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- 16:19, 11 October 2021 diff hist +1 m Bed
- 16:19, 11 October 2021 diff hist +1 m Armchair
- 16:19, 11 October 2021 diff hist +1 m Animal sleeping spot
- 16:19, 11 October 2021 diff hist +1 m Animal sleeping box
- 16:19, 11 October 2021 diff hist +1 m Animal bed
- 16:18, 11 October 2021 diff hist +1 m Dining chair
- 16:17, 11 October 2021 diff hist +90 Dining chair type: Furniture -> Building; type2: - -> Furniture; placeable: Yes -> true; path cost: - -> 30; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> light; research: Complex Furniture -> Complex furniture;
- 16:15, 11 October 2021 diff hist +64 Darklight brazier lightradius: - -> 10; heatpersecond: - -> 3.5; maxheattemperature: - -> 23;
- 16:13, 11 October 2021 diff hist +64 Brazier lightradius: - -> 10; heatpersecond: - -> 3.5; maxheattemperature: - -> 23;
- 16:12, 11 October 2021 diff hist 0 m Template:Infobox main
- 16:11, 11 October 2021 diff hist +512 Template:Infobox main added lightradius, heatpersecond, maxheattemperature, mincooltemperature
- 16:05, 11 October 2021 diff hist +63 Darktorch lightradius: - -> 7; heatpersecond: - -> 3.5; maxheattemperature: - -> 23;
- 15:56, 11 October 2021 diff hist 0 Template:Infobox main made styledominance still display for things that don't have a set style
- 15:53, 11 October 2021 diff hist +139 Darktorch type: Furniture -> Building; type2: - -> Furniture; placeable: Yes -> true; path cost: - -> 14; passability: - -> pass through only; minifiable: - -> false; mass base: 1 -> -; hp: 80 -> 75; beauty: -> -; rest effectiveness: -> -; immunity gain speed factor: -> -; comfort: -> -; terrain affordance: - -> light; styledominance: - -> 5; deconstructyieldfraction: - -> 0;
- 15:50, 11 October 2021 diff hist +762 N Darklight brazier created page (stub)
- 15:47, 11 October 2021 diff hist +113 Brazier type: Furniture -> Building; type2: - -> Furniture; placeable: Yes -> true; path cost: - -> 42; passability: - -> pass through only; minifiable: - -> true; flammability: 0.0 -> 0; sell price multiplier: - -> 0.7; beauty: 0 -> -; terrain affordance: - -> light; research: Complex Furniture -> Complex furniture;
- 15:45, 11 October 2021 diff hist +657 N Bonsai pot created page (stub)
- 15:42, 11 October 2021 diff hist +214 Bedroll type: Furniture -> Building; type2: - -> Furniture; placeable: Yes -> true; path cost: - -> 14; passability: - -> standable; minifiable: - -> true; sell price multiplier: - -> 0.7; beauty: 0 -> -; terrain affordance: - -> light; facility: - -> dresser, end table, sleep accelerator;
- 15:40, 11 October 2021 diff hist +171 Bed type: Furniture -> Building; type2: - -> Furniture; placeable: Yes -> true; path cost: - -> 42; passability: - -> pass through only; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> light; facility: - -> end table, dresser, sleep accelerator; research: Complex Furniture -> Complex furniture;
- 15:38, 11 October 2021 diff hist +4 Armchair type: Furniture -> Building; type2: - -> Furniture; placeable: Yes -> true; path cost: - -> 30; minifiable: - -> true; flammability: 1.00 -> 1; terrain affordance: Light -> light; research: Complex Furniture -> Complex furniture;
- 15:37, 11 October 2021 diff hist +60 Animal sleeping spot
- 15:32, 11 October 2021 diff hist +13 Animal sleeping spot rest effectiveness: - -> 0.8; (can't verify this, but it's what it was)
