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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

  • <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
  • ...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
  • ...duplicated colonist will be identical in every way, including current mood thoughts, social opinions, and any ongoing illnesses or drug effects (including [[pr ...l to cure Crumbling Mind, Duplication sickness and Organ Decay. Simply put Death Refusal on the new pawn, kill them (destory their brain in case of Crumblin
    5 KB (826 words) - 12:07, 27 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
  • ...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
  • ...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
    35 KB (5,393 words) - 02:25, 23 April 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
  • * ''0.15%'' of conditional thoughts nullified * ''0.5%'' of conditional thoughts nullified
    65 KB (8,330 words) - 14:13, 22 April 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) - 09:31, 6 January 2024

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