcase | General but also parity eith small bookcase Section:Missing all mechanics - research bonus etc Section:Missing Analysis |
| Nerve bundle | General but also specifically Determine spawn rate |
| Sea turtle | General but also specifically habitates |
| Fingerspike | General but also specifically mechanical summary |
| Trispike | General but also specifically mechanical summary and missing analysis |
| Bulbfreak | General but also specifically the mechanical summary |
| Toxalope | General information, also combat power specifically |
| Archonexus core | General page stub |
| Archotech tower | General page stub |
| Warped obelisk | General 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 drone | General plus also Template: Pawn Attack Table if appropriate |
| Body part weapons | General 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 area | General stub |
| Ideogram | General stub and parity across Small altar, Medium altar, Large altar, Grand altar and Ideogram Section:Largely missing analysis |
| Large altar | General 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 altar | General 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 altar | General 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 altar | General 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. |
| Hops | General stub, but also has nutrition of 0.05, but who is it edible by? Animals only? Starving Humans? |
| Hellsphere cannon | General stub, for summary see thump cannon for some insp |
| Gaumaker pod | General stub, missing mechanical detail etc. |
| Lectern | General stub, no summary of mechanics, no analysis, intro text needs work. |
| Fibercorn | General, 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 shell | General, also fill out infobox weapon details Section:General - jotted down some basic thoughts, but needs more Section:tox gas emission time |
| Bog hound | General, also filth rate and habitats |
| Bliss lobotomy | General, also format standard, categories, and wiki interlinking to page. dead calm. slavery effect |
| Floors | General, also non-edifice floor coverings |
| Spacedrone | General, also seems to conflate Crashed mechanitor ship |
| Vacstone blocks | General, also specifically analysis and integration on other pages (e.g. other block types reference 5 stone types). parity with other stone block pages |
| Waste rat | General, also specifically combat power |
| Psilocap | General, 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 |
| Map | General, also what does lack of quality and effect |
| Hunt | General, also what is thenrange calculation for nearby animals turning manhunter, both the target and similar amimals nearby |
| Gravcore | General, but also infobox may not be complete |
| Containment | Section:Requires the exact impact of these factors, in terms of specific numbers General, but also interlinking, categories, etc. |
| Equipment | General, but also maybe turned into a redirect? |
| Hidden conduit | General, infobox, also claims of invincibility seem exagerated in practice Section:Unique mechanics |
| Smooth stone | General, 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 box | General, missing analysis and mechanics etc |
| Baby decoration | General, missing mechanical detail and analysis |
| Tactical turret | General, see other turret pages and turret pack |
| Count-down activator | General, split into Occurrence, Summary, Analysis etc. |
| Fishing zone | General, unique weapons can be fished |
| Chopped stump | General. |
| Lore | Section: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 recharger | General. Also ensure parity with Large mech recharger |
| Large mech recharger | General. Also ensure parity with Mech recharger |
| Monument marker | General. Aquisition and Summary |
| Unnatural corpse | General. Clean-up links and add specific values for things, such as time to awakening. could use more subheadings |
| Remote repairer | General. Mechanics. Also specifically does it apply the mechanitor's mech repair speed and therefore synergise with repair probes Section:Needs more detail |
| Gorehulk | General. also fleshbeast sets precedent for ranged clmbat in infobox and it seems useful |
| Meditation spot | General/Format standard. |
| Ancient comms console | Has mechanics, needs expansion |
| Mech Repair Speed | How does this interact with remote repairer - add detail to this page, that page, and repair probe with two-way links |
| Major archotech structure | How fast is studying? Section:The Archotech Emanation also degrades and eventually kills nearby plants. Details needed |
| Cannibal platter | How much hunger does the platter fill. Are they found in cannibal pirate bases |
| Events | Ideology 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 sack | In-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 dryad | Inadequate 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 unit | Section:Need info on power generation Infobox, general Section:Analysis stub |
| Void metal wall | Infobox, other possible appearances, and whether to use 'voidmetal' or 'void metal' |
| Salvagers | Information about a recently-added hidden faction Section:Missing faction base section |
| Turret pack | Integration 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 infestation | Interlink, orphan page etc |
| Trap | Interlinking, analysis. Hunter and wasp traps |
| Cube sculpture | Intro, analysis, additional infobox stats (e.g. minifiable) |
