User:Harakoni/Sandbox
https://rimworldwiki.com/wiki/User:Harakoni/Sandbox?action=purge
https://www.mediawiki.org/wiki/Manual:Purge
*
Player created pawns[edit]
| Pawn name | Title (Short Title) |
Description | Skill Modifications | Work types | Traits | Tribal | Outlander | Pirate | Offworld | Outsider | Imperial Common |
Imperial Fighter |
Imperial Royal |
Bodytype |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| James 'Doc' Grey |
Fallen prodigy (Prodigy) |
[PAWN_nameDef] was born on a glitterworld falling into chaos. [PAWN_possessive] father was killed in action.
[PAWN_pronoun] struggled for a scholarship at Utmaior Academy and had to prove [PAWN_possessive] right to be there. A child genius, [PAWN_pronoun] was bullied as a charity case and couldn't make friends with the other kids. |
|
|
Too smart | |||||||||
| Mad scientist (Scientist) |
Stripped of [PAWN_possessive] life’s work and exiled after [PAWN_possessive] unethical experiments on the survivors of the Callos IX incident were published, [PAWN_nameDef] learned the skills necessary to survive in the outer rim.
Continuing [PAWN_possessive] research with nothing left to lose, [PAWN_pronoun] made minions to carry out the tasks that bored him. |
|
|
- | ||||||||||
| Yiyang 'Mitsuya' Jiang |
Transfer student (Student) |
A midworld child, [PAWN_nameDef]'s wealthy parents sent [PAWN_objective] to a nearby glitterworld to receive a better education.
[PAWN_nameDef] was a talented student. However, due to [PAWN_possessive] family's wealth, [PAWN_pronoun] never had to do dumb labor. |
|
|
- | |||||||||
| Politician (Politician) |
[PAWN_nameDef] was an activist in a powerful political faction. There [PAWN_pronoun] learned the art of persuasion and speech.
[PAWN_pronoun] had many enemies, so [PAWN_pronoun] took secret courses in shooting and hand-to-hand combat. |
|
- |
Weapon DPS comparator[edit]
Tradeable items[edit]
| Market Value Base | Type | Type2 | |
|---|---|---|---|
| Biomutation pulser | 800 | Artifact | Utility |
| Serum lab | 725 | Building | Anomaly (Buildings) |
| Shard inhibitor | 430 | Building | Anomaly (Buildings) |
| Proximity detector | 65 | Building | Anomaly (Buildings) |
| Electric inhibitor | 133 | Building | Anomaly (Buildings) |
| Holding platform | 76 | Building | Anomaly (Buildings) |
| Atmospheric heater | 1,385 | Building | Anomaly (Buildings) |
| Sleep suppressor | 545 | Building | Anomaly (Buildings) |
| Shard beacon | 425 | Building | Anomaly (Buildings) |
| Bioferrite harvester | 141 | Building | Anomaly (Buildings) |
| Electroharvester | 160 | Building | Anomaly (Buildings) |
| Bioferrite shaper | 200 | Building | Anomaly (Buildings) |
| Frenzy inducer | 495 | Building | Anomaly (Buildings) |
| Wastepack atomizer | 2,440 | Building | Biotech (Buildings) |
| Hemogen amplifier | 550 | Building | Biotech (Buildings) |
| Mech recharger | 300 | Building | Biotech (Buildings) |
| Gene bank | 145 | Building | Biotech (Buildings) |
| Gene assembler | 550 | Building | Biotech (Buildings) |
| Growth vat | 440 | Building | Biotech (Buildings) |
| Subcore ripscanner | 1,925 | Building | Biotech (Buildings) |
| Band node | 535 | Building | Biotech (Buildings) |
| Hemopump | 360 | Building | Biotech (Buildings) |
| Subcore softscanner | 985 | Building | Biotech (Buildings) |
| Deathrest casket | 295 | Building | Biotech (Buildings) |
| Gene extractor | 670 | Building | Biotech (Buildings) |
| Large mech gestator | 820 | Building | Biotech (Buildings) |
| Large mech recharger | 570 | Building | Biotech (Buildings) |
| Subcore encoder | 315 | Building | Biotech (Buildings) |
| Psychofluid pump | 1,225 | Building | Biotech (Buildings) |
| Gene processor | 510 | Building | Biotech (Buildings) |
| Deathrest accelerator | 710 | Building | Biotech (Buildings) |
| Mechband antenna | 250 | Building | Biotech (Buildings) |
| Glucosoid pump | 515 | Building | Biotech (Buildings) |
| Pollution pump | 189 | Building | Biotech (Buildings) |
| Mech gestator | 410 | Building | Biotech (Buildings) |
| Mech booster | 345 | Building | Biotech (Buildings) |
| Mechband dish | 795 | Building | Biotech (Buildings) |
| Spikecore floor-star (medium) | 194 | Building | Floor |
| Rustic rug (medium) | 154 | Building | Floor |
| Rustic rug (broad) | 230 | Building | Floor |
| Spikecore floor-star (broad) | 290 | Building | Floor |
| Standing lamp | 39 | Building | Furniture |
| Wall torch lamp | 18 | Building | Furniture |
| Blood torch | 24 | Building | Furniture |
| Fungus darktorch | 22 | Building | Furniture |
| Sun lamp | 77 | Building | Furniture |
| Wall lamp | 39 | Building | Furniture |
| Animus stone | 5,000 | Building | Furniture |
| Torch lamp | 24 | Building | Furniture |
| Darktorch | 24 | Building | Furniture |
| Flood light | 97 | Building | Furniture |
| Christmas tree | 158 | Building | Ideology (Buildings) |
| Loudspeaker | 220 | Building | Ideology (Buildings) |
| Sleep accelerator | 275 | Building | Ideology (Buildings) |
| Burnbong | 310 | Building | Ideology (Buildings) |
| Lightball | 93 | Building | Ideology (Buildings) |
| Pyre | 138 | Building | Ideology (Buildings) |
| Sacrificial flag | 119 | Building | Ideology (Buildings) |
| Effigy | 107 | Building | Ideology (Buildings) |
| Neural supercharger | 245 | Building | Ideology (Buildings) |
| Ideogram | 185 | Building | Ideology (Buildings) |
| Biosculpter pod | 455 | Building | Ideology (Buildings) |
| Cannibal platter | 132 | Building | Ideology (Buildings) |
| Incense shrine | 163 | Building | Ideology (Buildings) |
| Ground-penetrating scanner | 655 | Building | Misc |
| Ship landing beacon | 111 | Building | Misc |
| Long-range mineral scanner | 1,010 | Building | Misc |
| Firefoam popper | 180 | Building | Misc |
| Multi-analyzer | 1,020 | Building | Misc |
| Tool cabinet | 385 | Building | Misc |
| Vitals monitor | 215 | Building | Misc |
| Transport pod | 152 | Building | Misc |
| Moisture pump | 275 | Building | Misc |
| Pod launcher | 138 | Building | Misc |
| Cryptosleep casket | 710 | Building | Misc |
| Comms console | 365 | Building | Misc |
| Orbital trade beacon | 111 | Building | Misc |
| Large chemfuel tank | 380 | Building | Odyssey (Buildings) |
| Orbital scanner | 935 | Building | Odyssey (Buildings) |
| Oxygen pump | 255 | Building | Odyssey (Buildings) |
| Small chemfuel tank | 235 | Building | Odyssey (Buildings) |
| Grav anchor | 4,020 | Building | Odyssey (Buildings) |
| Small thruster | 505 | Building | Odyssey (Buildings) |
| Signal jammer | 2,750 | Building | Odyssey (Buildings) |
| Large thruster | 755 | Building | Odyssey (Buildings) |
| Passenger shuttle | 4,645 | Building | Odyssey (Buildings) |
| Grav field extender | 1,610 | Building | Odyssey (Buildings) |
| Grav engine | 2,000 | Building | Odyssey (Buildings) |
| Vac barrier | 155 | Building | Odyssey (Buildings) |
| Pilot console | 370 | Building | Odyssey (Buildings) |
| Waterproof conduit | 19 | Building | Power |
| Bioferrite generator | 740 | Building | Power |
| Geothermal generator | 945 | Building | Power |
| Watermill generator | 600 | Building | Power |
| Gravcore power cell | 1,965 | Building | Power |
| Toxifier generator | 360 | Building | Power |
| Chemfuel powered generator | 295 | Building | Power |
| Battery | 200 | Building | Power |
| Power switch | 61 | Building | Power |
| Wind turbine | 265 | Building | Power |
| Solar generator | 295 | Building | Power |
| Wood-fired generator | 265 | Building | Power |
| Deep drill | 290 | Building | Production |
| Fueled stove | 159 | Building | Production |
| Brewery | 210 | Building | Production |
| Electric smithy | 295 | Building | Production |
| Fermenting barrel | 57 | Building | Production |
| Electric stove | 225 | Building | Production |
| Fueled smithy | 200 | Building | Production |
| Machining table | 455 | Building | Production |
| Fabrication bench | 1,180 | Building | Production |
| Electric smelter | 400 | Building | Production |
| Hopper | 30 | Building | Production |
| Nutrient paste dispenser | 340 | Building | Production |
| Hydroponics basin | 230 | Building | Production |
| Biofuel refinery | 390 | Building | Production |
| Harpsichord | 415 | Building | Recreation |
| Telescope | 350 | Building | Recreation |
| Megascreen television | 1,485 | Building | Recreation |
| Piano | 670 | Building | Recreation |
| Tube television | 315 | Building | Recreation |
| Harp | 245 | Building | Recreation |
| Flatscreen television | 920 | Building | Recreation |
| Ancient transport pod | 2,000 | Building | Ruins |
| Autocannon turret | 1,270 | Building | Security |
| IED EMP trap | 115 | Building | Security |
| IED tox trap | 115 | Building | Security |
| Rocketswarm launcher | 1,075 | Building | Security |
| IED smoke trap | 115 | Building | Security |
| IED deadlife trap | 100 | Building | Security |
| IED antigrain warhead trap | 1,205 | Building | Security |
| IED incendiary trap | 115 | Building | Security |
| IED firefoam trap | 115 | Building | Security |
| Uranium slug turret | 1,445 | Building | Security |
| IED trap | 115 | Building | Security |
| Ship computer core | 5,845 | Building | Ship |
| Ship structural beam | 1,065 | Building | Ship |
| Ship engine | 3,555 | Building | Ship |
| Sensor cluster | 1,805 | Building | Ship |
| Ship reactor | 5,440 | Building | Ship |
