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  • ** Enemy death on downed chance ...mplant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of d
    27 KB (4,325 words) - 11:14, 27 March 2023
  • **ScenPart: Pawns explode on death (configurable type and radius) *Added “killed my X” social thoughts so people dislike their loved ones’ killers
    10 KB (1,646 words) - 02:54, 7 November 2023
  • These are my thoughts after 10 runs with the Zombieland mod ([[https://steamcommunity.com/sharedf ...rn into extra-powerful zombies, even if zombies were not involved in their death, and even if they are buried. Pawns can “double-tap” them if they have
    14 KB (2,389 words) - 19:40, 11 December 2023
  • * ''0.15%'' of conditional thoughts nullified * ''0.5%'' of conditional thoughts nullified
    65 KB (8,419 words) - 09:13, 31 May 2024
  • ...old snaps is hypothermia, which strikes early-game bases much harder. Crop death is also an issue, and can disrupt many bases that lack greenhouses, or grow * If a pawn's negative thoughts can't be countered - for example, a neurotic colonist whose spouse recently
    21 KB (3,632 words) - 11:14, 16 May 2024
  • ...n object or pawn. Effectively the same as discard or kill. Simulates kill death for living objects. This includes boomalope and boomrats. ...n object or pawn. Effectively the same as destroy or kill. Simulates kill death for living objects. This includes boomalope and boomrats.
    39 KB (6,219 words) - 21:02, 16 January 2024
  • * Death-on-downed chance now applies to several non damage health state changes. (H * Killed leavings are deterministic instead of random on death.
    42 KB (6,443 words) - 05:19, 22 April 2024
  • .... Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought. ...aves if suppression > 50%. Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
    17 KB (2,520 words) - 03:55, 12 May 2024
  • ...character's wounds and see how high their total pain level will be. The [[Thoughts#Pain|pain]] from old scars will remain constant until you can reliably repl ...g your colonists' mental state stable, as it can help you avoid negative [[thoughts]] like "Slept outdoors," "Slept in the cold" / "Slept in the heat" and pote
    38 KB (6,562 words) - 01:51, 22 April 2024
  • * Info card for [[surgery|surgeries]] now shows the chance of death upon failure. * Fix: When a colonist dies while being rescued, others get no negative thoughts.
    16 KB (2,639 words) - 01:34, 8 May 2023
  • ...and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death. ...e, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.
    51 KB (8,174 words) - 04:54, 2 June 2024
  • ...work faster, but their [[comfort]] ensures that the user will receive a [[Thoughts#Comfort|mood bonus]] while using them and for a modest duration afterwards. ...workspace bedrooms, as sleeping pawns do not suffer "in the dark" negative thoughts.)
    59 KB (9,977 words) - 02:46, 20 November 2023
  • ...to Rescue that downed pawn. It could mean the difference between life and death. ...they reach adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound,
    39 KB (6,061 words) - 09:55, 5 April 2023
  • ...e provides an average of {{Q|Human|Meat Yield}} human meat, before violent death, missing body parts, and [[difficulty]] modifiers are taken into account, f ...sion/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
    27 KB (4,177 words) - 22:29, 7 February 2024
  • ...= (1 - e<sup>(-(1/3)*0.17)) * chance of overdose 0.5% = 0.0275% chance of death per dose of gojuice Death-on-downed chance now applies to non damage health state changes.
    134 KB (19,557 words) - 21:08, 30 May 2024
  • ...ion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligi ...l on a prisoner or guest<br/>-7 mood for 6 days for non-execution prisoner death<br/>-25 opinion for executing a prisoner<br/>-25 opinion for killing a pris
    140 KB (20,397 words) - 12:34, 28 May 2024
  • ...the quest typically is set for). Since the disease causes pain and "sick" thoughts at higher severity levels, which reduce the mood of the imperials, they sho ...be kept above 25% mood threshold for his/her stay. Protecting him/her from death is a must. He or she will always arrive with 4 red and gold colored cataphr
    54 KB (9,055 words) - 13:35, 8 February 2023
  • * Death-on-downed chance now applies to several non damage health state changes. (H * Killed leavings are deterministic instead of random on death.
    176 KB (25,469 words) - 02:44, 22 May 2024
  • | Death-world ...ave been deployed there. Described in code-comments as ''[...] a high-tech death-world where everyone lives in bunkers'', however the canonicity of such com
    108 KB (16,181 words) - 08:09, 9 January 2024
  • ...echanites lose cohesion, causing continuous berserk rages and, eventually, death.\n\nAfter the first dose, there is no way to get the mechanites out, ever.\ label = "death acidifier",
    846 KB (56,427 words) - 20:55, 17 May 2021

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