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  • ...those targets are outside their allowed area. Colonists on [[mental break|mental breaks]] will also ignore their allowed area. ...nting roof collapse when removing a building, poking a hole in a roof so a pawn can use a [[telescope]] without fully exposing them to the environment, or
    9 KB (1,362 words) - 06:37, 27 January 2024
  • ...lets apply to them. This includes a need for [[food]] and the chance for [[mental break]]s. They are confined to their cell, and will not do work. Prisoners ...e a caravan, the prisoner will never try and escape unless its part of a [[mental break]].
    26 KB (3,935 words) - 01:45, 15 May 2024
  • ...ncreases their [[blood loss]] by 45%; if blood loss exceeds 100%, then the pawn will die. Unlike most other operations, it does not consume medicine or [[A ...ackaged form of blood that can be extracted and implanted to alter a human pawn's [[blood loss]].
    10 KB (1,557 words) - 00:01, 19 February 2024
  • ...to rush [[titles]], and the availability of steel vs cut stone means that pawn labor can often be saved by avoiding the need to cut stone blocks. ...ld time required for spikecore plates partially pays for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect o
    5 KB (761 words) - 12:39, 10 April 2023
  • ...pawn opens it, and a held open door toggled off will close after the next pawn walks through it. ...pawns will not pass through it, even if open. However, colonists under a [[mental break]] will ignore restrictions, as do visitors, traders, and enemies.
    7 KB (1,046 words) - 15:43, 14 April 2024
  • | {{Bad|+4% Mental Break Threshold}} Cube-Fascinated colonists will go on periodic mental breaks {{Check Tag|verify|MTB?}} during which they will build a [[sculpture
    12 KB (1,894 words) - 07:02, 19 May 2024
  • ...ke melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4. ...efighting is listed in their work. Does this mean they'll fight fires as a pawn would. Priorities? Firefighting over doctor and then as the Work tab organi
    10 KB (1,430 words) - 17:13, 25 February 2024
  • .... It is possible to force other foods on top of a hopper by taking it to a pawn's inventory and then manually dropping it in front of the hopper. This may ...er to produce meals for storage or animals, you must manually manipulate a pawn - see below for details.
    14 KB (2,281 words) - 23:14, 10 January 2024
  • ...to rush [[titles]], and the availability of steel vs cut stone means that pawn labor can often be saved by avoiding the need to cut stone blocks. ...in build time required for hex tiles partially pays for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect o
    5 KB (794 words) - 12:38, 10 April 2023
  • * If a pawn is not addicted: {{+|100%}} luciferium need * If a pawn is already addicted: {{+|90%}} lucifierium need (scaled by [[body size]])
    9 KB (1,269 words) - 16:59, 16 February 2024
  • ...s a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it. When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does [[Damage Type#Stab|Stab]] damage. This
    5 KB (836 words) - 13:14, 9 April 2024
  • The social needs of a pawn also came with marriages and lovers (as seen below in the Opinions section) ...ification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}
    18 KB (2,805 words) - 02:34, 3 May 2024
  • * We no longer show mood thought bubbles for unimportant pawn (e.g. spamming them on raiders during battles). * Fix: Bio mentions “Squirrel Boy” even if the pawn is female.
    8 KB (1,291 words) - 22:35, 5 June 2022
  • ...death are still better than the almost-guaranteed death of the tantruming pawn, let alone the collateral damage. For maximum safety, consider sealing it b
    6 KB (907 words) - 12:43, 27 February 2024
  • ...bcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create. ...for them to be imprecisely controlled even when the mechanitor is having a mental break.
    13 KB (1,965 words) - 20:53, 21 February 2024
  • A pawn smoking a smokeleaf joint will look for a place to sit first, but is still * If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
    14 KB (1,871 words) - 10:34, 30 April 2024
  • ...ed by a pawn can be taken through the use of a gizmo that appears when the pawn is drafted{{Check Tag|Required?}} and selected. ...major break, and [[hard drug binge]]s are an extreme break. Colonists in a mental break will ignore [[allowed area]]s and forbidden items.
    31 KB (4,561 words) - 09:20, 30 April 2024
  • ...ger rate of '''×100%'''. Note however that sanguophage genes can disable a pawn's native [[germline gene]]s (e.g. ''Fast Runner'' will negate a [[neanderth ...ty on one of your pawns if they are captured or downed. Select the desired pawn to gain these abilities, and then right-click on the sanguophage and choose
    16 KB (2,221 words) - 06:26, 28 April 2024
  • * Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or fro * Skulls now keep track of the name of the pawn they originated from.
    12 KB (1,838 words) - 04:15, 7 November 2023
  • ...as been [[research]]ed (requires 1 [[techprint]]). You could also make the pawn go hungry, and only feed them once they become incapacitated from malnutrit ...st deprive the "lost lambs" from any comfort of world pleasure and let the mental crisis unfolds and decrease their faith, then strike when its low enough wi
    7 KB (1,153 words) - 01:45, 14 November 2023

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