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  • 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
    37 KB (5,782 words) - 12:43, 16 May 2024
  • ...ing cell, and can be studied at any time for advanced anomaly knowledge. A pawn cannot have more than one unnatural corpse at a time. When the corpse spawn ...mood penalty on the original colonist, and its presence can cause random [[mental breaks]], such as corpse obsession and insane ramblings.
    10 KB (1,657 words) - 01:30, 25 May 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 (626 words) - 13:32, 17 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) - 17:42, 12 May 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
  • ...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 (3,935 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 (1,879 words) - 14:04, 26 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 (2,295 words) - 16:38, 27 May 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 (1,282 words) - 07:11, 29 May 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.
    7 KB (1,125 words) - 02:51, 24 May 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
  • 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
  • *We now display a text mote when a player pawn gains a new level in a skill. *Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
    16 KB (2,521 words) - 12:49, 16 February 2023
  • ..., they will instead attempt to fulfill those needs. For this setting, if a pawn is already asleep when this schedule begins, they will not wake up and inst ...t work task can be manually ended by [[Draft|drafting]] and undrafting the pawn.
    26 KB (3,992 words) - 01:00, 21 January 2024
  • ...ituations where all other treatments fail, such as brain damage, or when a pawn would certainly die otherwise. * Immediately end a colonist's [[Mental break#Catatonia|catatonic break]], at quite a cost. Do so when the colonist
    6 KB (925 words) - 01:49, 23 April 2024
  • ...the taming chance. Wounding then saving the megasloth, or waiting for an [[Mental inspiration#Inspired taming|inspiration]] is the recommended way to tame on However by kiting it with one pawn as the others attack, trading off colonists for it to target as needed, and
    7 KB (1,056 words) - 23:12, 18 December 2023
  • A pawn taking psychite tea will do so right where it stands without looking for a * If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
    10 KB (1,438 words) - 10:33, 30 April 2024
  • ...drug which the pawn will try to feed regularly. If the need isn’t fed, the pawn will develop withdrawal symptoms (low mood, reduced consciousness). Eventua * Mood is now drawn subtly behind the pawn on the colonist readout at the top of the screen.
    7 KB (1,221 words) - 02:55, 7 November 2023
  • ...difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for. ...g or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.
    38 KB (5,513 words) - 06:44, 23 April 2024
  • A pawn's [[Filth Rate]] determines how often it spontaneously produces '''dirt''' ...rrain like soil, there is a chance for dirt to stick to their feet. When a pawn with dirt on their feet then walks on a non-dirt surface, like concrete or
    15 KB (2,075 words) - 18:11, 8 May 2024
  • ...ravans. Draw paths will enable pathing lines for all non-colonist pawns. (pawn must be visible on screen for line to render) Write storyteller will provid ...ng available to do in the gamespace you are currently in. (e.x. spawning a pawn on the main menu)
    39 KB (6,219 words) - 21:02, 16 January 2024
  • ...[[Mortar Miss Radius Multiplier|accuracy of mortars]] is now related to a pawn's [[shooting]] skill. Skill level 8 makes it the same as before. Higher ski * Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.
    9 KB (1,452 words) - 04:18, 7 November 2023

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