| Sentience catalyst | Intro, categories, cleanup, mechanical detail - including roaming and pen behaviour |
| Sleep furniture | Its half complete? Section:general |
| Faction base | Lack of content, mechanics, and detail. Also lacks integration with rest of the wiki |
| Toughspike | Lacking 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 |
| Claim | Lacking mechanical detail |
| Dryad cocoon | Lacks all detail. Two way links |
| Hermetic crate | Loot pool at regular ancient complexes. See discussion |
| Bird | Many birds added by odyssey - when generalizations can be confirmed (e.g. they all provide birdskin), add to page |
| Nudity | May eventually need to supercede Template:Apparel Nudity Note |
| Hemogen Gain Multiplier | Mechanical detail |
| Minimum Containment Strength | Mechanical 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 sculpture | 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 apparel >> sculptures. Ensure page is in format that allows for parity with other terror sources so it can be copied over |
| Gibbet cage | Section: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 |
| Skullspike | Section: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 Improvement | Mechanical detail, order of operations, integration with market value and TPI here and in those pages |
| Pollution | Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis Section:numbers and world tile and map tile effects, missing plants that can occur |
| Mechanoid cluster | Mechanics and Analysis |
| Fire | Mechanics and numbers (heat production / fire spread / etc.). See also Flame Damage Section:List likely incomplete Section:Specific triggers, chances, durations etc. |
| Ovum | Minimum medical skill + success chance for ovum extraction |
| Glow pod | Missing 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 items | Missing many weapons, including biotech mech weapons, also missing mechanics about dropping and others. |
| Gravship substructure | Missing mechanical detail and analysis. also Something needs to be done to make the deconstructed resource yield appear in the infobox |
| Events/Anomaly | Missing 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 |
| Environment | Section: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 touched | Missing some mechanical detail could use formatting/headings/colours/etc, two way links, etc |
| Gauranlen seed | Missing summary detail and analysis |
| Fleshmass neural lump | More detailed summary and analysis, if any is needed |
| Mechanoid ship chunk | More information required on spawning |
| Novel | More robust comparison to non-book joy sources, including ease of acquisition |
| Sealed container | Mostly copied from Hermetic crate for now. Missing picture. Contents and chances. There are two variants with different loot |
| Apparel layers | Mouth coverage point (e.g. face mask) |
| Mech node | Moved from Royalty->Core, but where does it spawn? Does it only spawn if Royalty or Odyssey are enabled? |
| Mini-slugger turret | Section: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 turret | Section: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 turret | Section: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? |
| Orbit | Nav, cats, cleanup, biome info etc. |
| Damage Types | Need breakdown of remaining damage types Section:General Section:Inadequate mechanical detail Section:Mech boss EMP resistance, unique weapons with EMP sources |
| Rot stink | 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 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 |
| Schematic | Needs deeper comparison between fresh schematics and other recreation sources |
| Blind smoke | Needs detail on 1.4 gas mechanics |
| Food | Needs detail on mechanics e.g. nutrition etc. |
| Pain | Section: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 |
| Stat | Needs lead in with basic description, summary of mechanics, difference from and relationship to Capacities etc |
| Mining Speed | Needs mining specialist and specific eqn that controls final value including order of operation to explain the effect of drill arms and spec |
| Harbinger tree | Needs 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 tactics | Needs new Mechanoid types and Mechanoid cluster events from Biotech and Royalty |
| Deathrest | Needs 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 |
| Bill | Needs to convey detail sufficient for a new players |
| Roof | Needs 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 |
| Genetics | Needs to have all genes added. Maybe sort by exclusion tags? |
| Global Work Speed | Neurosis pulse |
| Traders guild | New feature in recent release Section:Missing faction base section |
| Gravship | New feature in recent release. General but also fuel usage |
| Firefoam | New 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. |
| Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings | |
| Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings | |
| Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings | |
| Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings | |
| Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings | |
| Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings | |
| Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings | |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
| Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings | |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
![]() | Non-DLC, Non-maintenance category. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings |
