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- ...ly fall into a cube coma, multiplying their consciousness by 10%. It lasts 3-24 days, duration dependent on the colonist's obsession level. Upon waking ...into a coma. However, if you are willing to wait out the coma duration of 3-24 days , your colonists will wake up without an obsession with the cube.12 KB (1,877 words) - 19:21, 22 May 2024
- | cover = 0.3 | cleanliness = -312 KB (1,850 words) - 21:33, 24 May 2024
- | bodysize = 3 | healthscale = 3.54 KB (501 words) - 23:15, 18 December 2023
- | page verified for version = 1.3.3101 | ridingspeed = 1.33 KB (446 words) - 23:01, 18 December 2023
- | page verified for version = 1.3.3117 * '''Awful to Legendary, % terror induced: 3/6/10/15/20/30/40%.'''3 KB (511 words) - 12:51, 20 January 2024
- | mass base = 33 KB (508 words) - 19:27, 19 May 2024
- {{Verified|1.3.3101}}{{Stat | rowspan="3" | {{Graph:Chart| width = 200 | height = 200 | type = line | xAxisTitle = R5 KB (631 words) - 10:56, 12 November 2023
- ...ely would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an | Very low expectations || 15,000 - 31,000 || 13% || 319 KB (2,417 words) - 23:45, 13 May 2024
- | size = 3 ˣ 13 KB (498 words) - 14:20, 16 January 2024
- | glowradius = 3 * 1.3.? - Renamed from '''Gloomlight''' to '''Mech node''', possibly to avoid con4 KB (524 words) - 12:49, 17 December 2023
- ...cine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 3.4 KB (551 words) - 11:20, 8 January 2024
- | mass base = 34 KB (594 words) - 12:51, 20 January 2024
- ...m 32 to 40 berries per batch. Increase medicinemaker dryad production from 3 to 4 herbal meds per batch.3 KB (493 words) - 04:14, 7 November 2023
- ...of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait. ...acting with a [[Endings#Embrace_the_void|Void touched]] pawn, and gives a -3 "Unsettling conversation" opinion of the Void touched pawn. The affected pa18 KB (2,805 words) - 02:34, 3 May 2024
- | page verified for version = 1.3.3069 Pawns with a Transhumanist ideoligion will gain a {{+|3}} [[mood]]let for 24 hours whenever they sleep with a sleep accelerator.8 KB (1,210 words) - 04:14, 16 December 2023
- | Intellectual: {{+|8}}<br/>Social: {{+|2}}<br/>Medicine: {{+|3}} | Shooting: {{+|4}}<br/>Melee: {{+|3}}<br/>Social: {{+|2}}<br/>Crafting: {{+|2}}57 KB (7,645 words) - 05:08, 19 November 2023
- |page verified for version = 1.3.3101 ...efficiency of {{%|{{#var:milk_nutr_per_day}}/{{P|Real Hunger Rate}} round 3}} from milk alone (or {{icon small|milk}} {{#expr: {{P|Daily Milk Average}}3 KB (478 words) - 23:05, 18 December 2023
- There are 3 steps to gene modding within your colony: ...ing 1 gene, 20% chance of extracting 2 genes, and 10% chance of extracting 3 or 4. In any case, all genes will be stored in a single pack; you cannot se12 KB (1,898 words) - 07:42, 30 December 2023
- | movespeed = 3.75 Megascarabs are the smallest and fastest of the 3 insectoid types, and will often catch up to colonists and "lock" them into3 KB (455 words) - 20:23, 28 January 2024
- ...food from making lavish meals does not matter. Insect meat only gives {{--|3}} mood when cooked, for a net {{+|9}} mood buff for any colonist. Human mea * [[Version/1.3.3066|1.3.3066]] - Added4 KB (532 words) - 20:32, 11 May 2024