User contributions
- 07:07, 16 November 2021 diff hist +107 Thermal Goggles →Usage: added that thermal goggles work even while on turrets
- 07:02, 16 November 2021 diff hist +28 Fulgurium Stun Gun Dart Noted that the recipe crafts 2 darts at a time Tag: Visual edit: Switched
- 06:52, 16 November 2021 diff hist +1 m Boarding Axe
- 06:51, 16 November 2021 diff hist +62 Boarding Axe Added item nav
- 06:49, 16 November 2021 diff hist +952 N Boarding Axe Initial Page Created Tag: Visual edit: Switched
- 06:30, 16 November 2021 diff hist +41 Handcannon Round Added that recipe crafts 4 round at time Tag: Visual edit
- 06:29, 16 November 2021 diff hist +41 Revolver Round Added that the recipe crafts 4 rounds Tag: Visual edit
- 06:24, 16 November 2021 diff hist +25 Repair Pack Added that 2 repair packs are crafted at a time Tag: Visual edit
- 06:12, 16 November 2021 diff hist +292 Talents →60px Mechanic Talents: Added some tips under the big table Tag: Visual edit: Switched
- 06:00, 16 November 2021 diff hist -5 Thermal Goggles →Gallery: Reworded gallery image caption
- 05:54, 16 November 2021 diff hist +134 Depth Charge →Function and Usage: Added tip to use regular depth charges on wrecks. Tag: Visual edit
- 05:46, 16 November 2021 diff hist -1 m Frag Grenade changed and to or
- 05:42, 16 November 2021 diff hist +217 Thermal Goggles Added Related Talents and Gallery Image
- 05:38, 16 November 2021 diff hist +82 N File:Thermal Goggles Example.png Example image for what the Thermal Goggles HUD looks like when worn. current
- 05:36, 16 November 2021 diff hist +931 N Thermal Goggles Initial Page Created
- 05:13, 16 November 2021 diff hist +330 Screwdriver Added Damage table, added version
- 05:08, 16 November 2021 diff hist -12 m Crowbar →Damage Values: removed bolding on afflictions since other places don't have it
- 05:06, 16 November 2021 diff hist +2 m Crowbar Swapped damage table to weapon table
- 05:05, 16 November 2021 diff hist +3 Wrench →Damage Values: Switched damage table to weapons table
- 05:03, 16 November 2021 diff hist +2 Wrench →Damage Values
- 05:01, 16 November 2021 diff hist +252 Wrench Added Damage Table, updated version
- 04:58, 16 November 2021 diff hist +313 Crowbar Added Damage Table, updated version
- 04:56, 16 November 2021 diff hist +15 Dementonite Crowbar Added Item Nav to bottom and updated version
- 04:52, 16 November 2021 diff hist +33 Storage Container →Damage Values: added image to damage table
- 04:48, 16 November 2021 diff hist +60 Storage Container →Function: Added that the storage container can be put in lockers/cabinets, updated version number. Tag: Visual edit: Switched
- 04:45, 16 November 2021 diff hist -110 Repair Pack Set unbuyable in infobox
- 04:44, 16 November 2021 diff hist -110 Bandolier Set infobox to unbuyable to make the N/A column disappear entirely
- 04:41, 16 November 2021 diff hist +14 Bandolier made type to gear
- 04:40, 16 November 2021 diff hist +99 Bandolier Added image caption and sprite
- 04:36, 16 November 2021 diff hist +988 N Bandolier Initial Page Created
- 04:21, 16 November 2021 diff hist +1 Gear →Outerwear: Bandolier has 4 pockets not 3
- 04:15, 16 November 2021 diff hist +128 Portable Pump Added unbuyable to infobox
- 04:15, 16 November 2021 diff hist +128 Repair Pack added unbuyable to infobox
- 04:10, 16 November 2021 diff hist +127 Portable Pump Added the pricing multipliers
- 04:08, 16 November 2021 diff hist 0 Repair Pack fixed the pricing multipliers
- 04:06, 16 November 2021 diff hist +14 Repair Pack Added items nav to bottom
- 04:02, 16 November 2021 diff hist +15 Repair Pack →Usage: Added stack size is 8 Tag: Visual edit
- 04:00, 16 November 2021 diff hist +70 Repair Pack Added the main body and noted that meeting the skill requirement increase the repair speed by around 5 times. Tag: Visual edit
- 03:57, 16 November 2021 diff hist +557 Repair Pack Tag: Visual edit: Switched
- 03:32, 16 November 2021 diff hist +515 N Repair Pack Initial Page Created
- 17:05, 8 November 2021 diff hist +15 m Rapid Fissile Accelerator →Damage Values: fix image in the damage table
- 01:20, 8 November 2021 diff hist +2,025 N Portable Pump Created page with "{{Version|0.15.13.0}} {{Installations infobox | name = Portable Pump | image = Portable_Pump.png | imagewidth = 120 | category = Machines | powerconsumption = 60 | maxflow = 1..."