| Neural Heat Recovery Rate Offset | Order of operations |
| Neural Heat Limit Offset | Order of operations |
| Psychic Sensitivity Offset | Order of operations Section:General Version history |
| Body Parts | Part efficiency, other body types etc |
| Medicine (disambiguation) | Possible expansion into a superpage rather than disamiguation? With content lifted from doctoring? |
| Hive | Previous 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 stone | Raider avoidance mechanic - ensure parity with all other similar items |
| Small nature shrine | Raider 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 shrine | Raider 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 cube | Requires confirmation on effects, compilation of disposal methods, information on anomaly study, etc. |
| Crib | Resting stats (comfort/tending/etc). |
| Rituals | Role 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 Settings | Roll out to all relevant pages |
| Menus | Section: |
| Endings | Section: |
| Damage per Second | Section:1 ) Ranged DPS bands 2) melee DPS inc True DPS |
| Noctol | Section: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 drone | Section: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 trap | Section: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 |
| Bioferrite | Section:1) Detail needed 2) When sufficient detail, consider adding Acquisition optimisation to analysis |
| Torture crown | Section:1) Flesh out 2) directly compare Torture crown NH dissipation to other psycaster headgear. |
| Downed | Section: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. |
| Vent | Section: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 |
| Harpsichord | Section:1) Has almost no information about unique mechanics 2) Titles information Section:Missing analysis |
| Piano | Section:1) Has almost no information about unique mechanics 2) Titles information Section:Missing analysis |
| Harp | Section:1) Has almost no information about unique mechanics 2) Titles information |
| Factions | Section: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-shield | Section: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 resources | Section:1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource |
| Roles | Section: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 |
| Consciousness | Section:1) Painshock threshold missing 2) psychic supressor |
| Deathrest capacity serum | Section: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 pump | Section: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 accelerator | Section: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. |
| Hemopump | Section: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 pump | Section: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 amplifier | Section: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 lamp | Section: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 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. 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 |
| Slavery | Section: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 pack | Section: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 |
| Filth | Section:Account for floor clean time multi |
| Genes | Section: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 |
| Wood | Section:Acquisition analysis, see table on Trees for initial basis, but add Woodmaker |
| Psytrainer | Section: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 core | Section:Acquistition strategy, worth of crafting vs just buying/looting packs, value proposition etc |
| Haygrass | Section:Actual numbers breaking down the differences would help explain |
| Archotech eye | Section:Add actual numbers for the stat increases. |
| Phoebe Chillax | Section:Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases |
| Cassandra Classic | Section:Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases |
| Rest | Section: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 |
| Raider | Section:Is there always loot? Section:Added in 1.5 |
| Denture | Section:All values are from before the addition of tongue and the resulting change in body part importance. They therefore need verification |
| Armorskin gland | Section:General, also see also standard of Prosthetic leg re capacities et al Section:Almost missing analysis. Also ghouls specifically |
| Shard shock lance | Section: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 detector | Section: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 light | Section: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 hat | Section:Analysis lacking comparison vs helmets and overall value proposition |
| Fleshmass lung | Section: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 helmet | Section:Analytical style. Cleanup and Expansion. Heat armor. kid helmet statistical superiority |
| Bioferrite generator | Section: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 burner | Section:As an ally |
| Centipede gunner | Section:As an enemy. As an ally: Comparisons to lighter mechs, in terms of firepower. General value proposition (when build?). |
| Mortar Miss Radius Multiplier | Section: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. |
| Door | Section:Base door open speed, animals |
| Fence gate | Section: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) |
| Couch | Verify current content as its from the beta and expand Section:Basically missing analysis |
| ... further results | |











