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A list of all pages that have property "Maintenance Reason" with value "Section stub: Needs entries for new Biotech mechs". Since there have been only a few results, also nearby values are displayed.

Showing below up to 26 results starting with #1.

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List of results

  • Effigy  + (Section stub: Missing summary - Mechanical detail of which rituals use it, how they're used, what mechanically happens etc.)
  • Sacrificial flag  + (Section stub: Missing summary - Mechanical detail of which rituals use it, how they're used, what mechanically happens etc.)
  • Horseshoes pin  + (Section stub: Missing summary details)
  • Hoopstone ring  + (Image wanted: Throwing locations in clear, uncluttered, well lit screenshot)
  • Tornado generator  + (Section stub: A lot of information is lacking about damage, damage multipliers, damage radii, effects on roofs, speed of tornado etc. See public class Tornado for details.)
  • Doctoring  + (Section stub: More complete operations table - rough outline of one available [[User:Harakoni/Sandbox#Operations|here]])
  • Molotov cocktails  + (Section stub: More detail about ovens / other fire traps)
  • Orbital mech cluster targeter  + (Section stub: More detail needed inc. What point value do they use? Are they always the same size or do they scale with [[raid points]]?)
  • Sanguophages  + (Section stub: More detail on the quests)
  • Biosculpter pod  + (Image wanted: [https://www.reddit.com/r/RimWorld/comments/phdtik/efficiently_tiling_biosculpture_pods/ Tesselation pattern like this] but nice screenshot/copyrights)
  • Modding Tutorials/Xenotypes  + (Recode: 1) Make collapsible 2) Sanguophage uses a bunch of special options - add these)
  • Caravan hitching spot  + (Section stub: More information of the exact mechanics)
  • Orbital power beam targeter  + (Section stub: More useful than infestations. Missing general analysis, value proposition by itself and compared to other superweapons, deployment (e.g. wear it all the time, swap it for what, who its worth using on, take it on caravans? etc)
  • Orbital bombardment targeter  + (Section stub: More useful than infestatinsSection stub: More useful than infestatins and mech clusters only. Missing general analysis, value proposition by itself and compared to other superweapons, deployment (e.g. wear it all the time, swap it for what, who its worth using on, take it on caravans? etcs worth using on, take it on caravans? etc)
  • Solar generator  + (Section stub: Need analysis of how latitude affects power generation and graph of daily light cycle)
  • Paramedic  + (Section stub: Need analysis on what it takes to reach 98% (i.e. max) success chance for ops for each medicine type. Reports that herbal need Leg. Hospital Bed, Vitals monitor, lit and sterile but needs verification and expansion)
  • Skills  + (Rewrite: Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.)
  • Flesh whip  + (Section stub: Full explanation, ensure parity with the other flesh/fleshmass parts)
  • Caravan  + (Stub: Bedroll mechanics inc. rest efficiency, couples, etc)
  • Mortar  + (Image wanted: Clean images of all the command gizmos (Hold fire, forced target etc.). Image of building explosion (not shell explosion) AOE in the style of [[:File:Friendly Fire Radii.png]])
  • Milk  + (Stub: Milk as baby food in summary and analysis)
  • Trade Price Improvement  + (Rewrite: Cleanup, readability/formatting, format standardization)
  • Grenadier armor  + (Section stub: Needs analysis of integrated weapon, better armor comparison, and overall value proposition)
  • Centurion  + (Stub:)
  • Events  + (Stub: Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite)
  • Ideoligion  + (Move: Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss & leave opinion)
  • Coagulator  + (Section stub: Needs mechanical detail on effect, where its implanted and generally bring it up to standard)
  • Titles  + (Rewrite: Restore lost content from major rewrite ([https://rimworldwiki.com/index.php?title=Titles&oldid=110606 see old]))
  • Subcore Encoding Speed  + (Section stub: Needs more information.)
  • Mech Repair Speed  + (Section stub: Needs more information.)
  • Duster  + (Section stub: Needs proper armor comparisons for high quality textiles)
  • Psychic rituals  + (Stub: Missing information)
  • Vent  + (Section stub: 1) Gas spread mechanics 2) Hard numbers for temperature transfer in both open and closed states)
  • Weapons  + (Section stub: Needs to be double checked aSection stub: Needs to be double checked and what happens at ranges beyond 40 tiles for weapon accuracy? Where is body size of target applied? Also [[Ideoligion#Combat_in_darkness|Combat in Darkness]] precept effect needs info. Also [[Genes#Nearsighted]] info? Also ShootingAccuracyChildFactor (verify in game, not just xml)ChildFactor (verify in game, not just xml))
  • Relic  + (Stub: Detail on pilgrims, and more in general)
  • Healer mech serum  + (Section stub: Not a full list of conditions - see FixWorstHealthCondition)
  • Anima tree  + (Section stub: Meditation is recreation. How much etc)
  • Smokeleaf leaves  + (Section stub: [[Autobong]] fueling)
  • Prisoner  + (Move: Double up - See [[Talk:Events#Prison break is doubled up]] for discussion)
  • Repair probe  + (Section stub: Order of operations)
  • Psycasts  + (Rewrite: Should be replicated or transcluded on to the [[ailments]] page, but bears discussion)
  • Psyfocus  + (Section stub: Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others)
  • Ask Tutorial  + (Section stub: Orphan - Needs links, and (more) to BE linked!)
  • Injury  + (Section stub: Scar information (how the % chance for scar is determined))
  • Hearing  + (Section stub: Other mechanical interactions need testing - baby giggling, insults, television, ritual participation (inc [but not only] drum ritual and its recreation effects) etc)
  • Neural supercharger  + (Section stub: General. Also: What happens if loses power, what options are there for control, who can and will automatically use the supercharger etc)
  • War queen  + (Section stub: Physical strategies and/or building structures in order to fight.)
  • Toxic wastepack  + (Stub: 1) 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all 2) Type)
  • Nerve spiker  + (Stub:)