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  • *We now display a text mote when a player pawn gains a new level in a skill. *Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
    16 KB (2,521 words) - 12:49, 16 February 2023
  • ..., they will instead attempt to fulfill those needs. For this setting, if a pawn is already asleep when this schedule begins, they will not wake up and inst ...t work task can be manually ended by [[Draft|drafting]] and undrafting the pawn.
    26 KB (3,992 words) - 01:00, 21 January 2024
  • ...ituations where all other treatments fail, such as brain damage, or when a pawn would certainly die otherwise. * Immediately end a colonist's [[Mental break#Catatonia|catatonic break]], at quite a cost. Do so when the colonist
    6 KB (925 words) - 01:49, 23 April 2024
  • ...the taming chance. Wounding then saving the megasloth, or waiting for an [[Mental inspiration#Inspired taming|inspiration]] is the recommended way to tame on However by kiting it with one pawn as the others attack, trading off colonists for it to target as needed, and
    7 KB (1,056 words) - 23:12, 18 December 2023
  • A pawn taking psychite tea will do so right where it stands without looking for a * If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
    10 KB (1,438 words) - 10:33, 30 April 2024
  • ...drug which the pawn will try to feed regularly. If the need isn’t fed, the pawn will develop withdrawal symptoms (low mood, reduced consciousness). Eventua * Mood is now drawn subtly behind the pawn on the colonist readout at the top of the screen.
    7 KB (1,221 words) - 02:55, 7 November 2023
  • ...difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for. ...g or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.
    38 KB (5,513 words) - 06:44, 23 April 2024
  • A pawn's [[Filth Rate]] determines how often it spontaneously produces '''dirt''' ...rrain like soil, there is a chance for dirt to stick to their feet. When a pawn with dirt on their feet then walks on a non-dirt surface, like concrete or
    15 KB (2,076 words) - 13:46, 5 June 2024
  • ...ravans. Draw paths will enable pathing lines for all non-colonist pawns. (pawn must be visible on screen for line to render) Write storyteller will provid ...ng available to do in the gamespace you are currently in. (e.x. spawning a pawn on the main menu)
    39 KB (6,219 words) - 21:02, 16 January 2024
  • ...[[Mortar Miss Radius Multiplier|accuracy of mortars]] is now related to a pawn's [[shooting]] skill. Skill level 8 makes it the same as before. Higher ski * Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.
    9 KB (1,452 words) - 04:18, 7 November 2023
  • * Added facial hair for pawns. The style of hair is based on the pawn’s background. * Guest status with a faction is reset upon gifting a pawn to that faction.
    20 KB (3,121 words) - 04:15, 7 November 2023
  • ...Psylink level equal to or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through ...can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psyfocus#Natural|Natural]] Meditation focus type
    42 KB (5,872 words) - 13:21, 9 June 2024
  • ...by attempting to enslave a prisoner while benefiting from a recruitment [[Mental inspiration#Inspired recruitment|inspiration]]. A prisoner's starting will ...boost. Slave expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and
    17 KB (2,520 words) - 03:55, 12 May 2024
  • ===Pawn AI=== *Added new class of “minor” mental breaks, which can happen at mood under 40%.
    10 KB (1,646 words) - 02:54, 7 November 2023
  • ...time required for fine stone tiles could likely pay for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect o ...ore beauty will improve the mood of colonists in combat and help prevent [[mental break]]s occurring at inopportune times, but where sculptures would be at r
    5 KB (786 words) - 12:41, 10 April 2023
  • ...time required for fine stone tiles could likely pay for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect o ...ore beauty will improve the mood of colonists in combat and help prevent [[mental break]]s occurring at inopportune times, but where sculptures would be at r
    5 KB (787 words) - 12:40, 10 April 2023
  • ...time required for fine stone tiles could likely pay for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect o ...ore beauty will improve the mood of colonists in combat and help prevent [[mental break]]s occurring at inopportune times, but where sculptures would be at r
    5 KB (787 words) - 12:40, 10 April 2023
  • ...for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors. ...Base}}}}}} before [[Trade Price Improvement]] and [[difficulty]], lasts a pawn for 125 days, just over 2 years, without deficiency. With 0 Social skill in
    11 KB (1,627 words) - 03:18, 19 May 2024
  • ...g stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make Having a buried human allows the [[Mental break|Corpse Obsession]] [[mental break]] to occur. Everybody who sees the corpse will receive the normal Saw
    9 KB (1,349 words) - 07:42, 18 February 2024
  • ...experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally ...then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.
    15 KB (2,436 words) - 12:37, 18 May 2024

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