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  • ...al mood bonuses or maluses from different food types, such as from [[human meat]], are applied. Hosting an embryo costs 6 [[nutrition]] per day and aging a ...much nutrition. Regardless, vats will ignore the game's natural population curve, and will always be able to fight, haul, and clean competently. Of these, h
    17 KB (2,675 words) - 22:36, 9 January 2024
  • {{#vardefine: MeatName | {{{meatname | {{#var:Name}} meat}}} }} {{#vardefine: LeatherName | {{{leathername | {{#var:Name}} leather}}} }}
    84 KB (8,418 words) - 10:51, 16 November 2022
  • {{#vardefine: MeatName | {{{meatname | {{#var:Name}} meat}}} }} {{#vardefine: LeatherName | {{{leathername | {{#var:Name}} leather}}} }}
    93 KB (9,360 words) - 22:35, 23 April 2024
  • * Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or canniba
    12 KB (1,866 words) - 02:55, 7 November 2023
  • ...ses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predato ...l give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.
    39 KB (6,061 words) - 09:55, 5 April 2023
  • ...''</big><br/><br/>''Cassandra creates story events on a classic increasing curve of challenge and tension.<br/>She'll push you with dangerous events, then g ...he amount of materials produced when butchering. This includes [[meat]], [[leather]], and yield from shredding [[mechanoids]]. || 0% - 500% || 100% || 100% ||
    28 KB (3,885 words) - 11:51, 31 December 2023
  • *Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll *Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or canniba
    13 KB (2,127 words) - 12:09, 3 January 2019
  • Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]]. ...ists use ranged weapons to take down wild animals for their [[meat]] and [[leather]].
    52 KB (8,178 words) - 13:54, 24 April 2024
  • ...health, [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teena ...ay. Unlike with most colonists, you can use undesirable foods like [[human meat]] and [[kibble]] with no penalty.
    33 KB (4,877 words) - 03:42, 20 May 2024
  • ...orage areas built. Maybe partition it for now for a smaller area for cool meat/perishables storage and another for comfortable-temperature barracks and wo ...pses. Across all stages, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh
    59 KB (9,977 words) - 02:46, 20 November 2023
  • ...each animal, creates the animal, their desiccated corpse, and one meat and leather. ! Rand By Curve Tests
    39 KB (6,219 words) - 21:02, 16 January 2024
  • * [[Meat Amount]] * [[Leather Amount]]
    176 KB (25,469 words) - 02:44, 22 May 2024
  • description = [[Make pemmican, a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling.] curve = {
    846 KB (56,427 words) - 20:55, 17 May 2021

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