| Ship cryptosleep casket | 1,035 | Building | Ship |
| Vanometric power cell | 1,200 | Building | Special |
| Psychic emanator | 1,300 | Building | Special |
| Mech node | 200 | Building | Special |
| Infinite chemreactor | 1,500 | Building | Special |
| Unstable power cell | 400 | Building | Special |
| Heavy bridge | 36 | Building | Structure |
| Security door | 535 | Building | Structure |
| Bridge | 20 | Building | Structure |
| Campfire | 25 | Building | Temperature |
| Vent | 58 | Building | Temperature |
| Heater | 131 | Building | Temperature |
| Cooler | 275 | Building | Temperature |
| Passive cooler | 61 | Building | Temperature |
| Smoke shell | 55 | Crafted resources | Mortar shell |
| Tox shell | 55 | Crafted resources | Mortar shell |
| EMP shell | 55 | Crafted resources | Mortar shell |
| Firefoam shell | 55 | Crafted resources | Mortar shell |
| Incendiary shell | 55 | Crafted resources | Mortar shell |
| High-explosive shell | 55 | Crafted resources | Mortar shell |
| Deadlife shell | 55 | Crafted resources | Mortar shell |
| Ghoul | 275 | Entity | Basic |
| Tome | 250 | Exotic item | Book |
| Schematic | 150 | Exotic item | Book |
| Novel | 160 | Exotic item | Book |
| Map | 180 | Exotic item | Book |
| Textbook | 160 | Exotic item | Book |
| Lavish meal | 40 | Food | Meal |
| Vegetarian lavish meal | 40 | Food | Meal |
| Fine meal | 20 | Food | Meal |
| Packaged survival meal | 24 | Food | Meal |
| Carnivore lavish meal | 40 | Food | Meal |
| Vegetarian fine meal | 20 | Food | Meal |
| Carnivore fine meal | 20 | Food | Meal |
| Simple meal | 15 | Food | Meal |
| Flamingo egg (fert.) | 26 | Food | Raw food |
| Iguana egg (fert.) | 25 | Food | Raw food |
| Frostfish | 34 | Food | Raw food |
| Vulture egg (fert.) | 16 | Food | Raw food |
| Ostrich egg (fert.) | 23 | Food | Raw food |
| Alligator egg (fert.) | 20 | Food | Raw food |
| Monitor lizard egg (fert.) | 26 | Food | Raw food |
| Emu egg (fert.) | 18 | Food | Raw food |
| Sea turtle egg (fert.) | 20 | Food | Raw food |
| Peafowl egg (fert.) | 26 | Food | Raw food |
| Guppy | 25 | Food | Raw food |
| Marlin | 28 | Food | Raw food |
| Piranha | 40 | Food | Raw food |
| Penguin egg (fert.) | 25 | Food | Raw food |
| Heron egg (fert.) | 18 | Food | Raw food |
| Flounder | 22 | Food | Raw food |
| Catfish | 26 | Food | Raw food |
| Cobra egg (fert.) | 40 | Food | Raw food |
| Cassowary egg (fert.) | 19 | Food | Raw food |
| Tuna | 32 | Food | Raw food |
| Swan egg (fert.) | 15 | Food | Raw food |
| Tortoise egg (fert.) | 23 | Food | Raw food |
| Orbital power beam targeter | 1,200 | Gear | Utility |
| Shard insanity lance | 530 | Gear | Utility |
| Turret pack | 235 | Gear | Utility |
| Smokepop pack | 166 | Gear | Utility |
| Tornado generator | 800 | Gear | Utility |
| Control pack | 395 | Gear | Utility |
| Biomutation lance | 850 | Gear | Utility |
| Orbital mech cluster targeter | 1,200 | Gear | Utility |
| Bandwidth pack | 1,360 | Gear | Utility |
| Deadlife pack | 445 | Gear | Utility |
| Shard shock lance | 510 | Gear | Utility |
| Jump pack | 645 | Gear | Utility |
| Psychic insanity lance | 650 | Gear | Utility |
| Shield belt | 390 | Gear | Utility |
| Psychic shock lance | 550 | Gear | Utility |
| Orbital bombardment targeter | 1,200 | Gear | Utility |
| Disruptor flare pack | 80 | Gear | Utility |
| Low-shield pack | 430 | Gear | Utility |
| Firefoam pop pack | 143 | Gear | Utility |
| Tox pack | 132 | Gear | Utility |
| Bionic arm | 1,030 | Medical Items | Body Parts |
| Mindscrew | 210 | Medical Items | Body Parts |
| Ghoul plating | 85 | Medical Items | Body Parts |
| Stoneskin gland | 1,920 | Medical Items | Body Parts |
| Reprocessor stomach | 1,030 | Medical Items | Body Parts |
| Elbow blade | 355 | Medical Items | Body Parts |
| Repair probe | 1,200 | Medical Items | Body Parts |
| Gastro-analyzer | 830 | Medical Items | Body Parts |
| Immunoenhancer | 1,030 | Medical Items | Body Parts |
| Mech gestation processor | 1,200 | Medical Items | Body Parts |
| Xenogerm | 100 | Medical Items | Body Parts |
| Mechlink | 500 | Medical Items | Body Parts |
| Psylink neuroformer | 2,600 | Medical Items | Body Parts |
| Bionic spine | 1,030 | Medical Items | Body Parts |
| Power claw | 385 | Medical Items | Body Parts |
| Circadian assistant | 1,030 | Medical Items | Body Parts |
| Field hand | 425 | Medical Items | Body Parts |
| Sterilizing stomach | 1,030 | Medical Items | Body Parts |
| Knee spike | 355 | Medical Items | Body Parts |
| Control sublink (standard) | 1,200 | Medical Items | Body Parts |
| Death acidifier | 400 | Medical Items | Body Parts |
| Bionic heart | 1,030 | Medical Items | Body Parts |
| Bionic tongue | 565 | Medical Items | Body Parts |
| Metalblood heart | 95 | Medical Items | Body Parts |
| Prosthetic arm | 260 | Medical Items | Body Parts |
| Learning assistant | 1,030 | Medical Items | Body Parts |
| Detoxifier kidney | 1,080 | Medical Items | Body Parts |
| Kidney | 900 | Medical Items | Body Parts |
| Drill arm | 425 | Medical Items | Body Parts |
| Circadian half-cycler | 1,030 | Medical Items | Body Parts |
| Venom fangs | 355 | Medical Items | Body Parts |
| Control sublink (high) | 1,200 | Medical Items | Body Parts |
| Prosthetic heart | 230 | Medical Items | Body Parts |
| Bionic leg | 1,030 | Medical Items | Body Parts |
| Archotech eye | 2,800 | Medical Items | Body Parts |
| Bionic eye | 1,030 | Medical Items | Body Parts |
| Bionic ear | 785 | Medical Items | Body Parts |
| Flesh tentacle | 385 | Medical Items | Body Parts |
| Painstopper | 220 | Medical Items | Body Parts |
| Corrosive heart | 95 | Medical Items | Body Parts |
| Psychic sensitizer | 1,000 | Medical Items | Body Parts |
| Prosthetic leg | 260 | Medical Items | Body Parts |
| Neurocalculator | 1,030 | Medical Items | Body Parts |
| Bionic jaw | 1,030 | Medical Items | Body Parts |
| Venom talon | 355 | Medical Items | Body Parts |
| Remote repairer | 1,200 | Medical Items | Body Parts |
| Aesthetic shaper | 830 | Medical Items | Body Parts |
| Blood warmer | 110 | Medical Items | Body Parts |
| Healing enhancer | 1,030 | Medical Items | Body Parts |
| Archotech leg | 2,800 | Medical Items | Body Parts |
| Toughskin gland | 1,030 | Medical Items | Body Parts |
| Aesthetic nose | 585 | Medical Items | Body Parts |
| Heart | 1,200 | Medical Items | Body Parts |
| Bionic stomach | 785 | Medical Items | Body Parts |
| Cochlear implant | 220 | Medical Items | Body Parts |
| Adrenal heart | 95 | Medical Items | Body Parts |
| Psychic reader | 1,000 | Medical Items | Body Parts |
| Psychic harmonizer | 1,030 | Medical Items | Body Parts |
| Ghoul barbs | 48 | Medical Items | Body Parts |
| Vacskin gland | 1,230 | Medical Items | Body Parts |
| Detoxifier lung | 925 | Medical Items | Body Parts |
| Love enhancer | 1,030 | Medical Items | Body Parts |
| Hand talon | 355 | Medical Items | Body Parts |
| Remote shielder | 1,200 | Medical Items | Body Parts |
| Coagulator | 830 | Medical Items | Body Parts |
| Revenant vertebrae | 1,895 | Medical Items | Body Parts |
| Archotech arm | 2,800 | Medical Items | Body Parts |
| Nuclear stomach | 1,030 | Medical Items | Body Parts |
| Pilot assistant | 585 | Medical Items | Body Parts |
| Liver | 1,200 | Medical Items | Body Parts |
| Joywire | 220 | Medical Items | Body Parts |
| Armorskin gland | 1,475 | Medical Items | Body Parts |
| Lung | 1,000 | Medical Items | Body Parts |
| Antigrain warhead | 1,200 | Resources | Mortar shell |
| Harbinger seed | 600 | Resources | Plant matter |
| Gauranlen seed | 70 | Resources | Plant matter |
| Polux seed | 1,200 | Resources | Plant matter |
| Archean seed | 650 | Resources | Plant matter |
| Thrumbomane | 20 | Textile | Leather |
Nutrition math sanity check[edit]
Assuming an arbitrarily large number of females all serviced by one male, nutritional efficiency per offspring assuming they're slaughtered as an adult can be summarized as:
Food produced/Food consumed where: Food consumed = Food consumed to raise 1 animal to adulthood = Food eaten as baby + food eaten as juvenile + food eaten by mother during gestation - food created by mother during gestation Food produced = Food produced by slaughtering that animal = adult meat yield * 0.05
Cow: 10.27092
for 16.8
Horse 13.7718
for 16.8
Banner consistency[edit]
Operations[edit]
| Operation | Description | Operation Success Rate Multiplier (%) | Violation | Anesthetize | XP Factor | Work | Medicine required | Skill required |
|---|---|---|---|---|---|---|---|---|
| Administer Drug | In-game description
Mechanical desc |
Can't fail | Violation | Anesthetize | XP Factor | 9,999,999,999 ticks (2,777,777.78 mins) | Medicine required | Skill required |
| Anesthetize | Render a creature unconscious by administering general anesthetic.
Mechanical desc |
200 | Violation | 16x | 0 ticks (0 secs) | - | ||
| Euthanize by cut | Euthanize a creature by cutting.
Mechanical desc |
500 | Anesthetize | 16 | 500 ticks (8.33 secs) | Skill required | ||
| Remove (Artificial body part) | In-game description
Mechanical desc |
120 | Anesthetize | 16 | 2,500 ticks (41.67 secs) | Medical 5 | ||
| Install (body part) | In-game description
Mechanical desc |
120 | Violation | Anesthetize | XP Factor | 2,500 ticks (41.67 secs) | Medical 5 | |
| Harvest (body part) | Remove a body part.
