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  • | description = Multiplier on melee damage with blunt attacks for items made of this material.
    268 bytes (33 words) - 23:48, 30 December 2022
  • '''Lance''' may refer to one of several items using that name: * {{icon small|Psychic shock lance|24}} Psychic lances - [[utility]] items with two charges that inflict certain effects on [[psychic sensitivity|psyc
    1,021 bytes (148 words) - 12:48, 13 April 2024
  • * AIs now haul construction-blocking items to the nearest open square instead of hauling them all the way to storage.
    267 bytes (36 words) - 22:01, 8 September 2021
  • ...ks like [[Damage Types#Cut|cutting]] or [[Damage Types#Stab|stabbing]] for items made of this material.
    336 bytes (43 words) - 23:44, 30 December 2022
  • ▪ Colony wealth(items)
    385 bytes (36 words) - 02:27, 25 August 2021
  • Take note that for stackable items (like resources) mass corresponds to a single item, not the whole stack. Th
    351 bytes (56 words) - 12:47, 19 March 2023
  • ...ne]]. Colonists assigned to hauling and animals trained to haul will bring items to stockpiles configured to accept them. ...ckpile settings disallow those particular items. Haulers will remove these items and take them to stockpiles that do allow them.
    5 KB (916 words) - 01:16, 13 October 2021
  • ...to migrate with when selling colony and proceeding to take your allowed 7 items with you and can then be used. (inconclusive information regarding drop dis [[Category:Unobtainable items]]
    2 KB (321 words) - 18:30, 21 January 2024
  • ...dded by the [[Anomaly DLC]] that allows for the production of a variety of items from that DLC. ...h work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored.
    2 KB (276 words) - 21:47, 1 May 2024
  • ...ally rely on wild plants for sustenance but will eat any non-meat [[food]] items left lying about like vegetables, prepared [[meals]], [[chocolate]], and [[
    556 bytes (74 words) - 12:12, 1 March 2023
  • ...a nice hierarchy, so you can allow/disallow storage of individual kinds of items in a stockpile, or do it by categories. All with a nice collapsible-categor
    438 bytes (60 words) - 22:01, 8 September 2021
  • In RimWorld, while many items provide [[cover]], line of sight is typically only broken by [[walls]] and
    508 bytes (78 words) - 10:57, 22 May 2021
  • | type = Medical Items ...then applies chemical burns on the corpse, relative to where it destroyed items. It does not deal damage to anything else around the user on activation.
    3 KB (413 words) - 18:45, 7 February 2024
  • ...ith no overlap in coverage. Items that cover multiple layers conflict with items on all layers. * '''Belt:''' Technically the fourth layer. A distinct layer for [[utility]] items to allow them to be worn alongside any other apparel but not with each othe
    6 KB (929 words) - 01:49, 24 October 2022
  • ...[cotton plant]]. It can be used to create [[clothing]] and a few specialty items like [[carpet]]s. It is 20% more flammable than most other textiles.}} ...ric-type material for [[stuff]]able [[clothing]], [[armchair]]s, and other items.
    3 KB (489 words) - 15:02, 7 January 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (218 words) - 10:47, 13 April 2024
  • | type = Medical Items
    425 bytes (52 words) - 07:02, 10 May 2024
  • | type = Medical Items
    428 bytes (52 words) - 07:08, 10 May 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (199 words) - 22:58, 9 January 2024
  • ...anything on its own, but it is necessary to craft some other usable shield items. Shield cores can be obtained by deconstructing mechanoid shield generators | type = Exotic Items
    2 KB (238 words) - 19:46, 16 January 2024

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