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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
  • Obsessed colonists will go on periodic mental breaks{{Check Tag|verify|MTB?}} during which they will build a [[sculpture] ...ally develop cube withdrawal and fall into a coma that scales based on the pawn's addiction to the cube. The lowest duration of the coma is 3 days, while t
    8 KB (1,311 words) - 18:53, 26 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) - 03:09, 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

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