Mechanical desc |
120 | Violation | Anesthetize | 16 | 2,000 ticks (33.33 secs) | - | |
| Terminate pregnancy |
Terminate the pregnancy of an animal or human.
Mechanical desc 2% death on fail chance |
200 | Anesthetize | XP Factor | 1,500 ticks (25 secs) | Skill required | ||
| Extract ovum for IVF |
Extract an ovum into a storage capsule. It can then be fertilized by a man, and finally implanted into a mother to start a pregnancy.
Mechanical desc Requires Fertility proceedures researched must be 15+ Mst be fertile must be female |
500 | Anesthetize | XP Factor | 500 ticks (8.33 secs) | Skill required | ||
| Implant embryo |
In-game description
Mechanical desc |
500 | Anesthetize | XP Factor | 500 ticks (8.33 secs) | Skill required | ||
| Extract hemogen pack | Extract a hemogen pack from the target. The operation will fail to produce a hemogen pack if the target does not have enough blood. Hemogen packs can be administered to others to reduce blood loss or to satiate those who feed on blood.
|
Chance | 2x | 500 ticks (8.33 secs) | - | - | ||
| Implant xenogerm | Implant a xenogerm into a patient. This replaces any previous xenogerm they may have had.
Mechanical desc |
Chance | Anesthetize | XP Factor | 2,000 ticks (33.33 secs) | - | ||
| Perform tubal ligation | In-game description
Mechanical desc |
Chance | Violation | Anesthetize | XP Factor | 9,999,999,999 ticks (2,777,777.78 mins) | Medicine required | Skill required |
| Perform vasectomy | In-game description
Mechanical desc |
Chance | Violation | Anesthetize | XP Factor | 9,999,999,999 ticks (2,777,777.78 mins) | Medicine required | Skill required |
| Reverse vasectomy | In-game description
Mechanical desc |
Chance | Violation | Anesthetize | XP Factor | 9,999,999,999 ticks (2,777,777.78 mins) | Medicine required | Skill required |
| Implant IUD | In-game description
Mechanical desc |
Chance | Violation | Anesthetize | XP Factor | 9,999,999,999 ticks (2,777,777.78 mins) | Medicine required | Skill required |
| Remove IUD | In-game description
Mechanical desc |
Chance | Violation | Anesthetize | XP Factor | 9,999,999,999 ticks (2,777,777.78 mins) | Medicine required | Skill required |
| Blood transfusion | In-game description
Mechanical desc |
Chance | Violation | Anesthetize | XP Factor | 9,999,999,999 ticks (2,777,777.78 mins) | Medicine required | Skill required |
| Excise carcinoma | In-game description
Mechanical desc |
Chance | Violation | Anesthetize | XP Factor | 9,999,999,999 ticks (2,777,777.78 mins) | Medicine required | Skill required |
| Cure scaria | This special medical operation cures scaria.
Mechanical desc |
Chance | Violation | Anesthetize | 16 | 4,500 ticks (1.25 mins) | Medical 8 | |
| Sterilize | Sterilize a creature so it can no longer reproduce.
Mechanical desc surgeryIgnoreEnvironment true |
Chance | Anesthetize | 16 | 500 ticks (8.33 secs) | Medicine required | Medical 3 | |
| Cure blood rot |
This special medical operation cures blood rot by a massive infusion of bacteriophage mechanites.
Mechanical desc |
Chance | Anesthetize | 16 | 2,000 ticks (33.33 secs) | Medical 5 | ||
| Anti-abasia mechanite infusion |
This special medical operation uses a massive dose of mechanites to saturate brain tissue and execute a coordinated restructure of neural activity without damaging the brain. It permanently cures a patient's abasia-induced paralysis, but consumes a large amount of glitterworld medicine.
Mechanical desc |
Chance | Anesthetize | XP Factor | 2,000 ticks (33.33 secs) | Medical 5 |
Loop[edit]
{{{2}}}
remove linkng[edit]
MBOX[edit]
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Page existence[edit]
The image is a link, and it has an explanatory mouse over.
- [[example|{{#ifexist: example|<span style="color:green;">This page exists.</span>|This page does not exist.}}]]
- [[exampl|{{#ifexist: exampl|<span style="color:green;">This page exists.</span>|This page does not exist.}}]]
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Animal nutrition table[edit]
| Products | Nutrition/Day when eaten as: | ||
|---|---|---|---|
| Raw | Simple meal | Nutrient paste meal | |
| 14x |
0.7 | 1.26 | 2.1 |
Market Value Calculated, not set[edit]
Adrenal heart, Airwire headset, Array headset, Atmospheric heater, Autocannon turret, Band node, Bandwidth pack, Battery, Bioferrite generator, Bioferrite harvester... further results
Animal DPS[edit]
| Name | DPS | AP |
|---|---|---|
| Alpaca | 3.74 | 11.25 |
| Bison | 5.14 | 20.25 |
| Boomalope | 4.63 | 13.5 |
| Capybara | 4.21 | 13 |
| Caribou | 5 | 15.6 |
| Cassowary | 4.46 | 10.5 |
| Chicken | 1.47 | 3.75 |
| Chinchilla | 2.55 | 6 |
| Cow | 3.81 | 12.25 |
| Deer | 3.63 | 10.5 |
| Donkey | 4.07 | 16.35 |
| Dromedary | 4.63 | 13.5 |
| Duck | 2 | 5 |
| Elephant | 9.38 | 34 |
| Elk | 5 | 15.6 |
| Emu | 5.08 | 12.25 |
| Gazelle | 3.62 | 8.5 |
| Goat | 3.49 | 10.5 |
| Goose | 2.64 | 7 |
| Guinea pig | 2.55 | 6 |
| Hare | 1.7 | 5 |
| Horse | 3.26 | 10 |
| Ibex | 3.97 | 12.45 |
| Megasloth | 9.88 | 31.5 |
| Muffalo | 5 | 15.6 |
| Ostrich | 6.77 | 16 |
| Rhinoceros | 8.84 | 28 |
| Sheep | 4.52 | 18.15 |
| Snowhare | 1.7 | 5 |
| Squirrel | 2.13 | 6.25 |
| Turkey | 3.23 | 7.5 |
| Yak | 3.81 | 12.25 |
| Alphabeaver | 3.76 | 11.5 |
| Thrumbo | 11.1 | 33.67 |
| Boomrat | 3.25 | 7.75 |
| Grizzly bear | 8.67 | 27.5 |
| Human | 4.1 | 12 |
| Husky | 5.03 | 16.5 |
| Iguana | 3.95 | 12.75 |
| Labrador retriever | 4.73 | 15.67 |
| Megascarab | 2.5 | 7 |
| Megaspider | 4.62 | 18 |
| Monkey | 2.28 | 5.25 |
| Pig | 3.49 | 10.5 |
| Polar bear | 8.67 | 27.5 |
| Spelopede | 3.5 | 10 |
| Raccoon | 3.13 | 9.25 |
| Rat | 2.58 | 6 |
| Tortoise | 3.08 | 12 |
| Wild boar | 4.7 | 14.5 |
| Yorkshire terrier | 1.95 | 5.5 |
| Arctic fox | 4.17 | 12.33 |
| Arctic wolf | 5.86 | 17.5 |
| Cat | 3.85 | 9.25 |
| Cobra | 6 | 18 |
| Cougar | 7.54 | 18 |
| Fennec fox | 4.17 | 12.33 |
| Lynx | 6 | 14.25 |
| Panther | 7.54 | 18 |
| Red fox | 4.17 | 12.33 |
| Timber wolf | 5.86 | 17.5 |
| Warg | 8.31 | 19.75 |
| Barkskin | 4.17 | 12.33 |
| Berrymaker | 4.17 | 12.33 |
| Carrier | 4.17 | 12.33 |
| Clawer | 12 | 80 |
| Gaumaker | 4.17 | 12.33 |
| Immature dryad | 4.17 | 12.33 |
| Medicinemaker | 4.17 | 12.33 |
| Woodmaker | 4.17 | 12.33 |
| Centipede | 6.54 | 25 |
| Lancer | 6 | 18 |
| Pikeman | 6 | 18 |
| Scyther | 10 | 30 |
| Termite | 6.54 | 25 |
Weapon Table[edit]
| Name | Average DPS | Damage type | Average AP | Value | |
|---|---|---|---|---|---|
| Axe | |||||
| Wood | 1.2 | ||||
| Beer | 12 | ||||
| Bionic arm | 1,030 | ||||
| Club | |||||
| Elephant tusk | 80 | ||||
| Gladius | |||||
| Ikwa | |||||
| Jade knife | 159 | ||||
| Knife | |||||
| Longsword | |||||
| Mace | |||||
| Monosword | 2,000 | ||||
| Persona monosword | 3,000 | ||||
| Plasmasword | 2,000 | ||||
| Persona plasmasword | 3,000 | ||||
| Eltex staff | 2,000 | ||||
| Spear | |||||
| Thrumbo horn | 800 | ||||
| Warhammer | |||||
| Zeushammer | 2,000 | ||||
| Persona zeushammer | 3,000 | ||||
| Archotech arm | 2,800 | ||||
| Power claw | 385 | ||||
| Prosthetic arm | 260 | ||||
| Drill arm | 425 | ||||
| Elbow blade | 355 | ||||
| Field hand | 425 | ||||
| Hand talon | 355 | ||||
| Venom talon | 355 | ||||
| Venom fangs | 355 | ||||
| Knee spike | 355 | ||||
This article is about the base weapon, for the persona weapon, see Persona zeushammer
This article is about the Persona weapon, for the base weapon, see Zeushammer
AP = flat scalar
Does this armor occupy the middle layer
Middle, Outer 0
p
Skin
Example way to display outdated data page[edit]
Alligator, Alpaca, Alpha thrumbo, Alphabeaver, Arctic fox, Arctic wolf, Armadillo, Badger, Barkskin dryad, Berrymaker dryad, Bison, Bluebird, Bog hound, Boomalope, Boomrat, Bullfrog, Capybara, Caribou, Carrier dryad, Cassowary, Cat, Chicken, Chinchilla, Clawer dryad, Cobra, Colossus toad, Cougar, Cow, Crow, Deer, Dirtmoles, Donkey, Dromedary, Duck, Elephant, Elk, Emu, Fennec fox, Flamingo, Gaumaker dryad, Gazelle, Genies, Goat, Goose, Gorilla, Greatwolf, Grizzly bear, Guinea pig, Hare, Hermit crab... further results
This displays all pages in a category that aren't Verified for the current version using Template: Verified. Animals is used here for function testing but all that would be required would be for the pages to atuomatically have
[[Category: Data Pages]] {{Verified|<version number here>}}
When tehy're created and then we could have the
{{#ask: [[Category:Data Pages]] [[Verified For::!Version/{{Current Version}}]]}}
On the To-Do page to remind people to update the data pages as needed.
