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16 July 2024
10:23 | Guide to Botany diffhist −350 Lord earthfire talk contribs →Crop Mutations |
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07:09 | Engineer 2 changes history +163 [Studenterhue (2×)] | |||
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07:09 (cur | prev) −33 Studenterhue talk contribs →Power Transmission Laser: Simplify/update the note about which maps have PTLs | ||||
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07:04 (cur | prev) +196 Studenterhue talk contribs →Power Transmission Laser: Update explanation of how the PTL allocates money, per merging of PR #18511 |
06:49 | Engineering Objects diffhist −5 Studenterhue talk contribs →Machinery: Tweak "cash the engineers and station" in PTL description in light of PR #18511 being merged, as the funds produced no longer go into the budget |
m 01:58 | Chemicals diffhist +1 Meaow589 talk contribs →Medical Chems |
15 July 2024
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07:15 | Murder 3 changes history +618 [Studenterhue (3×)] | |||
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07:15 (cur | prev) +183 Studenterhue talk contribs →List of Longarms: Fix up Four Letter Word's Raw Damage column, as it's meant to show damage with the default load, which does not case 50 BRUTE. I've relocated some of the info to the Notes column because it's still noteworthy, rearranging some of the info to maintain readability | ||||
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07:05 (cur | prev) +9 Studenterhue talk contribs →List of Longarms: Add birdshot's stun value in the Striker-7 entry as well | ||||
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07:03 (cur | prev) +426 Studenterhue talk contribs →List of Longarms: Give birdshot its own entry |
14 July 2024
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07:05 | General Objects 3 changes history +437 [Studenterhue (3×)] | |||
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07:05 (cur | prev) +227 Studenterhue talk contribs →General Items (large): Mention you can snip phone lines. This and the multitool interaction have apparently been around for a while | ||||
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06:59 (cur | prev) +152 Studenterhue talk contribs →General Items (large): Note you can use multitools on phones | ||||
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06:51 (cur | prev) +58 Studenterhue talk contribs →General Items (large): Put these phone instructions into a step-by-step list for easier reading, clarify something about using phones |
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06:39 | Murder 2 changes history +24 [Studenterhue (2×)] | |||
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06:39 (cur | prev) +19 Studenterhue talk contribs /* List of Longarms * / Correct note claiming zIp gun gives no warning before expiring. It does, but Four Letter Word definitely is more visible | ||||
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06:34 (cur | prev) +5 Studenterhue talk contribs →List of Longarms: Correct default ammo for Four Letter Word, as it does in fact have a default: birdshot |
13 July 2024
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06:56 | Clothing 3 changes history +266 [Studenterhue (3×)] | |||
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06:56 (cur | prev) 0 Studenterhue talk contribs →Ears: Fix shipping headset description claiming :h goes to engineering (it's :e, silly) | ||||
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06:54 (cur | prev) +248 Studenterhue talk contribs →Ears: Add inspector's headset, from same PR | ||||
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06:49 (cur | prev) +18 Studenterhue talk contribs →ID: Add Inspector to the list of jobs that get NT IDs, a result of PR #19510 getting merged |
12 July 2024
23:34 | Guide to Genetics diffhist +13 JackMoloney talk contribs |
07:02 | Foods and Drinks diffhist +509 Studenterhue talk contribs →Miscellaneous: Add cinnamon bun recipe, introduced when PR #19813 was merged |
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06:43 | Miner 2 changes history +1,523 [Studenterhue (2×)] | |||
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06:43 (cur | prev) +5 Studenterhue talk contribs →Crew Objectives: Use a more exact copy of the industrial space suit objective text | ||||
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06:41 (cur | prev) +1,518 Studenterhue talk contribs →Crew Objectives: Provide more info on how to complete the industrial suit objective, including types of ore needed |
05:07 | General Objects diffhist +15 Studenterhue talk contribs →General Items (large): Add detective to the list of unique jobs per commit 1101654 |
11 July 2024
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04:54 | Guide to Genetics 2 changes history +42 [Studenterhue (2×)] | |||
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04:54 (cur | prev) 0 Studenterhue talk contribs →Beneficial: Update Physically Fit's Stability, as commit c5467f6 has made it so it removes it rather than adding it | ||||
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04:52 (cur | prev) +42 Studenterhue talk contribs →Powers: Note Vestigial Ballistics gives no Stability when Synchronized, due to commit 1aad322 |
10 July 2024
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06:07 | Engineering Objects 2 changes history +477 [Studenterhue (2×)] | |||
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06:07 (cur | prev) +395 Studenterhue talk contribs →Machinery: Add Fissile Materials Crate. Technically, this was added when PR #8767 was merged, but PR #19443 standardized its contents. Placement here is kinda whatever; maybe there could be a crates and lockers section in the future? | ||||
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05:21 (cur | prev) +82 Studenterhue talk contribs →Other Equipment: Add another source of red jetpacks, Syndicate Apparel, introduced when PR #19512 was merged |
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05:55 | Clothing 7 changes history +678 [Studenterhue (7×)] | |||
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05:55 (cur | prev) +174 Studenterhue talk contribs →Shoes: Mention Syndicate Apparel also has military boots | ||||
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05:52 (cur | prev) +71 Studenterhue talk contribs →Head: Mention Syndicate Apparel machine has red space helmets | ||||