- 15:22, 11 October 2021 diff hist +119 Animal sleeping spot type: Furniture -> Building; type2: - -> Furniture; placeable: Yes -> true; passability: - -> standable; minifiable: - -> false; rest effectiveness: 0.8 -> -; surgery success chance factor: - -> 0.7; terrain affordance: - -> light; work to make: - -> 0
- 15:20, 11 October 2021 diff hist +135 Animal sleeping box type: Furniture -> Building; type2: - -> Furniture; placeable: Yes -> true; path cost: - -> 14; passability: - -> pass through only; minifiable: - -> true; flammability: 1.0 -> 1; sell price multiplier: - -> 0.7; beauty: 0 -> -; surgery success chance factor: - -> 1; terrain affordance: - -> light;
- 15:13, 11 October 2021 diff hist +42 Template:Building Stats Table made beauty default to 0
- 15:07, 11 October 2021 diff hist -1 m Template:Infobox main
- 15:05, 11 October 2021 diff hist +163 Animal bed type: Furniture -> Building; type2: - -> Furniture; placeable: Yes -> true; path cost: - -> 14; passability: - -> pass through only; minifiable: - -> true; flammability: 1.0 -> 1; sell price multiplier: - -> 0.7; beauty: 0 -> -; surgery success chance factor: - -> 1; terrain affordance: - -> light;
- 15:02, 11 October 2021 diff hist +196 Template:Infobox main added Surgery Success Chance Factor
- 14:49, 11 October 2021 diff hist +963 N Totemic slab (medium) created page
- 14:47, 11 October 2021 diff hist +960 N Totemic slab (broad) created page
- 14:46, 11 October 2021 diff hist +978 N Spikecore floor-star (medium) created page
- 14:44, 11 October 2021 diff hist +973 N Spikecore floor-star (broad) created page
- 14:42, 11 October 2021 diff hist +934 N Rustic rug (medium) created page
- 14:39, 11 October 2021 diff hist +931 N Rustic rug (broad) created page
- 14:37, 11 October 2021 diff hist +957 N Morbid slab (medium) created page
- 14:35, 11 October 2021 diff hist +956 N Morbid slab (broad) created page
- 14:33, 11 October 2021 diff hist +974 N Animalist slab (medium) created page
- 14:29, 11 October 2021 diff hist +1 m Animalist slab (broad)
- 14:25, 11 October 2021 diff hist -2 m Template:Infobox main
- 14:24, 11 October 2021 diff hist +276 Template:Infobox main added style, styledominance, edifice
- 14:16, 11 October 2021 diff hist +149 Animalist slab (broad)
- 14:14, 11 October 2021 diff hist +821 N Animalist slab (broad) created page
- 13:42, 11 October 2021 diff hist +90 Hopper type: Production -> Building; type2: Food -> Production; placeable: Yes -> true; power: 0 -> -; research: Nutrient Paste -> Nutrient paste; path cost: - -> 42; passability: - -> pass through only; cover: - -> 0.5; minifiable: - -> false; terrain affordance: - -> light;
- 13:39, 11 October 2021 diff hist +89 Nutrient paste dispenser type: Production -> Building; type2: Food -> Production; placeable: Yes -> true; research: Nutrient Paste -> Nutrient paste; resource 1 amount: 90 -> 125; passability: - -> impassable; blockswind: - -> true; cover: - -> 1; minifiable: - -> false; terrain affordance: - -> heavy;
- 13:38, 11 October 2021 diff hist +11 Deep drill moved work to uninstall to main body
- 13:38, 11 October 2021 diff hist +53 Deep drill moved work to uninstall to main body
- 13:33, 11 October 2021 diff hist +136 Deep drill type: Production -> Building; type2: -> Production; placeable: Yes -> true; hp: 140 -> 300; power: - 200 -> -200; research: Deep Drilling -> Deep drilling; path cost: - -> 50; passability: - -> pass through only; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> light; work to uninstall: - -> 1800;