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? |
| 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 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 gene allows 24/7 caravaning - Confirm whether circadian half-cycler and or body mastery does the same. 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. Also needs non-DLC, non-maintainance category/ies. Do not remove category requirement without adding an appropriate category |
| 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:What happens when a consumable relic is used? 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. |
| 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 |
| Fishing zone | 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 |
| 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 |
| 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 |
| Mech pylon | General, although there's not much else to say about this building. Perhaps filling the infobox |
| 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. |
| 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 |
| Gravcore power cell | Incomplete, correct category and navbox |
| 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. |
| Deadlife dust | Missing all detail and non-DLC, non-maintenance categories. Wheb friendly? duration? differences to pall etc. interlinking |
| Adrenal heart | Missing infobox details and almost all information. description is a priority |
| 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 |
| Unstable power cell | Needs to be updated as it only deals half as much damage now. |
| 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. |
| 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 |
| Longsword | Section:Bioferrite handle attack quirk and it's effect - see persona monosword as example |
| Ritual mask | Section:Spawn on cultists? Section:Bioferrite psychic buffs |
| World generation | Section:Biotech content |
| Research | Section:Book mechanics Section:This System has way more to it than just the projects itself. Also see containment for impact of strength on study. Entity Study Rate. Study Efficiency |
| Knee spike | Section:Bring Summary up to standard |
| Temperature | Section:Burn/Frostbite chances |
| Children | Section:Worked example Section:Lack of mechanics - also propagate to books and the pages for the types of books. Reports that:
|
| Scaria | Section:Can a scaria-berserk human spread scaria? Is scaria infection a distinct disease, meriting its own page? Or redirect here? |
| Corrosive heart | Section:Can ghouls have heart attacks or artery blockages at all (even if they regenerate them)? When installing a corrosive heart, do you get an organic heart back? Section:Medicine item requirement, if any, and stats for removal |
| Beam graser | Section:MEchanical specifics. Shield interaction. Also, can it damage mechs? Is there a difference between main targets and side targets? (including if mechs as side targets can be hit) Section:Missing analysis Section:Can it be obtained through trading? Reports of them finding them as faction base loot during 1.6 unstable - needs to be confirmed in stable |
| Alligator | Section:Can they be purchased? Section:General |
| Frag grenades | Section:Cleanup and frag grenades have a lot of utility and specific use cases not properly represented here |
| Phoenix armor | Section:Cleanup and needs better analysis of integrated weapon, armor comparison, and overall value proposition. See how other power armor pages do it. |
| Mech low-shield | Section:Compare low shield pack for adequate detail. Radius graphics similar to the low shield pack page would be nice. Section:Research needed: can they be used to intercept projectiles from hostile raiders if the shield is kept online? Section:General stub - current is just a couple of very rough suggestions. also specific attention to how to adapt to and use the explosions on the edge - soemtiems you change positions and sometiems it means you use a large AOE to still hit the target. |
| Fungal gravel | Section:Comparison for under mountain general crop growth |
| Resurrector mech serum | Section:What about refrigeration without freezing? Does it slow the counter comparable to rot time? Section:Comparison to Death refusal |
| Smoke shell | Section:Comparison to other smoke sources and vs just using a kinetic alternative |
| ... further results | |
ranking ask[edit]
Out of all 38 textiles, human leather ranks at 27, tied 2 ways, in terms of sharp protection.
| Armor - Sharp Factor | |
|---|---|
| Birdskin | 0.67 |
| Chinchilla fur | 0.67 |
| Guinea pig fur | 0.67 |
| Mink fur | 0.67 |
| Megasloth wool | 0.8 |
| Plainleather | 0.81 |
| Dog leather | 0.81 |
| Camelhide | 0.81 |
| Bluefur | 0.81 |
| Foxfur | 0.81 |
| Lizardskin | 0.81 |
| Sealskin | 0.81 |
| Panthera fur | 0.93 |
| Synthread | 0.94 |
| Wolfskin | 1.02 |
| Bearskin | 1.12 |
| Elephant leather | 1.12 |
| Hippo leather | 1.12 |
| Mastodon leather | 1.12 |
| Heavy fur | 1.24 |
| Armadillo leather | 1.24 |
| Dread leather | 1.27 |
| Rhinoceros leather | 1.29 |
| Devilstrand | 1.4 |
| Hyperweave | 2 |
| Thrumbofur | 2.08 |
| Thrumbomane | 2.12 |
Asks[edit]
Kid vacsuit, Vacsuit... further results
Assault rifle, Bolt-action rifle, Charge rifle, Hellcat rifle, Sniper rifle
Fine carpet, Fine stone tile, Gold tile, Hex carpet, Hex tile, Mindbend carpet, Morbid carpet, Morbid stone tile, Silver tile, Spikecore plates, Spikecore stone tile, Totemic boards, Totemic stone tile
Fine carpet, Fine stone tile, Gold tile, Hex carpet, Hex tile, Mindbend carpet, Morbid carpet, Morbid stone tile, Silver tile, Spikecore plates, Spikecore stone tile, Totemic boards, Totemic stone tile
| Material | Description | HP Factor | Beauty Offset | Beauty Factor | Work To Build Factor | Work To Make Factor | Market Value |
|---|---|---|---|---|---|---|---|
| Granite blocks | Blocks of solid granite. Granite is a very hard stone. | 1.7 | 0 | 1 | 6 | 1.3 | 0.9 |
| Limestone blocks | Blocks of solid limestone. | 1.55 | 0 | 1 | 6 | 1.3 | 0.9 |
| Marble blocks | Blocks of solid marble. Marble is a soft, beautiful stone, known for being easy to sculpt. | 1.2 | 1 | 1.35 | 5.5 | 1.15 | 0.9 |
| Sandstone blocks | Blocks of solid sandstone. Sandstone is a relatively soft rock and chips easily. | 1.4 | 0 | 1.1 | 5 | 1.1 | 0.9 |
| Slate blocks | Blocks of solid slate. A dull-looking rock that chips easily. | 1.3 | 0 | 1.1 | 6 | 1.3 | 0.9 |
| Vacstone blocks | Blocks of compacted vacstone rock harvested from asteroids. | 1.8 | 0 | 1.2 | 6 | 1.3 | 2 |
| Required Research | Type | Type2 | |
|---|---|---|---|
| Pilot subpersona core | |||
| Grand sculpture | Art | ||
| Large sculpture | Art | ||
| Small sculpture | Art | ||
| Statue | Art | ||
| Terror sculpture | Art | ||
| Shard beacon | Building | Anomaly (Buildings) | |
| Rustic rug (medium) | Building | Floor | |
| Animalist slab (broad) | Building | Floor | |
| Spikecore floor-star (broad) | Building | Floor | |
| Animalist slab (medium) | Building | Floor | |
| Spikecore floor-star (medium) | Building | Floor | |
| Totemic slab (broad) | Building | Floor | |
| Totemic slab (medium) | Building | Floor | |
| Rustic rug (broad) | Building | Floor | |
| Table (2x4) | Building | Furniture | |
| Table (3x3) | Building | Furniture | |
| Darktorch | Building | Furniture | |
| Torch lamp | Building | Furniture | |
| Fungus darktorch | Building | Furniture | |
| Wall torch lamp | Building | Furniture | |
| Double bedroll | Building | Furniture | |
| Plant pot | Building | Furniture | |
| Animal sleeping box | Building | Furniture | |
| Bedroll | Building | Furniture | |
| Stool | Building | Furniture | |
| Table (2x2) | Building | Furniture | |
| Table (1x2) | Building | Furniture | |
| Crib | Building | Furniture | |
| Animal bed | Building | Furniture | |
| Pyre | Building | Ideology (Buildings) | |
| Pew | Building | Ideology (Buildings) | |
| Kneel sheet | Building | Ideology (Buildings) | |
| Lectern | Building | Ideology (Buildings) | |
| Medium altar | Building | Ideology (Buildings) | |
| Drum | Building | Ideology (Buildings) | |
| Kneel pillow | Building | Ideology (Buildings) | |
| Small altar | Building | Ideology (Buildings) | |
| Ideogram | Building | Ideology (Buildings) | |
| Skullspike | Building | Ideology (Buildings) | |
| Incense shrine | Building | Ideology (Buildings) | |
| Cannibal platter | Building | Ideology (Buildings) | |
| Burnbong | Building | Ideology (Buildings) | |
| Christmas tree | Building | Ideology (Buildings) | |
| Effigy | Building | Ideology (Buildings) | |
| Gibbet cage | Building | Ideology (Buildings) | |
| Grand altar | Building | Ideology (Buildings) | |
| Sacrificial flag | Building | Ideology (Buildings) | |
| Large altar | Building | Ideology (Buildings) | |
| Egg box | Building | Misc | |
| Grand stele | Building | Misc | |
| Small nature shrine | Building | Misc | |
| Urn | Building | Misc | |
| Crashed mechanitor ship | Building | Misc | |
| Large nature shrine | Building | Misc | |
| Pen marker | Building | Misc | |
| Gravcore power cell | Building | Power | |
| Art bench | Building | Production | |
| Fueled stove | Building | Production | |
| Butcher table | Building | Production | |
| Simple research bench | Building | Production | |
| Horseshoes pin | Building | Recreation | |
| Hoopstone ring | Building | Recreation | |
| Game-of-Ur board | Building | Recreation | |
| Sandbags | Building | Security | |
| Spike trap | Building | Security | |
| Barricade | Building | Security | |
| Tactical turret | Building | Security | |