- 22:00, 7 November 2021 diff hist +154 Nuclear Reactor →Fuel Rods: Added bullet to explain Voltatile Rods apply radiation in a small AoE Tag: Visual edit
- 21:54, 7 November 2021 diff hist 0 Dirty Bomb →Usage: Updated Radiation gain by radius Tag: Visual edit
- 21:44, 7 November 2021 diff hist +483 Dirty Bomb Added details about radiation amounts applied and that it acts similar to other explosives. Tag: Visual edit
- 21:36, 7 November 2021 diff hist -1 m Radiation Sickness fixed spelling of septh to depth charge Tag: Visual edit
- 21:28, 7 November 2021 diff hist +923 N Dirty Bomb Created page and added some details
- 21:07, 7 November 2021 diff hist 0 m Nuclear Reactor →Fuel Rods Tag: Visual edit
- 21:06, 7 November 2021 diff hist +34 Nuclear Reactor →Fuel Rods: added link to required talent for making the volatile Fulgurium Fuel rod Tag: Visual edit
- 21:03, 7 November 2021 diff hist +214 Nuclear Reactor →Fuel Rods: Added Volatile Fulgurium Fuel Rod
- 16:16, 16 August 2021 diff hist +37 m Wiring Components →Oscillator Component: Clarified that you can set the oscillator output type by just opening the component instead of only with sending another signal. Tag: Visual edit
- 16:12, 16 August 2021 diff hist +37 m Wiring Components →Oscillator Component: Clarified that for square mode half the cycle is 0 and other half is 1. Not that it is 0 for one cycle, then 1 the next cycle. Tag: Visual edit
- 01:39, 15 August 2021 diff hist +229 Supercapacitor →Function Tag: Visual edit: Switched
- 19:48, 14 August 2021 diff hist +151 Skills →Degree of Success: added the repair time is separate from the check Tag: Visual edit
- 19:36, 14 August 2021 diff hist +8 Skills →Degree of Success: Made Success Chance out of 100 instead of 0 to 1, added verbage to denote the equation outputs a percentage. Tag: Visual edit
- 19:11, 14 August 2021 diff hist 0 Skills →Degree of Success: Forgot to invert the signs solving for the success chance. Tag: Visual edit
- 18:45, 14 August 2021 diff hist -59 m Skills →Degree of Success: Repairs using the same success check but the methods are separate in the code, so this has been reworded to not sound like repairables are also items. Tag: Visual edit
- 17:33, 14 August 2021 diff hist +101 Supercapacitor →Connection Panel: Added missing input for set charge rate in the connection panel.
- 17:28, 14 August 2021 diff hist +333 Fabricator & Deconstructor →List of items: Linked to Upgrades, added the Simplified Fabrication is generally better than Quicker Fabrication. Tag: Visual edit
- 16:56, 14 August 2021 diff hist +26 Nuclear Reactor →Function: Reactor deterioration rate is proportional to turbine and fission. Tag: Visual edit
- 16:54, 14 August 2021 diff hist +65 Engines →Function: Engines deteriorate according to their current force setting. Tag: Visual edit: Switched
- 16:51, 14 August 2021 diff hist +79 Pumps →Function: Added pumps deteriorate based on their pumping speed. Tag: Visual edit: Switched
- 16:45, 14 August 2021 diff hist +14 Junction Box →Function: Added wording that JBs only take damage if there is power running through the. Tag: Visual edit: Switched
- 16:40, 14 August 2021 diff hist 0 Skills →Weapons: Experience is awarded on damage rather than kill. Tag: Visual edit
- 16:27, 14 August 2021 diff hist +433 Skills →Degree of Success: Corrected equation for calculating failure chance and used success chance instead. Noted the repairs use the same formula as item use, since repairables are also items. Tag: Visual edit
- 07:13, 14 August 2021 diff hist +13 Jobs →Assistant: added that assistants gain 25% more experienced, added line break so the second sentence is below the first. Tag: Visual edit
- 07:11, 14 August 2021 diff hist +144 Skills →Mechanics: Added that Assistants get 25% more experience and experience gain is multiplied by 5x if mode is not campaign. Taken from SkillSettings.xml Tag: Visual edit
- 07:06, 14 August 2021 diff hist +279 Fabricator & Deconstructor →List of items: Added link to skills page, line about crafting times, explained the experience gain is based on the level requirement of the item. Tag: Visual edit
- 02:41, 13 August 2021 diff hist -45 m Skills →Weapons Tag: Visual edit
- 02:41, 13 August 2021 diff hist -12 m Skills →Degree of Success Tag: Visual edit
- 02:32, 13 August 2021 diff hist +92 Skills →Degree of Success: Added that Electrical Engineering improves manual reactor control Tag: Visual edit
- 02:25, 13 August 2021 diff hist +1,205 Skills →Mechanics: Wrote subsection on Degree of Success which is how skill checks are calculated behind the scenes. Described precisely how skill checks affect fabricator crafting time. Corrected the skills are not percentage based, they are level based. Tag: Visual edit: Switched
- 22:50, 12 August 2021 diff hist +125 m Nuclear Reactor →Manual Control: Added that electrical engineering affects manual control of the reactor by compensating for inaccuracy to some degree. Tag: Visual edit
- 20:56, 12 August 2021 diff hist +1,022 Nuclear Reactor →Turbine output: Expanded information about temperature in reactors, added special case section for using only 1 Uranium rod. Tag: Visual edit
- 16:46, 12 August 2021 diff hist +266 Nuclear Reactor →Fuel Efficiency: removed the word "power' from fuel efficiency section since it only explains how long rods last rather than how much power they output overall. Added that turbine output consumes heat constantly. Added that Max power output is reached at 5000 degrees and being less than 5000 degrees reduces max output proportionally. Tag: Visual edit
- 06:04, 12 August 2021 diff hist -241 Nuclear Reactor →Fuel Rods: Removed bullet points about effective durability, as the relationship between heat potential and fission rate isn't the same when it is less than 100 Tag: Visual edit: Switched
- 03:42, 12 August 2021 diff hist -28 Nuclear Reactor →Fuel Efficiency
- 03:41, 12 August 2021 diff hist -22 Nuclear Reactor →Indicators: Combined the fission rate and turbine output bullets into a single bullet. Added some bolding.