- 13:32, 11 October 2021 diff hist +101 Fermenting barrel type: Production -> Building; type2: -> Production; placeable: Yes -> true; size: 1 ˣ 1 -> -; power: 0 -> -; flammability: 1.0 -> 1; research: Beer Brewing -> Beer brewing; path cost: - -> 42; passability: - -> pass through only; cover: - -> 0.45; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> light;
- 13:31, 11 October 2021 diff hist +113 Hydroponics basin type: Production -> Building; type2: Plants -> Production; placeable: Yes -> true; size: 4 ˣ 1 -> 1 ˣ 4; path cost: - -> 30; passability: - -> pass through only; cover: - -> 0.3; minifiable: - -> false; terrain affordance: - -> medium;
- 13:28, 11 October 2021 diff hist +58 Electric crematorium type: Production -> Building; placeable: Yes -> true; flammability: 1.0 -> -; power: - 250 -> -250; type2: - -> Production; passability: - -> impassable; cover: - -> 1; minifiable: - -> false; terrain affordance: - -> heavy;
- 13:27, 11 October 2021 diff hist +40 Hi-tech research bench type: Production -> Building; type2: Research -> Production; placeable: Yes -> true; beauty: 0 -> -; flammability: 1.0 -> 1; mass base: 20 -> -; path cost: - -> 50; passability: - -> pass through only; minifiable: - -> false; terrain affordance: - -> heavy
- 13:26, 11 October 2021 diff hist +20 Butcher spot minifiable: - -> false;
- 13:25, 11 October 2021 diff hist +18 Hand tailor bench efficiency: - -> 0.5;
- 13:25, 11 October 2021 diff hist +38 Crafting spot minifiable: - -> false; efficiency: - -> 0.5;
- 13:24, 11 October 2021 diff hist +62 Simple research bench type: Production -> Building; type2: Research -> Production; placeable: Yes -> true; rotatable: Yes -> -; flammability: 1.0 -> 1; beauty: 0 -> -; path cost: - -> 50; passability: - -> pass through only; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> medium;
- 13:18, 11 October 2021 diff hist +4 Biofuel refinery mass base: 20 -> -; minifiable: - -> false;
- 13:17, 11 October 2021 diff hist +20 Fabrication bench minifiable: - -> false;
- 13:10, 11 October 2021 diff hist -16 Fabrication bench mass base: 20 -> -;
- 13:09, 11 October 2021 diff hist +92 Fabrication bench type: Production -> Building; type2: -> Production; placeable: Yes -> true; size: 2 ˣ 5 -> 5 ˣ 2; flammability: 1.0 -> 1; path cost: - -> 50; passability: - -> pass through only; cover: - -> 0.5; mass base: - -> 20; terrain affordance: - -> heavy;
- 13:07, 11 October 2021 diff hist +70 Biofuel refinery type: Production -> Building; type2: Resources -> Production; placeable: Yes -> true; size: 2 ˣ 3 -> 3 ˣ 2; flammability: 1.0 -> 1; research: Biofuel Refining -> Biofuel refining; resource 1 amount: 200 -> 150; path cost: - -> 50; passability: - -> pass through only; mass base: - -> 20; terrain affordance: - -> heavy;
- 13:05, 11 October 2021 diff hist +154 Electric smelter type: Production -> Building; type2: Resources -> Production; placeable: Yes -> true; size: 1 ˣ 3 -> 3 ˣ 1; path cost: - -> 50; passability: - -> pass through only; cover: - -> 0.5; minifiable: - -> true; mass base: - -> 20; flammability: - -> 1; sell price multiplier: - -> 0.7; terrain affordance: - -> heavy;
- 13:04, 11 October 2021 diff hist +110 Drug lab type: Production -> Building; type2: -> Production; placeable: Yes -> true; size: 1 ˣ 3 -> 3 ˣ 1; beauty: 0 -> -; power: 0 -> -; flammability: 1.0 -> 1; research: Drug Production -> Drug production; path cost: - -> 50; passability: - -> pass through only; cover: - -> 0.5; minifiable: - -> true; mass base: - -> 20; sell price multiplier: - -> 0.7; terrain affordance: - -> medium;
