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  • '''Drug binge''' refers to one of two [[mental breaks]] in which a pawn consumes large quantities of a particular class of [[drugs]]. These are: * [[Mental break#Social drug binge|Social drug binge]], where a pawn consumes [[social drugs]].
    410 bytes (64 words) - 06:33, 25 April 2023
  • ...ental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies. ...Nimble [[Traits#Nimble|trait]] multiplies the trap spring chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly paw
    776 bytes (114 words) - 02:21, 20 December 2023
  • ...s someone's [[Mood]] is below this level, they are in danger of having a [[mental break]]. The base Mental Break Threshold is 35% and defines where the minor break risk range starts.
    4 KB (482 words) - 04:33, 10 May 2023
  • ...pplies any factors to the sum of all offsets and the base 100%. As such, a pawn with the Slow Study gene and the Fast Learner trait has a Global Learning F ...a pawn learning that skill slightly slower (94% of base XP gained) than a pawn with a base global learning factor and a single passion in the skill (100%
    2 KB (316 words) - 15:19, 11 July 2023
  • ...sts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull f ...l break while they are in bed, and in various other situations.{{Check Tag|Mental break?|Can it be used on pawns who are already having a break? Including th
    2 KB (259 words) - 12:34, 5 April 2024
  • ...psychic sleep. The psyfocus cost depends on the intensity of the target's mental break. ...enity''' is a level {{P|Psylink Level}} [[psycast]] that ends the target's mental break by sending them into a short coma.
    2 KB (220 words) - 08:24, 7 April 2024
  • * Send a message to the player if a pawn is taking a baby to a safe place. * Fix: Genes losing pawn references after death->save->load->resurrect.
    1 KB (175 words) - 14:23, 3 November 2022
  • ...deaf]] pawn will receive no buff at all. If the psychic sensitivity of the pawn changes while the thought is still present, the mood buff will change with ...break|breaking]] at inopportune times; mental breaks are dangerous for the pawn, and at the very least leaves the colony with 1 less defender.
    4 KB (582 words) - 23:30, 16 February 2023
  • ...ion for any capable pawn to begin fighting. It also allows you to direct a pawn to a specific tile. ...of movement, or under a [[mental break]] are unable to be drafted. While a pawn lit on [[fire]] will still be drafted, the player will lose some control of
    7 KB (1,103 words) - 14:38, 13 February 2024
  • ...inspiration''' is a level {{P|Psylink Level}} [[psycast]] that grants a [[mental inspiration]] to its target. Limited to the inspirations the pawn could naturally get?
    2 KB (241 words) - 08:24, 7 April 2024
  • ...s in the [[Utility]] slot and manually activated to cause a target to go [[Mental break#Berserk|berserk]].}} ...rer is [[draft]]ed, it can be manually activated by the player to target a pawn within 35 tiles and within [[line of sight]]. The lance has 2 charges and c
    4 KB (646 words) - 12:04, 27 October 2023
  • ...anges; [[need]]s like [[Recreation]] and [[Beauty]] will only decay when a pawn is conscious. ...ast majority of enemies will stop attacking a downed target. Pawns under [[Mental break#Murderous rage|murderous rage]] and predator [[animal]]s looking for
    4 KB (634 words) - 19:52, 14 April 2024
  • ...mans with an [[Ideoligion]] are based on the precept of the ideoligion the pawn follows. ...sm stack with each other, either way. Mood effects can also be swayed by a pawn's [[Ideoligion]]{{IdeologyIcon}}.
    5 KB (823 words) - 04:13, 24 March 2024
  • {{PAGENAME}}s are a form of [[sleep furniture]]. One pawn can sleep on one at a time. [[Rest Effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 80% rest effectiveness would regain rest 80% as fast
    5 KB (785 words) - 23:35, 16 February 2024
  • ...tivity, will experience a {{+|9}} mood bonus, while a [[psychically deaf]] pawn with 0% sensitivity will have no change to their mood at all. All humans in The mood bonus only lasts for as long as a pawn remains within its area of effect.
    4 KB (671 words) - 15:11, 7 January 2024
  • ...d expectations, will trigger [[thoughts]] which in turn will influence the pawn's [[mood]]. ...eads to [[Rest#Levels of Rest | exhaustion]], which usually means that the pawn will uncontrollably fall asleep on the spot. Being tired also puts the per
    8 KB (1,301 words) - 04:53, 27 February 2023
  • Humanoids have a Character tab that displays the pawn's first name, nickname (display name), and last name, followed by their sex ...raits|work speed]], [[Traits#Natural mood|base mood]], and [[Traits#Nerves|mental break threshold]].
    5 KB (708 words) - 17:51, 22 April 2024
  • ...ful for giving the lavish meal mood buff when meat is unavailable, or if a pawn's [[ideoligion]]{{IdeologyIcon}} dislikes meat. ...to avoid [[mental break]]s. Wealthier colonies can use them to encourage [[mental inspiration]], or help mood during the [[ship]] launch.