- 03:28, 12 August 2021 diff hist +757 Nuclear Reactor
- 15:55, 11 August 2021 diff hist +654 Nuclear Reactor →Fuel rods: added some bullet points for what upgrades can be purchased for reactors. Added that fuel consumption is dependent on fission rate. Replaced "fuel output" with "heat potential" to be consistent with the rest of the sentence. Tag: Visual edit
- 15:15, 11 August 2021 diff hist 0 Nuclear Reactor Updated Version
- 07:02, 11 August 2021 diff hist +498 Nuclear Reactor Added notes to manual control about where the gauge should be set to in manual control. Added note to automatic control that it is possible to use multiple rods if preparations are made. Fixed typo in wire control section. Tag: Visual edit
- 05:12, 9 August 2021 diff hist +300 Nuclear Reactor →Usage: Reworded usage section to not say control twice in a row a few times. Noted that its possible to just set a reactor's output to 0 instead of actually shutting it off to avoid having to go and turn it on again. Tag: Visual edit
- 04:32, 9 August 2021 diff hist +11 Nuclear Reactor →Automatic Control
- 04:31, 9 August 2021 diff hist +115 Nuclear Reactor →Mechanics Tag: Visual edit: Switched
- 05:45, 7 August 2021 diff hist +292 Wiring Removed Minecraft reference and added link to wiring components. Added bullet point about wiring coloring being only for organization. Added note that players can still interact with buttons and doors while holding a wire. Tag: Visual edit
- 05:29, 7 August 2021 diff hist +12 Wiring Components →Function & Usage
- 07:12, 6 August 2021 diff hist +312 Wiring Components Explained that the Signal Check Component is the same as an IF-THEN-ELSE. Tag: Visual edit
- 07:03, 6 August 2021 diff hist +525 Wiring Components Added that in-game relays only pass 1000 kW, added significantly more information on how the oscillator component works. Tag: Visual edit
- 06:12, 3 August 2021 diff hist +55 Grenade Launcher According to xml's 40mm grenades do almost as much damage to ballast flora as frags. Tag: Visual edit
- 06:11, 3 August 2021 diff hist +37 Incendium Grenade xmls state this grenade does damage to ballast flora. Tag: Visual edit
- 06:10, 3 August 2021 diff hist +42 Frag Grenade Noted that frags can deal damage to ballast flora as in the xml's it has the ballastfloradamage property. Tag: Visual edit
- 06:06, 3 August 2021 diff hist +23 Frag Grenade Updated structure damage to 10 to match the xml, rewrote description to specify that the grenade does high damage to creatures but almost no damage to structures. Tag: Visual edit
- 05:55, 3 August 2021 diff hist +1 Frag Grenade →Damage Values
- 22:39, 2 August 2021 diff hist -264 m Railgun →Ammunition: Added that Canister shells can be recycled with lead. Tag: Visual edit
- 06:41, 29 July 2021 diff hist +43 m Crawler →In-game: Added that Alien Blood is also used for Pulse Laser Ammo Tag: Visual edit
- 17:50, 27 July 2021 diff hist -244 Pulse Laser Added note that pulse lasers have a 1 second charge time before actually firing. Tag: Visual edit
- 17:35, 27 July 2021 diff hist +58 Crafting Materials →Raw Organic Materials: Added that Alien Blood is used for Pulse Laser Ammunition. Tag: Visual edit
- 15:58, 27 July 2021 diff hist +107 Depth Charge Noticed in the XML that nuclear decoys attacked enemies for a different amount of time than normal ones. Tag: Visual edit
- 00:24, 26 July 2021 diff hist +217 Missions →Mining Missions: added summary of the mission procedure and that the ore mined is not given up. Tag: Visual edit