- 13:03, 11 October 2021 diff hist +199 Brewery type2: -> Production; placeable: Yes -> true; size: 1 ˣ 3 -> 3 ˣ 1; power: 0 -> -; research: Beer Brewing -> Beer brewing; flammability: 1.0 -> 1; resource 1: wood -> Wood; resource 2: steel -> Steel; path cost: - -> 50; passability: - -> pass through only; cover: - -> 0.5; minifiable: - -> true; mass base: - -> 20; sell price multiplier: - -> 0.7; terrain affordance: - -> medium
- 13:02, 11 October 2021 diff hist +69 Stonecutter's table type: Production -> Building; type2: Resources -> Production; placeable: Yes -> true; rotateable: Yes -> -; size: 1 ˣ 3 -> 3 ˣ 1; beauty: 0 -> -; flammability: 1.0 -> 1; path cost: - -> 50; passability: - -> pass through only; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> heavy;
- 13:01, 11 October 2021 diff hist +109 Fueled stove type: Production -> Building; type2: Food -> Production; placeable: Yes -> true; size: 1 ˣ 3 -> 3 ˣ 1; power: 0 -> -; flammability: 1.0 -> 1; path cost: - -> 50; passability: - -> pass through only; minifiable: - -> true; mass base: - -> 20; sell price multiplier: - -> 0.7; terrain affordance: - -> medium;
- 12:58, 11 October 2021 diff hist +137 Electric stove type: Production -> Building; type2: Food -> Production; placeable: Yes -> true; size: 1 ˣ 3 -> 3 ˣ 1; power: - 350 -> -350; flammability: 1.0 -> 1; path cost: - -> 50; passability: - -> pass through only; cover: - -> 0.5; minifiable: - -> true; mass base: - -> 20; sell price multiplier: - -> 0.7; terrain affordance: - -> medium;
- 12:56, 11 October 2021 diff hist +132 Machining table type: Production -> Building; type2: Resources -> Production; placeable: Yes -> true; size: 1 ˣ 3 -> 3 ˣ 1; flammability: 1.0 -> 1; path cost: - -> 50; passability: - -> pass through only; cover: - -> 0.5; minifiable: - -> true; mass base: - -> 20; sell price multiplier: - -> 0.7; terrain affordance: - -> medium;
- 12:54, 11 October 2021 diff hist +190 Electric smithy type: Production -> Building; placeable: Yes -> true; size: 1 ˣ 3 -> 3 ˣ 1; power: - 210 -> -210; flammability: 1.0 -> 1; research: -> Electricity, smithing; type2: - -> Production; path cost: - -> 50; passability: - -> pass through only; cover: - -> 0.5; minifiable: - -> true; mass base: - -> 20; sell price multiplier: - -> 0.7; terrain affordance: - -> medium;
- 12:52, 11 October 2021 diff hist +134 Fueled smithy type: Production -> Building; placeable: Yes -> true; size: 1 ˣ 3 -> 3 ˣ 1; flammability: 1.0 -> 1; power: 0 -> -; type2: - -> Production; path cost: - -> 50; passability: - -> pass through only; cover: - -> 0.5; minifiable: - -> true; mass base: - -> 20; sell price multiplier: - -> 0.7; terrain affordance: - -> medium;
- 12:50, 11 October 2021 diff hist +109 Electric tailor bench type: Production -> Building; type2: Clothing -> Production; placeable: Yes -> true; rotatable: Yes -> -; size: 1 ˣ 3 -> 3 ˣ 1; beauty: 0 -> -; flammability: 1.0 -> 1; path cost: - -> 50; passability: - -> pass through only; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> medium; research: - -> Electricity, complex clothing;
- 12:44, 11 October 2021 diff hist +62 Hand tailor bench type: Production -> Building; type2: Clothing -> Production; placeable: Yes -> true; rotatable: Yes -> -; size: 1 ˣ 3 -> 3 ˣ 1; power: 0 -> -; beauty: 0 -> -; flammability: 1.0 -> 1; research: Complex Clothing -> Complex clothing; path cost: - -> 50; passability: - -> pass through only; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> medium;
- 12:39, 11 October 2021 diff hist +38 Butcher table type: Production -> Building; type2: Food -> Production; placeable: Yes -> true; size: 1 ˣ 3 -> 3 ˣ 1; power: 0 -> -; beauty: 0 -> -; flammability: 1.0 -> 1; path cost: - -> 50; passability: - -> pass through only; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> medium;