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05:50 (cur | prev) +164 Studenterhue talk contribs →(Exo)Suit: Similar sort of deal for red space suit. | ||||
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05:47 (cur | prev) +180 Studenterhue talk contribs →Uniform: List a couple of ways to get the tactical turtleneck, mostly to mention that Syndicate Apparel has it. Also replace "infiltrators" with "nuclear operatives" when linking to Nuclear Operative, because they aren't always trying to infiltrate | ||||
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05:31 (cur | prev) +92 Studenterhue talk contribs →Back: Add another source of syndie satchels, Syndicate Apparel, the syndie clothing vendor added in PR #19512 | ||||
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05:29 (cur | prev) +29 Studenterhue talk contribs →Back: Update info on how to get the syndie backpack, since PR #19512 also replaced the Listening Post closet with said syndie vending machine, which also provides syndie backpacks | ||||
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05:25 (cur | prev) −32 Studenterhue talk contribs →Masks: Update method for obtaining the red SWAT mask. As a result of PR #19512 getting merged, you now get it from a Syndicate vending machine rather than CARL |
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04:59 | Murder 2 changes history +55 [NightmarechaMillian; Studenterhue] | |||
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04:59 (cur | prev) 0 Studenterhue talk contribs →List of Longarms: Capitalize each word in Four Letter Word, like how it is in-game. This also winds up correcting the Salvager links | ||||
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00:27 (cur | prev) +55 NightmarechaMillian talk contribs updates the FLW desc |
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02:45 | Guide to Genetics 4 changes history +246 [JackMoloney (4×)] | |||
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02:45 (cur | prev) +803 JackMoloney talk contribs added all the downgrade effects for positive mutations as well as their links. might add power cooldowns in the future and also some page beautification (such as adding gene images next to their names) | ||||
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02:29 (cur | prev) −1,828 JackMoloney talk contribs color coded beneficial, harmful, and harmless mutations. removed their danger level portions because their danger level is in the title. | ||||
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02:01 (cur | prev) +493 JackMoloney talk contribs did some more cleaning, and added synched and failure power information. will be adding positive gene downgrades next. | ||||
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01:38 (cur | prev) +778 JackMoloney talk contribs collapsed a bunch of tables to make it not take 12 years to scroll down the page for those who've read the article and just want a quick check up on the mutations. also, added a little bit more info. will add synched effect soon. |
9 July 2024
23:08 | Murder diffhist +735 NightmarechaMillian talk contribs →List of Longarms |
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07:29 | Ore Processing 3 changes history +414 [Studenterhue (3×)] | |||
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07:29 (cur | prev) +133 Studenterhue talk contribs →Properties: Mention that density plays a part in atmos pipe strength | ||||
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07:27 (cur | prev) +70 Studenterhue talk contribs →Great! So what can I make with all that stuff?: Almost forgot to explain what property matters in this case | ||||
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07:25 (cur | prev) +211 Studenterhue talk contribs →Great! So what can I make with all that stuff?: Mention pipe reinforcement as a good use for matsci. This particular feature was introduced when PR #18621 was merged |
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07:10 | Chemicals 2 changes history +100 [Studenterhue (2×)] | |||
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07:10 (cur | prev) 0 Studenterhue talk contribs →Miscellanea: Correct GHC's depletion rate; it should in fact be 0.4, not 0.6 | ||||
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07:01 (cur | prev) +100 Studenterhue talk contribs →Miscellanea: Provide some more details about how Graphene Hardening Compound raises pressure tolerance |
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05:21 | Guide to Genetics 4 changes history −1,515 [JackMoloney (4×)] | |||
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05:21 (cur | prev) +78 JackMoloney talk contribs made all tables with mutations collapsed from the start so that you can choose what you see | ||||
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04:05 (cur | prev) −3,502 JackMoloney talk contribs Managed all of the lists to be mostly alphabetical, also removed the empowered category from frontal gyrus and hema sections as they have no effects with it. Removed accidental list misplacements, and also made all "no effect" and "no change" simply say "no effect" so it doesn't look weird. Will add synchronized effects to powers in the future. | ||||
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03:22 (cur | prev) +1,688 JackMoloney talk contribs Separated the giant mutation list into specific categories, being Frontal Gyrus, Hemachromia, Powers, Beneficial, Harmful and Harmless. Will be categorizing it alphabetically in the future, and will also double check the list as well as modify it to show power cooldowns and etcetera. Mutations that are unobtainable have been removed, as those that are first learning genetech have no reason to know about them, as they can't be obtained. They will be in the complete list that I'll update soon. | ||||
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02:44 (cur | prev) +221 JackMoloney talk contribs updated some stability info, going to make more changes |
8 July 2024
19:13 | RP Rules diffhist −57 ZeWaka talk contribs rewording due to inaccuracy |
13:11 | Guide to Genetics diffhist +2,709 JackMoloney talk contribs Added some more information to a bunch of genes, as well as clarifications on some whose effects seem underwhelming in writing (How is 50% heat and cold resist in thermals supposed to translate into space damage immunity? I thought this was useless when first starting genetics as I had no idea). May potentially come back to the page to split up the huge list of mutations into those that are active, passive, or categorized (speaking mutations, blood mutations) for easier readability. |