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  • ...autosaves, the save names are automatically labeled as "Autosave-#", with the number incrementing by one for every autosave stored. ...nfo will be displayed in yellow, rather than the standard grey (as seen in the image).
    12 KB (1,708 words) - 09:15, 15 January 2024
  • Comms consoles can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research proje ...will send the pawn to the console. Once the colonist reaches the console, the selected contact will be activated. Pawns that are [[incapable|incapable of
    7 KB (1,038 words) - 14:04, 27 December 2023
  • ...ge to the items in question, and can result in the eventual destruction of the item. ...m taking damage from projectiles, explosions, or [[fire]] - they all lower the same HP total, so they all stack with each other.
    7 KB (1,069 words) - 12:49, 23 May 2024
  • [[File:Colonist icon with inspiration.png|thumb|right|An inspired colonist in the colonist bar.]] ...ial one time benefit. Unlike [[mental break]]s, you retain full control of the mentally inspired colonist.
    9 KB (1,382 words) - 01:46, 27 February 2024
  • ...ing the human defenses. For this reason, they are considered by some to be the most cruel of all mechanoid patterns. A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
    6 KB (920 words) - 17:12, 25 February 2024
  • Hello, it’s Tia! I’m here to share a small update just before the holidays. ❄️️ ...ew tools to help out our modders and community translators do their thing. The changelog is below to read over.
    6 KB (967 words) - 15:13, 17 December 2022
  • Wood-fired generators can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research proje ...e generator by a [[Work#Haul|hauler colonist]]. It can be switched off; in the off state it will neither consume fuel nor produce power.
    8 KB (1,234 words) - 07:12, 1 May 2024
  • ...rd-coded elements. So here we will set out to make a building that follows the work bench pattern. ...irate ghosts to the game). Some, like this one, are modest. The concept of the smelter is simple. Make a building where colonists can take slag debris to
    18 KB (2,689 words) - 10:11, 21 August 2022
  • ...lee fighters, and dozens of smaller improvements. A full change list is at the end of this post. ...ading from the link you used before (it is a permanent link and always has the newest version). You should also get an update email from us. Anyone still
    8 KB (1,285 words) - 04:26, 3 September 2023
  • ...fire is getting out of control; if allowed to spread, it could soon ignite the nearby wooden walls, doors, floors and furniture.]] * Created from the explosions of a [[doomsday rocket launcher]], [[orbital power beam targeter
    10 KB (1,606 words) - 17:42, 12 May 2024
  • ...travel across it with multiple caravans, having simultaneous encounters on the way and settling new colonies. ...ld, click Properties, click the Betas tab, and use the drop-down to select the branch you want.
    10 KB (1,596 words) - 02:55, 7 November 2023
  • ...with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depictio ...al|1}} is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[signal chip]], required to research further [[mechanitor]] technology.
    17 KB (2,547 words) - 13:43, 16 June 2024
  • Everyone who has the game got this on January 27th via email. If you didn’t get it, more info here. (Mac users: Please install the Mods folder alongside your app folder, not inside it. This will be rearrang
    13 KB (2,099 words) - 15:47, 3 December 2022
  • ...nyone else, but cycles will complete 25% more quickly. Biotuning resets if the pod is unused for 80 days. The '''biosculpter pod''' is a [[miscellaneous]] building added by the [[Ideology DLC]] that can heal a variety of injuries and even reverse pawn
    21 KB (3,180 words) - 02:58, 6 June 2024
  • {{stub|No category|reason=Missing lots of the basic mechanics - Linking, unlinking, disassembly etc.}} With the [[Biotech DLC]], '''friendly mechanoids''' can be gestated. They are contro
    17 KB (2,479 words) - 06:48, 28 July 2023
  • ...rio system#The_Mechanitor|starting out]] with one, they can be obtained in the following ways: ...s. Note that the Mechanitor starting [[scenario]] prevents the spawning of the exostrider by default.
    19 KB (2,753 words) - 02:49, 24 May 2024
  • ...was written on a timeline fashion so that your story can go parallel with the content of this page.''' [[File:Snowman.png|75px]]</center></font size> ...mmediately and check the size of the [[ancient shrine]], the bigger it is, the more ancient [[cryptosleep casket]]s it "may" be hosting.
    16 KB (2,698 words) - 06:06, 26 February 2021
  • ...njections, electrical stimulation, and simple mechanite treatments to push the body to grow. Growth vats are often used to quickly manufacture engineered The '''growth vat''' is a building added by the [[Biotech DLC]]. It allows the gestation and accelerated aging of [[babies]] and [[children]].
    17 KB (2,675 words) - 22:36, 9 January 2024
  • {{Stub|reason=Add Childcare work in the right place. Where is mech gestation in [[Work#Smith]]'s priority list. }} ...lmost all non-combat related tasks. The Work Menu allows the player to set the types of work you want your colonists to perform, though some colonists can
    17 KB (2,459 words) - 16:00, 15 April 2024
  • ...d "best practices" will be skipped in this guide, excepting only to avoid "game over" level pitfalls. <!-- NOTE TO EDITORS - ...ck to the spirit of "Quick Start" guidelines. This is not how to min-max a game, how to make perfect defenses, no options or detours or tangents - it's fo
    37 KB (6,325 words) - 15:27, 8 February 2024

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