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This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.

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A list of all pages that have property "Description" with value "The number of days before a food item starts to rot if not refigerated.". Since there have been only a few results, also nearby values are displayed.

Showing below up to 11 results starting with #1.

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List of results

  • Ostrich  + (The largest unmodified bird species, ostriches are known for their fast run, huge eggs, and powerful kick. It is easily angered.)
  • Elephant  + (The largest unmodified land animal. ElephaThe largest unmodified land animal. Elephants has a long trunk they use to manipulate objects, and sharp tusks they use to gore attackers. A dead elephant's valuable tusks can be recovered by butchering it.<br>Intelligent creatures with complex social relationships, elephants can be used as pack animals or trained to carry out the most complex of tasks. They live a long time, and are known to remember events and relationships from many decades before.ents and relationships from many decades before.)
  • Medical Surgery Success Chance  + (The likelihood that a [[colonist]]The likelihood that a [[colonist]] will succeed when attempting to perform a [[surgery]]. The actual success chance is also affected by factors like facilities, room [[cleanliness]], [[medicine]] used, the difficulty of the surgery, and [[inspiration]]s. No matter how high this stat is, there is always a small chance of failure on any operation. small chance of failure on any operation.)
  • Trap Spring Chance  + (The likelihood that a trap will spring when an unaware creature passes over it.)
  • Market Value  + (The market value of an object. The actual trade price will be adjusted by [[Trade Price Improvement|negotiation skill]], relationship status, and other contextual factors.)
  • Shield Max Energy  + (The maximum energy a personal shield can have at one time. More energy can absorb more damage.)
  • Max Hit Points  + (The maximum hit points of an object. This represents how much [[damage]] it can take before being destroyed.)
  • Gold  + (The most seductive metal of them all. While it is too soft to be of much practical use, it is strikingly beautiful and never tarnishes. Millions have died in attempting to feed the endless human thirst for gold.)
  • Chicken  + (The most traditional farm bird, the chicken is raised for its eggs and meat. It grows very quickly and lays eggs very often.)
  • Aesthetic nose  + (The nose is shaped to the user's desired form, matching prevalent beauty standards and enhancing physical impressions.)
  • Days To Start Rot  + (The number of days before a food item starts to rot if not refigerated.)
  • Pain Shock Threshold  + (The pain level at which this creature is downed from [[pain]].)
  • Foxfur  + (The pelt of a fox. It protects well from the cold and is quite luxurious, fetching a high price.)
  • Mining Yield  + (The percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills.)
  • Animal Gather Yield  + (The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. Higher percentages reduce the chance of wasting the product.)
  • Techprint  + (The physical form of techprints can range The physical form of techprints can range from scraps of paper with diagrams, all the way to advanced self-contained teaching machines. Regardless of form, they play the same role. They give your researchers the confidence that an idea is possible, and a rough idea of the designs in more established societies. Your researchers need the foundational knowledge offered by techprints to know where to start on a given technology. Only after enough techprints have been applied can your researchers work out the fine details of how to make use of the technology in your particular situation. Applying techprints to a satisfied project fulfills half the remaining research progress. In addition, researchers always gain a boost to their intellectual skills when applying techprints, even on already-completed technologies.s, even on already-completed technologies.)
  • Food Poison Chance  + (The probability that this character will inadvertently poison a meal they cook. Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting)
  • Armor - Blunt  + (The protection given against blunt damage The protection given against blunt damage like fists, club impacts and rock falls.</br></br>Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.</br></br>The remaining armor rating is then compared against a random number from 0 to 100.</br></br>* If the random number is under half the armor rating, the damage deflects harmlessly.</br>* If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.</br>* If the random number is greater than the armor rating, the armor has no effect.</br></br>For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.</br></br>Each layer of armor is applied separately, from the outside in.s applied separately, from the outside in.)
  • Armor - Sharp  + (The protection given against sharp damage The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.</br></br>Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.</br></br>The remaining armor rating is then compared against a random number from 0 to 100.</br></br>* If the random number is under half the armor rating, the damage deflects harmlessly.</br>* If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.</br>* If the random number is greater than the armor rating, the armor has no effect.</br></br>For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.</br></br>Each layer of armor is applied separately, from the outside in.s applied separately, from the outside in.)
  • Armor - Heat  + (The protection given against temperature-rThe protection given against temperature-related damage like burns.</br></br>Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.</br></br>The remaining armor rating is then compared against a random number from 0 to 100.</br></br>* If the random number is under half the armor rating, the damage deflects harmlessly.</br>* If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.</br>* If the random number is greater than the armor rating, the armor has no effect.</br></br>For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.</br></br>Each layer of armor is applied separately, from the outside in.s applied separately, from the outside in.)
  • Shield Recharge Rate  + (The rate at which a shield gains energy as long as it is not broken.)