- 12:38, 11 October 2021 diff hist +48 Butcher spot type: Production -> Building; type2: -> Production; placeable: Yes -> true; power: 0 -> -; passability: - -> standable; terrain affordance: - -> light; work to make: - -> 0
- 12:36, 11 October 2021 diff hist +69 Crafting spot type: Production -> Building; type2: -> Production; placeable: Yes -> true; power: 0 -> -; passability: - -> standable; terrain affordance: - -> light; work to make: - -> 0;
- 12:34, 11 October 2021 diff hist -22 Art bench deconstructable: true -> -;
- 12:28, 11 October 2021 diff hist 0 Ancient car bonusdestroyleavings: 2 {{Icon small|Steel slag chunk}} -> {{Icon small|Steel slag chunk}} 2;
- 12:27, 11 October 2021 diff hist 0 Mech low-shield bonusdestroyleavings: 7 {{Icon small|Plasteel}} -> {{Icon small|Plasteel}} 7;
- 12:21, 11 October 2021 diff hist +4,391 Template:Infobox main bugfixing complete
- 12:08, 11 October 2021 diff hist +1,581 Template:Infobox main/doc added a third example (art bench)
- 12:03, 11 October 2021 diff hist -4,391 Template:Infobox main Undo revision 94498 by Cheldra (talk) undo while I bugfix Tag: Undo
- 11:59, 11 October 2021 diff hist +4,391 Template:Infobox main made "Resources to make" check for "placeable" != "false"; made "Deconstruct yield" check if [resource 1 != None and type = Building and deconstructable != false and deconstructyieldfraction|0.5 > 0], rather than just "placeable"; implemented "deconstructyieldfraction|0.5" into "Deconstruct yield"; added "Destroy yield"
- 10:46, 11 October 2021 diff hist +24 Art bench deconstructable: - -> true;
- 10:39, 11 October 2021 diff hist +19 Ancient car placeable: - -> false;
- 10:38, 11 October 2021 diff hist +19 Mech low-shield placeable: - -> false;
- 10:32, 11 October 2021 diff hist +2 Mechanoid cluster →Miscellaneous buildings: "Bullet shield" -> "Mech low-shield"
- 10:31, 11 October 2021 diff hist +19 Mech low-shield type2: Mechanoid -> Mechanoid cluster;
- 10:29, 11 October 2021 diff hist +1,063 N Mech low-shield created page
- 10:16, 11 October 2021 diff hist +83 Art bench type: Production -> Building; type2: -> Production; placeable: Yes -> true; size: 1 ˣ 3 -> 3 ˣ 1; power: 0 -> -; beauty: 0 -> -; flammability: 1.0 -> 1; path cost: - -> 50; passability: - -> pass through only; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> medium;
- 10:15, 11 October 2021 diff hist +44 Ancient car type: Buildings -> Building; type2: Ruins -> Ruin; size: 2 * 4 -> 2 ˣ 4; deconstruct yield: 2 {{Icon small|Steel slag chunk}} -> -; passability: - -> impassable; terrain affordance: - -> light; deconstructable: - -> false; bonusdestroyleavings: - -> 2 {{Icon small|Steel slag chunk}};
- 23:20, 10 October 2021 diff hist +86 Development mode →Autotests: Make colony (animals)
- 23:13, 10 October 2021 diff hist -5 Psychic Sensitivity added blind psysense modifiers
- 22:51, 10 October 2021 diff hist +27 Chicken slightly improved accuracy
- 22:43, 10 October 2021 diff hist +69 Chicken improved analysis
- 22:06, 10 October 2021 diff hist +1,010 N Template:Consumption Upto Adulthood created template
- 21:31, 10 October 2021 diff hist +1,214 Animals →Mating: wrote up analysis of female:male ratio
- 19:32, 9 October 2021 diff hist +5 User:Cheldra
- 19:29, 9 October 2021 diff hist +14 Yorkshire terrier
- 19:29, 9 October 2021 diff hist +14 Yak
- 19:29, 9 October 2021 diff hist +14 Wild boar
- 19:29, 9 October 2021 diff hist +14 Warg