| Wall | Building | Structure | |
| Animal flap | Building | Structure | |
| Fence | Building | Structure | |
| Column | Building | Structure | |
| Door | Building | Structure | |
| Fence gate | Building | Structure | |
| Bridge | Building | Structure | |
| Campfire | Building | Temperature | |
| Standard subcore | Crafted resources | ||
| Wort | Crafted resources | ||
| High subcore | Crafted resources | ||
| Component | Crafted resources | ||
| Beer | Drug | Social drug | |
| Smokeleaf joint | Drug | Social drug | |
| Club | Equipment | Weapons | |
| Short bow | Equipment | Weapons | |
| Spikecore plates | Floor | ||
| Wood floor | Floor | ||
| Totemic boards | Floor | ||
| Straw matting | Floor | ||
| Flagstone | Floor | ||
| Gravship substructure | Floor | ||
| Hex tile | Floor | ||
| Carnivore lavish meal | Food | Meal | |
| Fine meal | Food | Meal | |
| Baby food | Food | Meal | |
| Vegetarian fine meal | Food | Meal | |
| Kibble | Food | Meal | |
| Carnivore fine meal | Food | Meal | |
| Simple meal | Food | Meal | |
| Vegetarian lavish meal | Food | Meal | |
| Lavish meal | Food | Meal | |
| Nutrient paste meal | Food | Meal | |
| Robe | Gear | Clothing | |
| Headwrap | Gear | Clothing | |
| Slicecap | Gear | Clothing | |
| Broadwrap | Gear | Clothing | |
| War mask | Gear | Clothing | |
| Hood | Gear | Clothing | |
| Authority cap | Gear | Clothing | |
| Blindfold | Gear | Clothing | |
| Tribal headdress | Gear | Clothing | |
| Visage mask | Gear | Clothing | |
| Tribalwear | Gear | Clothing | |
| Slave body strap | Gear | Clothing | |
| Slave collar | Gear | Clothing | |
| Stellic crown | Gear | Clothing | |
| Torture crown | Gear | Clothing | |
| Kid tribalwear | Gear | Clothing | |
| Burka | Gear | Clothing | |
| Cape | Gear | Clothing | |
| Veil | Gear | Clothing | |
| Vacstone blocks | Material | Stone | |
| Sandstone blocks | Material | Stone | |
| Limestone blocks | Material | Stone | |
| Marble blocks | Material | Stone | |
| Granite blocks | Material | Stone | |
| Slate blocks | Material | Stone | |
| Wooden foot | Medical Items | Body Parts | |
| Wooden hand | Medical Items | Body Parts | |
| Peg leg | Medical Items | Body Parts | |
| Patchleather | Textile | Leather | |
| Advanced component | Advanced fabrication | Crafted resources | |
| Signal jammer | Advanced gravtech | Building | Odyssey (Buildings) |
| Gravlite panel | Advanced gravtech | Crafted resources | |
| Pilot assistant | Advanced gravtech | Medical Items | Body Parts |
| Flood light | Advanced lights | Building | Furniture |
| Cooler | Air conditioning | Building | Temperature |
| Sterilizing stomach | Artificial metabolism | Medical Items | Body Parts |
| Nuclear stomach | Artificial metabolism | Medical Items | Body Parts |
| Reprocessor stomach | Artificial metabolism | Medical Items | Body Parts |
| Atmospheric heater | Atmospheric heater | Building | Anomaly (Buildings) |
| Autocannon turret | Autocannon turret | Building | Security |
| Autodoor | Autodoor | Building | Structure |
| Grav field extender | Basic Gravtech | Building | Odyssey (Buildings) |
| Small thruster | Basic Gravtech | Building | Odyssey (Buildings) |
| Pilot console | Basic gravtech | Building | Odyssey (Buildings) |
| Grav anchor | Basic gravtech | Building | Odyssey (Buildings) |
| Gravship hull | Basic gravtech | Building | Odyssey (Buildings) |
| Small chemfuel tank | Basic gravtech | Building | Odyssey (Buildings) |
| Subcore encoder | Basic mechtech | Building | Biotech (Buildings) |
| Mech gestator | Basic mechtech | Building | Biotech (Buildings) |
| Mech recharger | Basic mechtech | Building | Biotech (Buildings) |
| Band node | Basic mechtech | Building | Biotech (Buildings) |
| Basic subcore | Basic mechtech | Crafted resources | |
| Airwire headset | Basic mechtech | Gear | Clothing |
| Control pack | Basic mechtech | Gear | Utility |
| Lifter | Basic mechtech | Mechanoid | |
| Constructoid | Basic mechtech | Mechanoid | |
| Agrihand | Basic mechtech | Mechanoid | |
| Cleansweeper | Basic mechtech | Mechanoid | |
| Militor | Basic mechtech | Mechanoid | |
| Battery | Battery | Building | Power |
| Beam repeater | Beam weapons | Equipment | Weapons |
| Beam graser | Beam weapons | Equipment | Weapons |
| Fermenting barrel | Beer brewing | Building | Production |
| Brewery | Beer brewing | Building | Production |
| Bioferrite generator | Bioferrite generator | Building | Power |
| Bioferrite harvester | Bioferrite harvesting | Building | Anomaly (Buildings) |
| Bioferrite shaper | Bioferrite shaping | Building | Anomaly (Buildings) |
| Nerve spiker | Bioferrite shaping | Equipment | Weapons |
| Bioferrite plate | Bioferrite shaping | Floor | |
| Ritual mask | Bioferrite shaping | Gear | Clothing |
| Ceremonial hood | Bioferrite shaping | Gear | Clothing |
| Hellcat rifle | Bioferrite weaponry | Equipment | Weapons |
| Incinerator | Bioferrite weaponry | Equipment | Weapons |
| Biofuel refinery | Biofuel refining | Building | Production |
| Bionic arm | Bionic replacements | Medical Items | Body Parts |
| Bionic jaw | Bionic replacements | Medical Items | Body Parts |
| Bionic eye | Bionic replacements | Medical Items | Body Parts |
| Bionic tongue | Bionic replacements | Medical Items | Body Parts |
| Bionic leg | Bionic replacements | Medical Items | Body Parts |
| Bionic ear | Bionic replacements | Medical Items | Body Parts |
| Bionic spine | Bionic replacements | Medical Items | Body Parts |
| Bionic stomach | Bionic replacements | Medical Items | Body Parts |
| Bionic heart | Bionic replacements | Medical Items | Body Parts |
| Biosculpter pod | Biosculpting | Building | Ideology (Buildings) |
| Blood rain (ritual) | Blood rain | Psychic ritual | |
| Machine pistol | Blowback operation | Equipment | Weapons |
| Autopistol | Blowback operation | Equipment | Weapons |
| Mindscrew | Brain wiring | Medical Items | Body Parts |
| Painstopper | Brain wiring | Medical Items | Body Parts |
| Joywire | Brain wiring | Medical Items | Body Parts |
| Brainwipe | Brainwipe | Psychic ritual | |
| Fine carpet | Carpet making | Floor | |
| Morbid carpet | Carpet making | Floor | |
| Carpet | Carpet making | Floor | |
| Hex carpet | Carpet making | Floor | |
| Mindbend carpet | Carpet making | Floor | |
| Prestige cataphract armor | Cataphract armor | Gear | Armor |
| Cataphract armor | Cataphract armor | Gear | Armor |
| Prestige cataphract helmet | Cataphract armor | Gear | Armor |
| Cataphract helmet | Cataphract armor | Gear | Armor |
| Phoenix armor | Cataphract armor | Gear | Armor |
| Chronophagy | Chronophagy | Psychic ritual | |
| Circadian half-cycler | Circadian influence | Medical Items | Body Parts |
| Circadian assistant | Circadian influence | Medical Items | Body Parts |
| Elbow blade | Compact weaponry | Medical Items | Body Parts |
| Knee spike | Compact weaponry | Medical Items | Body Parts |
| Hand talon | Compact weaponry | Medical Items | Body Parts |
| Face mask | Complex Clothing | Gear | Clothing |
| Hand tailor bench | Complex clothing | Building | Production |
| Electric tailor bench | Complex clothing Electricity | Building | Production |
| Flophat | Complex clothing | Gear | Clothing |
| Duster | Complex clothing | Gear | Clothing |
| Kid parka | Complex clothing | Gear | Clothing |
| Bowler hat | Complex clothing | Gear | Clothing |
| Parka | Complex clothing | Gear | Clothing |
| Shadecone | Complex clothing | Gear | Clothing |
| Lab coat | Complex clothing | Gear | Clothing |
| Jacket | Complex clothing | Gear | Clothing |
| Button-down shirt | Complex clothing | Gear | Clothing |
| Pants | Complex clothing | Gear | Clothing |
| Kid romper | Complex clothing | Gear | Clothing |
| Tuque | Complex clothing | Gear | Clothing |
| Heavy bandolier | Complex clothing | Gear | Clothing |
| Cowboy hat | Complex clothing | Gear | Clothing |
| Tailcap | Complex clothing | Gear | Clothing |
| Kid shirt | Complex clothing | Gear | Clothing |
| T-shirt | Complex clothing | Gear | Clothing |
| Sash | Complex clothing | Gear | Clothing |
| Kid pants | Complex clothing | Gear | Clothing |
| Shelf | Complex furniture | Building | Furniture |
| Dining chair | Complex furniture | Building | Furniture |
| Grand meditation throne | Complex furniture | Building | Furniture |
| Drape | Complex furniture | Building | Furniture |
| Toy box | Complex furniture | Building | Furniture |
| Darklight brazier | Complex furniture | Building | Furniture |
| End table | Complex furniture | Building | Furniture |
| Bookcase | Complex furniture | Building | Furniture |
| Baby decoration | Complex furniture | Building | Furniture |
| Slab bed | Complex furniture | Building | Furniture |
| Couch | Complex furniture | Building | Furniture |
| Small bookcase | Complex furniture | Building | Furniture |
| Dresser | Complex furniture | Building | Furniture |
| School desk | Complex furniture | Building | Furniture |
| Royal bed | Complex furniture | Building | Furniture |
| Slab double bed | Complex furniture | Building | Furniture |
| Armchair | Complex furniture | Building | Furniture |
| Small shelf | Complex furniture | Building | Furniture |
| Double bed | Complex furniture | Building | Furniture |
| Meditation throne | Complex furniture | Building | Furniture |
| Bed | Complex furniture | Building | Furniture |
| Blackboard | Complex furniture | Building | Furniture |
| Brazier | Complex furniture | Building | Furniture |
| Reliquary | Complex furniture | Building | Ideology (Buildings) |
| Styling station | Complex furniture | Building | Ideology (Buildings) |
