Search results

Jump to navigation Jump to search
Results 1 – 17 of 17
Advanced search

Search in namespaces:

  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  • ...ecreation power]] of 100%. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour. ...he textbook. It is also modified by the [[passion]]s and [[Global Learning Factor]] of the colonist. The skill limit is checked against the colonist's learne
    6 KB (893 words) - 20:31, 18 April 2024
  • ...ivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger.|'''Neural supercharge definition'''}} * {{+|25%}} [[Global Learning Factor]]
    5 KB (768 words) - 04:14, 16 December 2023
  • ...ator''' gives a pawn that's been implanted with it a reduction of bleeding rate by {{Good|50%}}. Note that it doesn't stop bleeding entirely, and colonists ...with coagulators, as bionic limbs do not bleed, thus reducing the overall rate of bleeding. However even a fully bionic pawn will typically eventually ble
    5 KB (812 words) - 11:31, 8 January 2024
  • * -20% Rest fall rate (awake longer) | {{RoyaltyIcon}} [[Learning assistant]] || Implant ||
    11 KB (1,379 words) - 08:13, 1 May 2024
  • Pawns may have a '''Passion''' for a skill which increases the rate of XP gain and [[mood]], represented by an adjacent fire symbol in the pawn ...vary from one task to another, when performing a given task the only other factor is the time spent doing it. As higher skill levels often increase the spee
    28 KB (3,926 words) - 07:47, 12 April 2024
  • ...[[miscellaneous]] building added by the [[Ideology DLC]]. It increases the rate at which a pawn sleeps, giving them a longer working day, in exchange for i ...iplied by the '''bed's''' [[Quality#Structures|quality (Rest Effectiveness Factor)]]. It is applied ''after'' the multiplier from being a bed being made of s
    8 KB (1,210 words) - 04:14, 16 December 2023
  • ...as well as the choice of [[trait]]s and passions. Giving a child access to Learning increases the possible choices. See [[#Development]] for more details. ...0, where they'll age at the [[AI Storytellers#Adult aging rate|adult aging rate]], or 100% by default. Their aging can be altered by changing the [[AI Stor
    33 KB (4,898 words) - 15:44, 9 April 2024
  • | {{++|50%}} hunger rate<br/>{{+|4}} [[Skills#Cooking|Cooking]] skill<br/>'''+/- :''' So long as the -->'''×50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}
    37 KB (5,436 words) - 06:22, 1 May 2024
  • * Added a stat entry for humanlikes which displays their current age rate multiplier. * Fix: Growth points are gained during deathrest when learning need is frozen.
    25 KB (3,968 words) - 07:41, 22 November 2022
  • ...nytime, you can save and reload the game as you wish. Good if you're still learning the game, if you intend to self-enforce commitment mode, or if you want to |- id="Insect spawning rate"
    28 KB (3,885 words) - 11:51, 31 December 2023
  • ...-5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%. * Aging ×1 at age 13. Rate linearly slows as the pawn gets older.
    117 KB (17,075 words) - 20:07, 29 April 2024
  • When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%). Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can
    65 KB (8,330 words) - 14:13, 22 April 2024
  • ...chedule]] tab. A regular child set to anything will default to Recreation (Learning), then do whatever work they are assigned. With Child Labor: Encouraged, c ...immediately stop either task once Learning is at 100%. Increasing Learning rate decreases skill XP.
    45 KB (7,200 words) - 10:48, 23 April 2024
  • ...of research points gained is based on the researcher's [[research speed]] factor, which is largely based on their [[intellectual]] skill. ...neolithic tech level. Both tribes and colonies research these at the same rate.
    82 KB (10,006 words) - 07:13, 1 May 2024
  • ...e unlimited power, toggling damage, fast research, instant recruit, faster learning (i.e. instant boost to lv 20 upon doing a task), ecology, crafting, caravan ...nging some of the values associated with game pertaining to gameplay, tick rate, UI sizes, graphics settings, among other things and may include some mod o
    39 KB (6,219 words) - 21:02, 16 January 2024
  • {{See also|Conversion Power|Global Certainty Loss Factor}} Certainty increases by a set rate per day, which is dependent on current [[mood]].
    137 KB (20,181 words) - 08:27, 1 May 2024
  • * Updated psychic bonding hediff tooltip to factor in pawns contained in buildings. * Fix: Learning rate being applied on tech print XP bonus.
    42 KB (6,443 words) - 05:19, 22 April 2024