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  • <noinclude>{{Main|Thoughts}}</noinclude> ! [[Mood#Witnessed ally's death| Witnessed ally's death]]
    8 KB (1,111 words) - 00:55, 17 February 2023
  • ...<!-- Source: \Royalty\Defs\ThoughtDefs\Thoughts_Memory_Death.xml -->{{Main|Thoughts}}</noinclude> <noinclude>[[Category:Thoughts]]</noinclude>
    470 bytes (55 words) - 13:50, 8 January 2023

Page text matches

  • ! [[Thoughts#Justified execution| Justified execution]] ! [[Thoughts#Someone was euthanized| Someone was euthanized]]
    7 KB (1,029 words) - 10:32, 7 January 2021
  • # [[Thoughts/Thoughts RoyalTitles]] # [[Thoughts/Situation Traits]]
    7 KB (705 words) - 14:40, 2 May 2024
  • <noinclude>{{Verified|1.2.2723}}{{Main|Thoughts}}</noinclude> ! [[Mood#Witnessed ally's death| Witnessed ally's death]]
    7 KB (952 words) - 04:21, 30 July 2023
  • <noinclude>{{Main|Thoughts}}</noinclude> ! [[Mood#Witnessed ally's death| Witnessed ally's death]]
    8 KB (1,111 words) - 00:55, 17 February 2023
  • {{Stub|section=1|reason=Thoughts from use, traits and ideoligions that negate/modify them, whether it counts ...by]] [[human]] must sit in the scanner for {{ticks|7500}}. The pawn then [[death|dies]] from destruction of the brain. This is considered an execution for a
    5 KB (739 words) - 23:29, 25 April 2024
  • ...duplicated colonist will be identical in every way, including current mood thoughts, social opinions, and any ongoing illnesses or drug effects (including [[pr ...hem, removing their skull, and reviving with [[resurrector mech serum]] or death refusal. The bioregeneration cycle from biosculpting pods is ''not'' a cure
    6 KB (1,005 words) - 07:01, 19 May 2024
  • ...gains immunity to [[disease]]s. If this is too slow, the character will [[Death|die]] from the disease before developing immunity. * 96%: Tired (corresponds to [[Thoughts#Exhaustion|Drowsy]] thought)
    6 KB (777 words) - 04:17, 13 April 2024
  • ...c ''needs'' that, if not met or if met beyond expectations, will trigger [[thoughts]] which in turn will influence the pawn's [[mood]]. ...tarvation]], leading to [[malnutrition]] in various stages, and eventually death. Hunger lowers the mood of the person.
    8 KB (1,301 words) - 04:53, 27 February 2023
  • {{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without be ...below the mood bar, is a representation of all the positive and negative [[thoughts]] held by a colonist and changes instantly depending on the colonists exact
    38 KB (5,513 words) - 06:44, 23 April 2024
  • Corpses are obtained whenever something [[death|dies]]. They reflect what they had in life; missing limbs will affect a cor Certain means of death may destroy the corpse, or deal so much damage that there is nothing left t
    9 KB (1,349 words) - 07:42, 18 February 2024
  • * Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score. * Fix: Killing a slave in a slave rebellion causes 'Witnessed ally's death' thought
    8 KB (1,266 words) - 12:50, 2 November 2022
  • ...f other persona weapons. Additionally, the bond is broken at the moment of death rather than the state of being dead. The bond remains broken if the wielder | Death-
    21 KB (3,222 words) - 15:07, 16 February 2024
  • |- id="Imbue death refusal" ...Imbue death refusal<br>[[File:Imbue death refusal.png|64px|link=|alt=Imbue death refusal]]
    14 KB (2,070 words) - 22:30, 11 May 2024
  • ...ame animals, milk them, eat them, and train them into whirling furry/scaly death machines! We’ve also added codified room roles and statistics (like room * [[Boomalope]] (large fragile animal that explodes and sets fires on death)
    10 KB (1,543 words) - 02:53, 7 November 2023
  • == Ideology Thoughts == === Thoughts Memory Misc ===
    11 KB (1,637 words) - 02:26, 25 July 2021
  • ...negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a paw
    37 KB (5,782 words) - 12:43, 16 May 2024
  • ...ch threshold exhibits different effects on a character, especially their [[Thoughts]]. | 50 || Starving until death from malnutrition
    12 KB (1,722 words) - 03:13, 9 March 2024
  • * Added [[hops]] growing, [[beer]] brewing, beer drinking, inebriated thoughts and ability impacts * Fixed a bug that caused binging people to never eat or sleep, leading to death.
    8 KB (1,285 words) - 04:26, 3 September 2023
  • ...latively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. .... Use [[Template:Thought]] with full details. Specify whether normal death thoughts apply or if its custom, if a surrogate pregnancy is stillborn the genemothe
    42 KB (6,508 words) - 21:52, 5 April 2024
  • ...ed.” Positive mood effects for having bloodfeeders in the colony. Negative thoughts from bloodfeeder deaths. Positive opinion towards bloodfeeders. Not bothere ...er.” Negative mood effects for having bloodfeeders in the colony. Positive thoughts from bloodfeeder deaths. Negative opinion towards bloodfeeders. Will not ab
    25 KB (3,968 words) - 07:41, 22 November 2022
  • ** 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) - 08:47, 13 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
  • ...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.
    133 KB (19,546 words) - 11:12, 18 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
    137 KB (20,181 words) - 08:27, 1 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 (25,475 words) - 13:48, 17 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