| Tool cabinet | Complex furniture | Building | Misc |
| Large stele | Complex furniture | Building | Misc |
| Sarcophagus | Complex furniture | Building | Misc |
| Poker table | Complex furniture | Building | Recreation |
| Chess table | Complex furniture | Building | Recreation |
| Billiards table | Complex furniture | Building | Recreation |
| Ornate door | Complex furniture | Building | Structure |
| Vent | Complex furniture | Building | Temperature |
| Cryptosleep casket | Cryptosleep casket | Building | Misc |
| Deadlife shell | Deadlife dust | Crafted resources | Mortar shell |
| Deadlife pack | Deadlife dust | Gear | Utility |
| Imbue death refusal | Death refusal | Psychic ritual | |
| Deathrest accelerator | Deathrest | Building | Biotech (Buildings) |
| Psychofluid pump | Deathrest | Building | Biotech (Buildings) |
| Hemopump | Deathrest | Building | Biotech (Buildings) |
| Hemogen amplifier | Deathrest | Building | Biotech (Buildings) |
| Deathrest casket | Deathrest | Building | Biotech (Buildings) |
| Glucosoid pump | Deathrest | Building | Biotech (Buildings) |
| Deep drill | Deep drilling | Building | Production |
| Disruptor flare pack | Disruptor flares | Gear | Utility |
| Draw animals | Draw animals | Psychic ritual | |
| Draw shamblers | Draw shamblers | Psychic ritual | |
| Drug lab | Drug production | Building | Production |
| Pollution pump | Electricity | Building | Biotech (Buildings) |
| Sun lamp | Electricity | Building | Furniture |
| Standing lamp | Electricity | Building | Furniture |
| Wall lamp | Electricity | Building | Furniture |
| Loudspeaker | Electricity | Building | Ideology (Buildings) |
| Lightball | Electricity | Building | Ideology (Buildings) |
| Ship landing beacon | Electricity | Building | Misc |
| Power switch | Electricity | Building | Power |
| Power conduit | Electricity | Building | Power |
| Chemfuel powered generator | Electricity | Building | Power |
| Hidden conduit | Electricity | Building | Power |
| Waterproof conduit | Electricity | Building | Power |
| Wood-fired generator | Electricity | Building | Power |
| Wind turbine | Electricity | Building | Power |
| Electric stove | Electricity | Building | Production |
| Electric crematorium | Electricity | Building | Production |
| Electric smelter | Electricity | Building | Production |
| Electric smithy | Electricity Smithing | Building | Production |
| Heater | Electricity | Building | Temperature |
| Electroharvester | Electroharvester | Building | Anomaly (Buildings) |
| Electric inhibitor | Entity containment | Building | Anomaly (Buildings) |
| Holding platform | Entity containment | Building | Anomaly (Buildings) |
| Shard inhibitor | Entity containment | Building | Anomaly (Buildings) |
| Fabrication bench | Fabrication | Building | Production |
| Firefoam popper | Firefoam | Building | Misc |
| Firefoam shell | Firefoam | Crafted resources | Mortar shell |
| Firefoam pop pack | Firefoam | Gear | Utility |
| Flak jacket | Flak armor | Gear | Armor |
| Flak pants | Flak armor | Gear | Armor |
| Flak helmet | Flak armor | Gear | Armor |
| Flak vest | Flak armor | Gear | Armor |
| Flatscreen television | Flatscreen television | Building | Recreation |
| Love enhancer | Flesh shaping | Medical Items | Body Parts |
| Aesthetic shaper | Flesh shaping | Medical Items | Body Parts |
| Aesthetic nose | Flesh shaping | Medical Items | Body Parts |
| Foam turret | Foam turret | Building | Security |
| Frenzy inducer | Frenzy inducer | Building | Anomaly (Buildings) |
| Chain shotgun | Gas operation | Equipment | Weapons |
| Heavy SMG | Gas operation | Equipment | Weapons |
| LMG | Gas operation | Equipment | Weapons |
| Gene processor | Gene processor | Building | Biotech (Buildings) |
| Geothermal generator | Geothermal power | Building | Power |
| Adrenal heart | Ghoul enhancements | Medical Items | Body Parts |
| Ghoul plating | Ghoul enhancements | Medical Items | Body Parts |
| Corrosive heart | Ghoul enhancements | Medical Items | Body Parts |
| Ghoul barbs | Ghoul enhancements | Medical Items | Body Parts |
| Blood warmer | Ghoul enhancements | Medical Items | Body Parts |
| Metalblood heart | Ghoul enhancements | Medical Items | Body Parts |
| Ghoul | Ghoul infusion | Entity | Basic |
| Ghoul resurrection serum | Ghoul resurrection | Drug | Serum |
| Go-juice | Go-juice production | Drug | Hard Drug |
| Greatbow | Greatbow | Equipment | Weapons |
| Ground-penetrating scanner | Ground-penetrating scanner | Building | Misc |
| Growth vat | Growth vats | Building | Biotech (Buildings) |
| Mini-turret | Gun turrets | Building | Security |
| Gunlink | Gunlink | Gear | Armor |
| Smoke launcher | Gunsmithing | Equipment | Weapons |
| Bolt-action rifle | Gunsmithing | Equipment | Weapons |
| Pump shotgun | Gunsmithing | Equipment | Weapons |
| Revolver | Gunsmithing | Equipment | Weapons |
| Incendiary launcher | Gunsmithing | Equipment | Weapons |
| Harp | Harp | Building | Recreation |
| Harpsichord | Harpsichord | Building | Recreation |
| Coagulator | Healing factors | Medical Items | Body Parts |
| Healing enhancer | Healing factors | Medical Items | Body Parts |
| Heavy bridge | Heavy bridges | Building | Structure |
| Mech booster | High mechtech | Building | Biotech (Buildings) |
| Mechband dish | High mechtech | Building | Biotech (Buildings) |
| Subcore ripscanner | High mechtech | Building | Biotech (Buildings) |
| Integrator headset | High mechtech | Gear | Armor |
| Paramedic | High mechtech | Mechanoid | |
| Lancer | High mechtech | Mechanoid | |
| Centipede gunner | High mechtech | Mechanoid | |
| Centipede burner | High mechtech | Mechanoid | |
| Fabricor | High mechtech | Mechanoid | |
| Diabolus | High mechtech | Mechanoid | |
| Remote shielder | High mechtech | Medical Items | Body Parts |
| Control sublink (high) | High mechtech | Medical Items | Body Parts |
| Remote repairer | High mechtech | Medical Items | Body Parts |
| Hospital bed | Hospital bed | Building | Furniture |
| Hydroponics basin | Hydroponics | Building | Production |
| IED deadlife trap | IEDs | Building | Security |
| IED tox trap | IEDs | Building | Security |
| IED firefoam trap | IEDs | Building | Security |
| IED trap | IEDs | Building | Security |
| IED antigrain warhead trap | IEDs | Building | Security |
| IED incendiary trap | IEDs | Building | Security |
| IED smoke trap | IEDs | Building | Security |
| IED EMP trap | IEDs | Building | Security |
| Shard animal pulser | Insanity weaponry | Artifact | |
| Shard insanity lance | Insanity weaponry | Gear | Utility |
| Shard shock lance | Insanity weaponry | Gear | Utility |
| Ship engine | Johnson-Tanaka drive | Building | Ship |
| Juggernaut serum | Juggernaut serum | Drug | Serum |
| Locust armor | Jump packs Recon armor | Gear | Armor |
| Jump pack | Jump packs | Gear | Utility |
| Longsword | Long blades | Equipment | Weapons |
| Warhammer | Long blades | Equipment | Weapons |
| Spear | Long blades | Equipment | Weapons |
| Long-range mineral scanner | Long-range mineral scanner | Building | Misc |
| Ship computer core | Machine persuasion | Building | Ship |
| Machining table | Machining | Building | Production |
| Frag grenades | Machining | Equipment | Weapons |
| Molotov cocktails | Machining | Equipment | Weapons |
| Gas mask | Machining | Gear | Clothing |
| Prestige marine helmet | Marine armor | Gear | Armor |
| Prestige marine armor | Marine armor | Gear | Armor |
| Grenadier armor | Marine armor | Gear | Armor |
| Marine helmet | Marine armor | Gear | Armor |
| Marine armor | Marine armor | Gear | Armor |
| Medicine | Medicine production | Medical Items | Medicine |
| Metalblood serum | Metalblood serum | Drug | Serum |
| Sleep accelerator | Microelectronics | Building | Ideology (Buildings) |
| Autobong | Microelectronics | Building | Ideology (Buildings) |
| Orbital trade beacon | Microelectronics | Building | Misc |
| Comms console | Microelectronics | Building | Misc |
| Hi-tech research bench | Microelectronics | Building | Production |
| EMP shell | Microelectronics | Crafted resources | Mortar shell |
| EMP launcher | Microelectronics | Equipment | Weapons |
| EMP grenades | Microelectronics | Equipment | Weapons |
| Mind-numb serum | Mind-numb serum | Drug | Serum |
| Moisture pump | Moisture pump | Building | Misc |
| Gastro-analyzer | Molecular analysis | Medical Items | Body Parts |
| Immunoenhancer | Molecular analysis | Medical Items | Body Parts |
| Mortar | Mortars | Building | Security |
| High-explosive shell | Mortars | Crafted resources | Mortar shell |
| Smoke shell | Mortars | Crafted resources | Mortar shell |
| Incendiary shell | Mortars | Crafted resources | Mortar shell |
| Multi-analyzer | Multi-analyzer | Building | Misc |
| Minigun | Multibarrel weapons | Equipment | Weapons |
| Biomutation pulser | Mutation weaponry | Artifact | Utility |
| Biomutation lance | Mutation weaponry | Gear | Utility |
| Learning assistant | Neural computation | Medical Items | Body Parts |
| Neurocalculator | Neural computation | Medical Items | Body Parts |
| Neural supercharger | Neural supercharger | Building | Ideology (Buildings) |
| Neurosis pulse | Neurosis pulse | Psychic ritual | |
| Top hat | Noble apparel | Gear | Clothing |
| Corset | Noble apparel | Gear | Clothing |
| Beret | Noble apparel | Gear | Clothing |
| Formal shirt | Noble apparel | Gear | Clothing |
| Formal vest | Noble apparel | Gear | Clothing |
| Ladies hat | Noble apparel | Gear | Clothing |
| Hopper | Nutrient paste | Building | Production |