    4 KB (512 words) - 18:51, 27 April 2024
  • ...y are considered indoors by room mechanics. All changes are frozen while a pawn is sleeping. When the current level is ≥50%, the indoors need can only increase when the pawn is also under overhead mountain. If they are, it will do so at the normal r
    3 KB (449 words) - 11:29, 30 April 2023
  • ...rs while a pawn is eating a meal, the eating process is cancelled, and the pawn will have to start over after vomiting. ...eal. Pemmican is said to be better than meals in this situation, because a pawn may successfully eat a few small pieces of pemmican before the vomiting beg
    3 KB (438 words) - 12:28, 9 February 2024
  • Once implanted in a pawn, the harmonizer projects a psychic effect with a radius of 30 tiles that af The effects of multiple psychic harmonizers can stack. However, if a pawn has a psychic harmonizer implant, they cannot be impacted by another psychi
    8 KB (1,311 words) - 11:33, 8 January 2024
  • ===New mental breaks=== ...and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
    8 KB (1,219 words) - 02:55, 7 November 2023
  • A dead pawn can no longer act, and creates a [[corpse]] if its body was not completely ...e a bonded animal dying gives a mood penalty to the pawn it's bonded to. A pawn's [[Ideoligion]]{{IdeologyIcon}} may change how they feel about various dea
    5 KB (829 words) - 00:41, 18 February 2024
  • ...neecho:page|{{P|Name}} }} consumed increases the psychite tolerance of the pawn by the following formula: ...ceSeverityPerDay}} round 1|day}} without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated
    7 KB (848 words) - 10:33, 30 April 2024
  • ...This consciousness penalty in turn negatively affects almost every task a pawn can perform, as it directly affects the {{#ask: [[Consciousness Importance: Joywires are most useful when a pawn's productivity simply does not matter. For example, a lategame colony can u
    5 KB (782 words) - 02:54, 7 March 2024
  • ...eb of ultrafine wires throughout nearby neuronal tissue to make the direct mental link between the user and the mechanoid control band.<br>Mechlinks are not A '''mechlink''' is an item that can turn a pawn into a [[mechanitor]].
    5 KB (775 words) - 03:25, 22 February 2024
  • ...s are impassable structures capable of supporting a roof. Walls obstruct a pawn's line of sight, though pawns can lean into a free space next to a wall to The pawn [[stat]] Smoothing Speed governs this task and is dependent on a pawn's Global Work Speed, Construction [[skill]], Manipulation and Sight. Natura
    6 KB (906 words) - 13:34, 17 April 2024
  • When a pawn with this implant is shocked with [[EMP]], they will receive [[brain shock] ...]]s more difficult, but gives a way to safely down the pawn in case of a [[mental break]] or [[prison break]].
    6 KB (801 words) - 11:32, 8 January 2024
  • ...bilities|abilities]]. The maximum hemogen is the cap on how much hemogen a pawn can hold. Any hemogen consumed that would put the total over this value is ...the {{Icon Small|Hemogen pack}} icon, with a {{Check}} indicating that the pawn will consume packs to reach their target, while a {{Cross}} indicates that
    8 KB (1,132 words) - 11:50, 31 December 2023
  • ...its [[hopper]]s. Typically, nutrient paste meals are dispensed by a hungry pawn and then immediately eaten; they can't be produced by work bill, and animal ...pensing and eating the meal, they will drop it. This is done by limiting a pawn's area restriction to just a nutrient paste dispenser, or by simply draftin
    6 KB (835 words) - 15:09, 7 January 2024
  • | description = The state or quality of awareness. A pawn loses consciousness when this falls below 30%, and dies when this reaches 0 ...Icon}} and a [[Genes#Psychic bonding|psychic bond]] {{BiotechIcon}} with a pawn on the same map.
    9 KB (992 words) - 13:37, 6 May 2024
  • ...s e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}} ...hen a pawns's '''mood''' drops below the '''mental break threshold'''. The pawn will then become uncontrollable and shirk work tasks for a short while, or
    35 KB (5,405 words) - 11:04, 30 April 2024
  • Novels have a recreation gain multiplier. They will fulfull the pawn's need for recreation faster. ...xcept that they progress [[Anomaly]] research and have a chance to cause [[mental break]]s while being read. They are generally harder to obtain than other v
    4 KB (614 words) - 07:02, 1 May 2024
  • ...drug]] that almost completely blocks [[pain]] and significantly improves a pawn's capabilities, at the risk of addiction and overdose.}} A pawn taking go-juice will do so right where it stands without looking for a plac
    13 KB (1,874 words) - 17:08, 6 February 2024
  • ...fires during a [[Mental_break#Fire_starting_spree|fire starting spree]] [[mental break]] A pawn on fire will immediately enter a temporary "on fire" [[mental break]], run around uncontrollably for several seconds, then slowly extingu
    10 KB (1,606 words) - 05:54, 6 March 2024
  • ...for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors. {{Xenotype Faction Table|highmate|Standard Pawn Highmate Chance|collapsed}}
    12 KB (1,717 words) - 06:24, 28 April 2024
  • ...urrent value, multiplied by the pawn's [[Psychic Sensitivity]]. That is, a pawn with Psychic Sensitivity of 100%, Social 20 and a resulting 30% TPI would h * Giving the [[Ideoligion#Leaders|leader role]] {{IdeologyIcon}} to a pawn provides a +2% TPI. Flat bonus, cannot be modified or modify other bonuses.
    11 KB (1,437 words) - 21:05, 8 February 2024
  • ...}} mood increase called "Cube Joy." Obsessed colonists will go on periodic mental breaks{{Check Tag|verify|MTB?}} during which they will build a [[sculpture] ...y currently obsessed colonists who are not in a cube coma into [[Berserk]] Mental Breaks, even if on other map tiles. Any affected colonists within a [[carav
    9 KB (1,544 words) - 03:41, 9 May 2024
  • ...e rate that rest need is lost during the high. It also greatly increases a pawn's [[global work speed]], and also gives a modest boost to a number of stats A pawn taking wake-up will do so right where they stand without looking for a plac
    13 KB (1,922 words) - 10:03, 6 February 2024
  • ...atically triggered when near fire, but the pop pack must be activated by a pawn. In general, the popper is best at protecting your warehouses, while the po ...til a colonist actually cleans it up. Additionally, a single pack carrying pawn can cover several nearby pawns so they can carry other [[utility]] items.
    5 KB (680 words) - 13:10, 21 April 2024
  • ...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 (3,933 words) - 00:56, 9 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
  • ...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

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