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  • ...st. The age can cause Cataracts, a bad back, Frailty, or other age-related conditions. Traits can cause mood disruption, psychic resistance, increase in skills, == Thoughts ==
    6 KB (898 words) - 21:25, 28 March 2024
  • {{Stub|section=1|reason=When does each thought activate? Convert thoughts to [[Template: Thought]]. Gas mechanics re gas density and severity gain an Rot stink induces negative thoughts:{{Check Tag|Under what conditions?}}
    4 KB (626 words) - 11:15, 8 July 2023
  • ...site, hauling a resource to a table for reaction site have different fail conditions but can use the same hauling core code). * Thoughts are now moddable definitions.
    9 KB (1,374 words) - 15:53, 3 December 2022
  • ...se names correlate to?}} Even a little pain causes unhappy [[Thoughts list|thoughts]]. Once pain passes 10%, it'll start to have an effect on [[consciousness]] * <code>pain = pain * painFactor</code> from health conditions which alter pain. This includes pain-reducing drugs like [[flake]] and [[y
    6 KB (801 words) - 06:37, 23 April 2024
  • ...s of the [[Max Hit Points|Hit Points]] of certain items due to its storage conditions. This deterioration stacks with other forms of damage to the items in quest ...ate. Items placed in a [[shelf]] do not deteriorate even when otherwise in conditions that would cause deterioration. Equipped [[apparel]] - both [[clothing]] an
    7 KB (1,069 words) - 02:39, 24 October 2023
  • * Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled. ...ing to put a pawn in a regeneration or medic cycle that would not heal any conditions.
    10 KB (1,552 words) - 04:14, 7 November 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
  • ...duplicated colonist will be identical in every way, including current mood thoughts, social opinions, and any ongoing illnesses or drug effects (including [[pr ...ggered a duplicate is made of the interactor with ''one'' of the following conditions:
    5 KB (826 words) - 12:07, 27 April 2024
  • ...(tribe, colony), permanent map conditions, starting items, animals, health conditions, and traits, and change special rules. **ScenPart: Permanent version of all map conditions (eclipse, solar flare, etc).
    10 KB (1,646 words) - 02:54, 7 November 2023
  • * Added new gas system and health conditions. ...an begin with certain possessions. These can come from backstories, health conditions, and rarely from a pool of items.
    17 KB (2,692 words) - 02:44, 7 November 2023
  • ...rganisms including animals have life expectancies and will develop chronic conditions like [[Frail|frailty]] or [[Cataract|cataracts]] in old age. ...em. These are automatically-defined values that, in turn, passively affect thoughts and events in the room.
    10 KB (1,543 words) - 02:53, 7 November 2023
  • * Adjust Alzheimer’s to nullify fewer conditional thoughts, otherwise it can be impossible to keep guests happy with Alzheimer’s and * Fix: Luciferium not healing chronic conditions but the message says it did.
    7 KB (1,004 words) - 12:04, 30 July 2022
  • ...fied by the possibility of adding helpers, different guests with different conditions, and so on. ...e.g. you get a toxic fallout but also get a reward). Also linked specific conditions to specific star ratings.
    16 KB (2,484 words) - 22:35, 5 June 2022
  • ...t-term wounds, while bioregeneration can heal permanent scars, age-related conditions, and some smaller missing limbs. * Implemented ideo thoughts debug output.
    12 KB (1,838 words) - 04:15, 7 November 2023
  • * Ensure the trigger conditions for scarification/blinding are clear to the player. * Fix: New colony optimism thoughts are not applied correctly.
    8 KB (1,318 words) - 04:17, 7 November 2023
  • ...s. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}} ...negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane.
    35 KB (5,393 words) - 02:25, 23 April 2024
  • * Joy-related thoughts are broken up more finely and balanced. ...lonists to get stuck switching apparel over and over given certain weather conditions and combinations of apparel (they were considering the needed warmth in rel
    10 KB (1,708 words) - 02:53, 7 November 2023
  • ...ancy affects its capacities), so it sells for less than one with no health conditions. ...iferium]] wont remove Frail. Now, lucifierum can remove all chronic health conditions.
    16 KB (2,639 words) - 01:34, 8 May 2023
  • ...id event is spawned. Human raiders continue to attack until one of several conditions are met. Mechanoid raiders continue to attack indefinitely. Raiders who sur File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''
    36 KB (5,548 words) - 05:25, 25 March 2024
  • ...tab is empty, instead of writing "(no injuries)" we now write "(no health conditions)" in the center. *Rebalanced some prosthetics-related thoughts.
    27 KB (3,995 words) - 04:11, 7 November 2023

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