| Nutrient paste dispenser | Nutrient paste | Building | Production |
| Vacsuit helmet | Orbital tech | Apparel | Armor |
| Kid vacsuit | Orbital tech | Apparel | Armor |
| Vacsuit | Orbital tech | Apparel | Armor |
| Oxygen pump | Orbital tech | Building | Odyssey (Buildings) |
| Orbital scanner | Orbital tech | Building | Odyssey (Buildings) |
| Vac barrier | Orbital tech | Building | Odyssey (Buildings) |
| Packaged survival meal | Packaged survival meal | Food | Meal |
| Passive cooler | Passive cooler | Building | Temperature |
| Pemmican | Pemmican | Food | Meal |
| Penoxycyline | Penoxycyline production | Drug | Medical Drug |
| Philophagy | Philophagy | Psychic ritual | |
| Piano | Piano | Building | Recreation |
| Plate armor | Plate armor | Gear | Armor |
| Pleasure pulse | Pleasure pulse | Psychic ritual | |
| Venom talon | Poison synthesis | Medical Items | Body Parts |
| Venom fangs | Poison synthesis | Medical Items | Body Parts |
| Assault rifle | Precision rifling | Equipment | Weapons |
| Sniper rifle | Precision rifling | Equipment | Weapons |
| Prosthetic heart | Prosthetics | Medical Items | Body Parts |
| Prosthetic arm | Prosthetics | Medical Items | Body Parts |
| Cochlear implant | Prosthetics | Medical Items | Body Parts |
| Prosthetic leg | Prosthetics | Medical Items | Body Parts |
| Provoke pit gate | Provoke pit gate | Psychic ritual | |
| Proximity detector | Proximity detector | Building | Anomaly (Buildings) |
| Flake | Psychite refining | Drug | Hard Drug |
| Yayo | Psychite refining | Drug | Hard Drug |
| Psychite tea | Psychoid brewing | Drug | Social drug |
| Psychophagy | Psychophagy | Psychic ritual | |
| Charge rifle | Pulse charged munitions | Equipment | Weapons |
| Charge lance | Pulse charged munitions | Equipment | Weapons |
| Recon armor | Recon armor | Gear | Armor |
| Prestige recon helmet | Recon armor | Gear | Armor |
| Prestige recon armor | Recon armor | Gear | Armor |
| Recon helmet | Recon armor | Gear | Armor |
| Recurve bow | Recurve bow | Equipment | Weapons |
| Revenant vertebrae | Revenant invisibility | Medical Items | Body Parts |
| Rocketswarm launcher | Rocketswarm launcher | Building | Security |
| Prestige robe | Royal apparel | Gear | Clothing |
| Coronet | Royal apparel | Gear | Clothing |
| Crown | Royal apparel | Gear | Clothing |
| Security door | Security door | Building | Structure |
| Serum lab | Serum synthesis | Building | Anomaly (Buildings) |
| Voidsight serum | Serum synthesis | Drug | Serum |
| Shield belt | Shields | Gear | Utility |
| Low-shield pack | Shields | Gear | Utility |
| Passenger shuttle | Shuttle | Building | Odyssey (Buildings) |
| Stoneskin gland | Skin hardening | Medical Items | Body Parts |
| Vacskin gland | Skin hardening | Medical Items | Body Parts |
| Toughskin gland | Skin hardening | Medical Items | Body Parts |
| Armorskin gland | Skin hardening | Medical Items | Body Parts |
| Skip abduction | Skip abduction | Psychic ritual | |
| Sleep suppressor | Sleep suppressor | Building | Anomaly (Buildings) |
| Fueled smithy | Smithing | Building | Production |
| Breach axe | Smithing | Equipment | Weapons |
| Gladius | Smithing | Equipment | Weapons |
| Axe | Smithing | Equipment | Weapons |
| Mace | Smithing | Equipment | Weapons |
| Pila | Smithing | Equipment | Weapons |
| Ikwa | Smithing | Equipment | Weapons |
| Knife | Smithing | Equipment | Weapons |
| Silver tile | Smithing | Floor | |
| Steel tile | Smithing | Floor | |
| Gold tile | Smithing | Floor | |
| Kid helmet | Smithing | Gear | Armor |
| Simple helmet | Smithing | Gear | Armor |
| Smokepop pack | Smokepop packs | Gear | Utility |
| Solar generator | Solar panel | Building | Power |
| Field hand | Specialized limbs | Medical Items | Body Parts |
| Power claw | Specialized limbs | Medical Items | Body Parts |
| Drill arm | Specialized limbs | Medical Items | Body Parts |
| Large chemfuel tank | Standard gravtech | Building | Odyssey (Buildings) |
| Large thruster | Standard gravtech | Building | Odyssey (Buildings) |
| Large mech gestator | Standard mechtech | Building | Biotech (Buildings) |
| Subcore softscanner | Standard mechtech | Building | Biotech (Buildings) |
| Mechband antenna | Standard mechtech | Building | Biotech (Buildings) |
| Large mech recharger | Standard mechtech | Building | Biotech (Buildings) |
| Mechcommander helmet | Standard mechtech | Gear | Armor |
| Array headset | Standard mechtech | Gear | Clothing |
| ... further results | |||
| Image | Building |
|---|---|
| Ancient ATM | |
| Ancient air conditioner | |
| Placeholder | Ancient antenna |
| Placeholder | Ancient armchair |
| Ancient band node | |
| ... further results | |
| Name | Stuff amount | Work To Make | Value/Textile |
|---|---|---|---|
| Animal bed | 40 | 400 | 1.525 |
| Animal flap | 25 | 850 | 1.64 |
| Armchair | 110 | 14,000 | 1.9545454545455 |
| Authority cap | 25 | 1,500 | 1.72 |
| Bedroll | 40 | 600 | 1.55 |
| Beret | 35 | 4,000 | 1.9142857142857 |
| Blindfold | 20 | 1,200 | 1.7 |
| Bowler hat | 20 | 1,800 | 1.85 |
| Broadwrap | 30 | 1,800 | 1.7333333333333 |
| Burka | 60 | 4,000 | 1.7333333333333 |
| Button-down shirt | 45 | 2,700 | 1.7111111111111 |
| Cape | 80 | 16,000 | 2.225 |
| Ceremonial hood | 20 | 2,000 | 2.25 |
| Corset | 45 | 12,000 | 2.4666666666667 |
| Couch | 200 | 20,000 | 1.85 |
| Cowboy hat | 25 | 1,800 | 1.76 |
| Double bedroll | 85 | 1,100 | 1.5529411764706 |
| Drape | 150 | 2,000 | 1.9333333333333 |
| Drum | 30 | 800 | 3.6 |
| Duster | 80 | 10,000 | 1.95 |
| Face mask | 10 | 800 | 1.8 |
| Flophat | 20 | 1,200 | 1.7 |
| Formal shirt | 65 | 6,000 | 1.8307692307692 |
| Formal vest | 45 | 12,000 | 2.4666666666667 |
| Headwrap | 20 | 1,400 | 1.75 |
| Heavy bandolier | 75 | 3,500 | 1.6666666666667 |
| Hood | 50 | 6,000 | 1.94 |
| Jacket | 70 | 7,000 | 1.8571428571429 |
| Kid pants | 20 | 1,280 | 1.75 |
| Kid parka | 40 | 6,400 | 2.075 |
| Kid romper | 30 | 2,000 | 1.7333333333333 |
| Kid shirt | 20 | 1,280 | 1.75 |
| Kid tribalwear | 30 | 1,400 | 1.6666666666667 |
| Kneel pillow | 25 | 2,400 | 1.84 |
| Kneel sheet | 80 | 2,400 | 1.6125 |
| Lab coat | 70 | 5,000 | 1.7571428571429 |
| Ladies hat | 50 | 6,000 | 1.94 |
| Pants | 40 | 1,600 | 1.65 |
| Parka | 80 | 8,000 | 1.8625 |
| Patchleather | 50 | 900 | 0.03 |
| Prestige robe | 100 | 20,000 | 2.2 |
| Robe | 80 | 5,000 | 1.725 |
| Sandbags | 5 | 180 | 1.62 |
| Sash | 25 | 1,000 | 1.64 |
| Shadecone | 25 | 1,800 | 1.76 |
| Slave body strap | 70 | 7,000 | 1.8571428571429 |
| Slave collar | 25 | 1,800 | 1.76 |
| T-shirt | 40 | 1,600 | 1.65 |
| Tailcap | 20 | 1,400 | 1.75 |
| Top hat | 50 | 6,000 | 1.94 |
| Tribal headdress | 50 | 6,000 | 1.94 |
| Tribalwear | 60 | 1,800 | 1.6166666666667 |
| Tuque | 20 | 1,200 | 1.7 |
| Veil | 20 | 1,400 | 1.75 |
Cataphract armor
A suit of heavy powered armor, built for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome. Armor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
Cataphract helmet
A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots. Armor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
Marine armor
A suit of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.
Armor like this is often used by rapid-incursion space marines.
Marine helmet
A marine armor helmet, with a built-in status computer and layered plasteel-weave plates. Armor like this is often used by rapid-incursion space marines.
Prestige cataphract armor
A suit of heavy powered armor, built for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome.
Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
Prestige cataphract helmet
A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.
Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
Prestige marine armor
A suit of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.
Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
Prestige marine helmet
A marine armor helmet, with a built-in status computer and layered plasteel-weave plates.
Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
Prestige recon armor
A suit of light partially-powered armor, designed to permit quick movement. Plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily.
Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
Prestige recon helmet
A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate.
Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
Recon armor
A suit of light partially-powered armor, designed to permit quick movement. Lightweight plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily. Armor like this is often used by imperial scout troops and glitterworld police forces.
Recon helmet
A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate. Armor like this is often used by imperial scout troops or glitterworld police forces.
Shadecone
A conical woven hat. Good for keeping cool during long hours in the sun.
- Stuffable tag on items? Need some way to automate knowing which materials to apply and can't trust the Category:Armor, Category:Clothing system - war veil is armor but takes textiles. A stuffable tag saying "Metallic" "Leathery" "Fabric" "Woody" would allow you to check if the var contains the tag, and display the relevant information. Template: Armor material table and Template: Clothing material table could be merged and the right variants could be displayed on the Comparison table (e.g. devilstrand, thrumbofur, hyperweave, plainleather for clothing, plasteel and steel for metallic armor)
- This same method could be used for automatic weapon materials tables. Maybe merged quality/material table.
