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  • <noinclude>{{Verified|1.2.2723}}{{Main|Thoughts}}</noinclude> ! [[Mood#Decent dining room| Decent dining room]]
    5 KB (780 words) - 03:47, 1 June 2021
  • ...he two types of [[furniture]] necessary for creating a dining [[Room stats|room]]. They come in four sizes: ...ithout table" bad [[thought]], and gives them good thoughts if your dining room has high [[impressiveness]].
    4 KB (589 words) - 22:06, 4 July 2023
  • ...he two types of [[furniture]] necessary for creating a dining [[Room stats|room]]. The other three sizes are: ...ithout table" bad [[thought]], and gives them good thoughts if your dining room has high [[impressiveness]].
    3 KB (512 words) - 00:34, 11 January 2024
  • ...he two types of [[furniture]] necessary for creating a dining [[Room stats|room]]. The other three sizes are: ...ithout table" bad [[thought]], and gives them good thoughts if your dining room has high [[impressiveness]].
    3 KB (512 words) - 00:37, 11 January 2024
  • ...he two types of [[furniture]] necessary for creating a dining [[Room stats|room]]. The other three sizes are: ...ithout table" bad [[thought]], and gives them good thoughts if your dining room has high [[impressiveness]].
    3 KB (513 words) - 00:35, 11 January 2024
  • ...he two types of [[furniture]] necessary for creating a [[Room roles|dining room]]. ...ithout table" bad [[thought]], and gives them good thoughts if your dining room has high [[impressiveness]].
    3 KB (509 words) - 00:38, 11 January 2024
  • ...We’ve also added codified room roles and statistics (like room wealth and room impressiveness), new traits, animals, threats, items, bonuses, bugfixes, an ===Room roles and stats===
    10 KB (1,543 words) - 02:53, 7 November 2023
  • A '''room''' is an enclosed space that has additional mechanics, interactions, and st ...k, and [[cooler]]s. Corners do not need to be filled in order to enclose a room.
    28 KB (4,304 words) - 19:41, 17 March 2024
  • ...nutrient paste dispenser is an impassible object, acting like a wall for [[room]] and [[temperature]] mechanics. Pawns will dispense meals from the interac ...food. But when consumed, nutrient paste gives a {{--|4}} mood penalty ("[[Thoughts#Eating|Ate awful meal]]"). This is at least better than eating raw food. Pa
    14 KB (2,281 words) - 23:14, 10 January 2024
  • {{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
  • === Kind thoughts === ''ID: [[#PWTT kind thoughts|ThoughtKind]]''
    21 KB (3,222 words) - 15:07, 16 February 2024
  • Sometimes you'll have a "grand plan", a large combo dining room/rec room, or a hospital complex, or a vast kill box area, or maybe your entire colon ...similarly with perishable items, and you want a freezer. Plan your freezer room, build that, but use it as a combination barracks/storeroom until you have
    59 KB (9,977 words) - 02:46, 20 November 2023
  • ...ecreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%. Meditating is the act of your colonists going into their private room and sitting in a corner for a while while in solitary. Like most other acti
    19 KB (2,364 words) - 20:36, 30 December 2023
  • ...occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. ...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
  • *'''Dumb labor''': Hauling and cleaning, no room for slackers. ...has a low medical potency, the doctor needs to be skilled and have a clean room to work in.
    38 KB (6,562 words) - 01:51, 22 April 2024
  • ...ke will eventually be demanded by followers of your ideoligion in a temple room. ...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
    137 KB (20,173 words) - 21:20, 25 April 2024