- Example of ask command that could do whats needed: Button-down shirt, Cape, Cataphract armor, Duster, Eltex robe, Eltex shirt, Eltex vest, Flak jacket, Formal shirt, Grenadier armor, Jacket, Kid parka, Kid romper, Kid shirt, Kid vacsuit, Lab coat, Locust armor, Marine armor, Mechlord suit, Parka, Phoenix armor, Plate armor, Prestige cataphract armor, Prestige marine armor, Prestige recon armor, Prestige robe, Recon armor, Robe, T-shirt, Vacsuit
| Production Facility 1 | Type | Type2 | |
|---|---|---|---|
| Fence | Building | Structure | |
| Christmas tree | Building | Ideology (Buildings) | |
| School desk | Building | Furniture | |
| Tube television | Building | Recreation | |
| Serum lab | Building | Anomaly (Buildings) | |
| ... further results | |||
| Health Scale | |
|---|---|
| Sparrow | 0.08 |
| Quail | 0.1 |
| Crow | 0.1 |
| Bluebird | 0.1 |
| Macaw | 0.2 |
| Larva | 0.25 |
| Squirrel | 0.25 |
| Rat | 0.29 |
| Bullfrog | 0.29 |
| Waste rat | 0.29 |
| Prairie dog | 0.35 |
| Duck | 0.35 |
| Mink | 0.35 |
| Chicken | 0.35 |
| Boomrat | 0.4 |
| Porcupine | 0.4 |
| Guinea pig | 0.4 |
| Yorkshire terrier | 0.4 |
| Snowhare | 0.4 |
| Goose | 0.4 |
| Megascarab | 0.4 |
| Hermit crab | 0.4 |
| Chinchilla | 0.4 |
| Hare | 0.4 |
| Raccoon | 0.4 |
| Cat | 0.42 |
| Monkey | 0.45 |
| Iguana | 0.5 |
| Cobra | 0.5 |
| Armadillo | 0.5 |
| Otter | 0.5 |
| Flamingo | 0.6 |
| Tortoise | 0.6 |
| Wolverine | 0.6 |
| Turkey | 0.6 |
| Vulture | 0.6 |
| Stone crab | 0.6 |
| Heron | 0.6 |
| Sea turtle | 0.6 |
| Swan | 0.6 |
| Peafowl | 0.6 |
| Penguin | 0.6 |
| Boomalope | 0.65 |
| Toxalope | 0.65 |
| Clawer dryad | 0.7 |
| Arctic fox | 0.7 |
| Sheep | 0.7 |
| Badger | 0.7 |
| Goat | 0.7 |
| Pig | 0.7 |
| Gazelle | 0.7 |
| Alphabeaver | 0.7 |
| Locust | 0.7 |
| Wild boar | 0.7 |
| Red fox | 0.7 |
| Capybara | 0.7 |
| Fennec fox | 0.7 |
| Seal | 0.7 |
| Berrymaker dryad | 0.8 |
| Sea lion | 0.8 |
| Cassowary | 0.8 |
| Carrier dryad | 0.8 |
| Gaumaker dryad | 0.8 |
| Immature dryad | 0.8 |
| Lava snail | 0.8 |
| Woodmaker dryad | 0.8 |
| Lynx | 0.8 |
| Colossus toad | 0.8 |
| Medicinemaker dryad | 0.8 |
| Ibex | 0.85 |
| Deer | 0.9 |
| Emu | 0.9 |
| Barkskin dryad | 0.9 |
| Timber wolf | 0.99 |
| Arctic wolf | 0.99 |
| Bog hound | 1 |
| Alpaca | 1 |
| Monitor lizard | 1 |
| Labrador retriever | 1 |
| Human | 1 |
| ... further results | |
Hive queen, Larva, Locust, Megascarab, Megascarab cocoon, Megaspider cocoon, Spelopede, Spelopede cocoon, Stasis cocoon
Agrihand, Apocriton, Auto charge turret, Auto inferno turret, Auto mortar, Centipede, Centipede blaster, Centipede burner, Centipede gunner, Centurion, Cleansweeper, Constructoid, Cyclops, Diabolus, Fabricor, Hive queen, Lancer, Larva, Legionary, Lifter, Locust, Megascarab, Megascarab cocoon, Megaspider, Megaspider cocoon, Militor, Mini-slugger turret, Paramedic, Pikeman, Scorcher, Scyther, Spelopede, Spelopede cocoon, Stasis cocoon, Termite, Tesseron, Tunneler, War queen, War urchin
Airwire headset, Array headset, Authority cap, Beret, Blindfold, Bowler hat, Broadwrap, Burka, Button-down shirt, Cape, Ceremonial hood, Coronet, Corset, Cowboy hat, Crown, Duster, Face mask, Flophat, Formal shirt, Formal vest, Gas mask, Headwrap, Heavy bandolier, Hood, Jacket, Kid pants, Kid parka, Kid romper, Kid shirt, Kid tribalwear, Lab coat, Ladies hat, Pants, Parka, Prestige robe, Ritual mask, Robe, Sash, Shadecone, Slave body strap, Slave collar, Slicecap, Stellic crown, T-shirt, Tailcap, Top hat, Torture crown, Tribal headdress, Tribalwear, Tuque... further results
Airwire headset, Array headset, Authority cap, Beret, Blindfold, Bowler hat, Broadwrap, Burka, Button-down shirt, Cape, Ceremonial hood, Coronet, Corset, Cowboy hat, Crown, Duster, Face mask, Flophat, Formal shirt, Formal vest, Gas mask, Headwrap, Heavy bandolier, Hood, Jacket, Kid pants, Kid parka, Kid romper, Kid shirt, Kid tribalwear, Lab coat, Ladies hat, Pants, Parka, Prestige robe, Ritual mask, Robe, Sash, Shadecone, Slave body strap, Slave collar, Slicecap, Stellic crown, T-shirt, Tailcap, Top hat, Torture crown, Tribal headdress, Tribalwear, Tuque... further results
Animal bed, Animal flap, Animal sleeping box, Animalist slab (broad), Animalist slab (medium), Armchair, Art bench, Authority cap, Autobong, Autodoor, Axe, Baby decoration, Barricade, Bed, Bedroll, Beret, Billiards table, Blackboard, Blindfold, Bonsai pot, Bookcase, Bowler hat, Brazier, Breach axe, Broadwrap, Burka, Butcher table, Button-down shirt, Cape, Ceremonial hood, Chess table, Club, Column, Coronet, Corset, Couch, Cowboy hat, Crib, Crown, Darklight brazier, Dining chair, Door, Double bed, Double bedroll, Drape, Dresser, Drug lab, Drum, Duster, Egg box... further results
| format = ul
Armor Table[edit]
| Armor - | Insulation - | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Name | Sharp | Blunt | Heat | Heat | Cold | Coverage | Occupies Skin | Occupies Middle | Occupies Shell | Occupies Head | Value | |
| Cataphract armor | 120 | 50 | 60 | 12 | 70 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 3,120 | |||||
Focus types lore[edit]
Dignified: This can be used by psycasters with Empire royal titles. They meditate on meditation thrones, and gain more focus for more grand and dignified thronerooms. This is part of a shift in emphasis for the Empire, somewhat away from the pampered noble image, and more towards the quasi-religious psychic order aspect that they’ve always had. You’ll note that this kind of meditation is a direct replacement for the old ’authority’ need that your titled pawns would have. Now, instead of sitting on the throne to boost their own ego, they do it to meditate and regain psyfocus. The throneroom is a social gathering place, but it is also a meditation temple expressing deep traditions of an honor-bound culture. Natural: This focus type is used by those with tribal childhood backstories - whether you started as a tribal faction, or simply recruited someone with a tribal backstory. Natural meditation foci all need to be in nature - they lose their power if there are artifical structures too close by. The concept here is that they want to go away from people and do a psychic practice by communing with the stillness and eternity of the natural world. The most important meditation focus for the natural focus is the anima tree. One of these unique trees spawns on every map with a biome where it’s at all feasible. The tree glows with bioluminescent micro-organisms and has a connection with the surrounding psychic field. Anima trees are powerful foci for building up psyfocus, but also serve another purpose - they can actually upgrade your psycasters. When meditated to, the anima tree slowly develops anima grass around its base. Once enough is grown, you can send someone to link with the tree through a tribal ritual and gain a new level of psylink. This gives a reason to have lots of people meditate to the tree sometimes - possibly even the whole tribe - to grow the grass faster. Anima trees are not vulnerable to toxic fallout and animal will respect them and not eat them (except the jerk alphabeavers). If it’s destroyed, a new one will spawn some time later. Besides anima trees, you can also build nature shrines or acquire ancient animus stones and place them in nature to meditate to them. These won’t give new psylink levels like the tree, but it can be useful if you’re on an ice sheet and there is no tree, or you feel you want a meditation focus in a specific spot (though they still lose power if too close to artificial buildings). Raiders won’t see or attack the hidden nature shrines and animus stone. Morbid: This focus type is used by those with certain traits like psychopath, cannibal, or blood list. They draw psyfocus by meditating on death. To that end, graves and sarcophagi are a meditation focus for them. This kind of meditation is more powerful with a corpse inside the grave, and even more powerful if the corpse is related to the meditator. Minimal: This focus type is used by ascetics. They want the absolute minimum, so they meditate to blank walls. It’s a powerful type of meditation, but only ascetics can use it, and they can’t use some other types. Artistic: This type of meditation is usable by most people. The psycaster will meditate to art. Higher-quality art builds psyfocus faster. This kind of focus object is very accessible, but not quite as powerful as other methods. The above all means that the Empire no longer needs to have laws against psychic powers - so they don’t. If you want to be tribal psychics drawing power from the anima tree, while being friendly with the Empire, you can. The Empire also no longer tries to prevent anyone from using bladelink weapons (renamed to persona weapons), again, simply because it wasn’t worth restricting players this way. Such weapons are still very hard to get, so if you get one, use it.
Marine armor test[edit]
VS SHARP ONLY, too wordy to put in as is.
Compared a flak vest and duster, the marine armor offers strictly superior protection to the arms and legs when all items are the same quality, regardless of duster material. The interactions of two layers are dictated by the games Armor Rating calculations, and the result is that marine armor provides torso, neck and shoulders protection dependent on the quality and materials of the items compared.
- All items of Awful Quality: Marine armor is comparable or superior to a devilstrand duster and flak vest for all weapons, and significantly inferior to both hyperweave and thrumbofur duster and flak pairings for all but the highest AP weapons in the game.
- All items of Poor Quality: Marine armor is comparable to a devilstrand duster and flak vest and significantly inferior to both hyperweave and thrumbofur duster and flak pairings for all but the highest AP weapons in the game.
- All items of Normal Quality: Marine armor is superior to a devilstrand duster and flak vest and significantly inferior to both hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
- All items of Good Quality: Marine armor is superior to a devilstrand duster and flak vest and comparable to both hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
- All items of Excellent Quality: Marine armor is significant superior to a devilstrand duster and flak vest and superior to both hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
- All items of Masterwork or Legendary Quality: Marine armor is significant superior to a devilstrand, hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
Table test[edit]
| Header text | Header text | I'm the mw-collapsible cell content! |
|---|---|---|
| Example | Example | I'm the mw-collapsible cell content! |
| Example | Example | I'm the mw-collapsible cell content! |
| Example | Example | I'm the mw-collapsible cell content! |
| Hello | World |
|---|---|
| Content | Goes |
| In | Here |
| Hello | World |
|---|---|
| Content | Goes |
| In | Here |
Research[edit]
| Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon |
|---|---|---|---|---|---|---|
| Complex clothing | Tailor complicated garments like pants, dusters, and cowboy hats.
|
600 | 600 [B] | 900 | None | Simple |
| Complex clothing | Tailor complicated garments like pants, dusters, and cowboy hats.
The following are unlocked by this research: Bowler hat, Button-down shirt, Cowboy hat, Duster, Electric tailor bench, Flophat, Hand tailor bench, Heavy bandolier, Jacket, Kid pants, Kid parka, Kid romper, Kid shirt, Lab coat, Pants, Parka, Sash, Shadecone, T-shirt, Tailcap, Tuque |
600 | 600 [B] | 900 | None | Simple |
| Complex clothing | Tailor complicated garments like pants, dusters, and cowboy hats.
The following are unlocked by this research: Bowler hat, Button-down shirt, Cowboy hat, Duster, Electric tailor bench, Flophat, Hand tailor bench, Heavy bandolier, Jacket, Kid pants, Kid parka, Kid romper, Kid shirt, Lab coat, Pants, Parka, Sash, Shadecone, T-shirt, Tailcap, Tuque |
600 | 600 [B] | 900 | None | Simple |
| Complex clothing | Tailor complicated garments like pants, dusters, and cowboy hats.
For a full list of what is unlocked by this research see here. |
600 | 600 [B] | 900 | None | Simple |
| Complex clothing | Tailor complicated garments like pants, dusters, and cowboy hats. | 600 | 600 [B] | 900 | None | Simple |
Reminder[edit]
This is the inline text
abbr in it.
No
| Feature | Toggle |
|---|---|
| Collapse |
| Product | Ingredients | Type |
|---|---|---|
| Test | Test | Test |
Test[edit]
Thrumbofur Marine armor
| Awful Poor Normal Good Excellent Masterwork Legendary |
|---|



























