Difference between revisions of "Manipulation"

From RimWorld Wiki
Jump to navigation Jump to search
 
(15 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{Rewrite}}
 
 
{{Capacity
 
{{Capacity
 
| default base value = 1
 
| default base value = 1
Line 5: Line 4:
 
| description = How well a character can physically interact with objects. Directly affected by [[consciousness]] and arms/hands/fingers effectiveness.
 
| description = How well a character can physically interact with objects. Directly affected by [[consciousness]] and arms/hands/fingers effectiveness.
 
}}
 
}}
 +
 +
== Effects ==
 +
{{Stub|section=1|reason=There are definitely more of these that aren't listed}}
 +
Manipulation has a number of unique interactions with other mechanics, beyond the traditional effects on [[stats]].
 +
 +
Pawns with 0% Manipulation:
 +
* Cannot hold [[weapons]]. If a pawn is reduced to 0% manipulation while holding a weapon, the weapon will be dropped on the ground.
 +
* Cannot [[strip]] the [[apparel]] from corpses and downed pawns.
 +
* Cannot use a [[nutrient paste dispenser]].
  
 
== Affected stats ==
 
== Affected stats ==
Line 24: Line 32:
 
=== Base factors ===
 
=== Base factors ===
 
Manipulation is mainly affected by the following factors:
 
Manipulation is mainly affected by the following factors:
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max (effectively 140%).
+
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max.
* Arm part efficiency. 100% importance, no allowed defect. No Max (effectively 150%).
+
* Arm part efficiency. 100% importance, no allowed defect. No Max.
** Whole arm: 50% importance for each arm, no allowed defect. No Max (effectively 150%).
+
** Whole arm: 50% importance for each arm, no allowed defect. No Max.
 
*** [[Prosthetic arm]]: 50% part efficiency resulting in {{--|25%}} arm part efficiency.
 
*** [[Prosthetic arm]]: 50% part efficiency resulting in {{--|25%}} arm part efficiency.
 
*** [[Bionic arm]]: 125% part efficiency resulting in {{+|12.5%}} arm part efficiency.
 
*** [[Bionic arm]]: 125% part efficiency resulting in {{+|12.5%}} arm part efficiency.
 
*** [[Archotech arm]]: 150% part efficiency resulting in {{+|25%}} arm part efficiency.
 
*** [[Archotech arm]]: 150% part efficiency resulting in {{+|25%}} arm part efficiency.
** Shoulder part efficiency: 50% importance for each Shoulder, no allowed defect. No Max (effectively 100%).
+
** Shoulder part efficiency: 50% importance for each Shoulder, no allowed defect. No Max.
** Clavicle part efficiency: 50% importance for each Clavicle, no allowed defect. No Max (effectively 100%).
+
** Clavicle part efficiency: 50% importance for each Clavicle, no allowed defect. No Max.
** Humerus part efficiency: 50% importance for each Humerus, no allowed defect. No Max (effectively 100%).
+
** Humerus part efficiency: 50% importance for each Humerus, no allowed defect. No Max.
** Radius part efficiency: 50% importance for each Radius, no allowed defect. No Max (effectively 100%).
+
** Radius part efficiency: 50% importance for each Radius, no allowed defect. No Max.
** Hand part efficiency: 50% importance for each hand, no allowed defect. No Max (effectively 100%).
+
** Hand part efficiency: 50% importance for each hand, no allowed defect. No Max.
 
*** [[Wooden hand]]: 60% part efficiency resulting in {{--|20%}} arm part efficiency.
 
*** [[Wooden hand]]: 60% part efficiency resulting in {{--|20%}} arm part efficiency.
** Finger part efficiency: 8% importance for each finger. No allowed defect. No Max (effectively 100%).
+
** Finger part efficiency: 8% importance for each finger. No allowed defect. No Max.
 
+
{{Manipulation Part Efficiency Table}}
=== Post factors ===
 
The following factors are applied after the ''Base factors''.
 
* Alcohol ([[Beer]]) withdrawal: '''x50%'''
 
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) hangover buzzing: '''x80%'''
 
* [[Cryptosleep sickness]]: '''x90%'''
 
* [[Food poisoning]]
 
** Recovering and Inital: '''x90%'''
 
** Major: '''x80%'''
 
* [[Resurrection sickness]]: '''x10%'''
 
  
 
=== Offsets ===
 
=== Offsets ===
The following offsets are applied after the ''Post factors''.
+
The following offsets are added or subtracted after the ''Base factors''.
 
* Alcohol ([[Beer]]) high warm: {{--|2%}}
 
* Alcohol ([[Beer]]) high warm: {{--|2%}}
 
* [[Go-juice]] withdrawal: {{--|10%}}
 
* [[Go-juice]] withdrawal: {{--|10%}}
 
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) withdrawal: {{--|20%}}
 
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) withdrawal: {{--|20%}}
* [[Wake-up]] withdrawal: {{--|20%}}
+
* [[Wake-up]] withdrawal: {{--|25%}}
 
* [[Anesthetic]]
 
* [[Anesthetic]]
 
** Wearing off: {{--|10%}}
 
** Wearing off: {{--|10%}}
Line 85: Line 84:
 
** Major: {{--|6%}}
 
** Major: {{--|6%}}
 
** Extreme: {{--|20%}}
 
** Extreme: {{--|20%}}
* [[Trauma savant]]: {{--|50%}}
+
* [[Trauma savant]]: {{+|50%}}
 +
* [[Genes#Smooth tail|Smooth Tail]]{{BiotechIcon}}: {{+|5%}}
 +
 
 +
=== Multipliers ===
 +
The following factors are applied after the ''Offsets''.
 +
* Alcohol ([[Beer]]) withdrawal: '''x50%'''
 +
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) hangover buzzing: '''x80%'''
 +
* [[Cryptosleep sickness]]: '''x90%'''
 +
* [[Food poisoning]]
 +
** Recovering and Inital: '''x90%'''
 +
** Major: '''x80%'''
 +
* [[Resurrection sickness]]: '''x10%'''
 +
* [[Genes#Trotter hands|Trotter hands]]{{BiotechIcon}}: '''×85%'''
 +
* [[Genes#Elongated fingers|Elongated Fingers]]{{BiotechIcon}}: '''×110%'''
  
 
== Formula ==
 
== Formula ==
  '''Manipulation''' = Base factors × Post factors + Offsets
+
  '''Manipulation''' = (Base factors + Offsets) × Multipliers
  
 
Arm efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all fingers must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.
 
Arm efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all fingers must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.
  '''Arm efficiency''' = (Left arm × 0.5 + Right arm × 0.5) × (Left shoulder × 0.5 + Right shoulder × 0.5) × (Left clavicle × 0.5 + Right clavicle × 0.5) × (Left humerus × 0.5 + Right humerus × 0.5) × (Left radius × 0.5 + Right radius × 0.5) × (Left hand × 0.5 + Right hand × 0.5) × (Toes × 0.08 + 0.2)
+
  '''Arm efficiency''' = (Left arm × 0.5 + Right arm × 0.5) × (Left shoulder × 0.5 + Right shoulder × 0.5) × (Left clavicle × 0.5 + Right clavicle × 0.5) × (Left humerus × 0.5 + Right humerus × 0.5) × (Left radius × 0.5 + Right radius × 0.5) × (Left hand × 0.5 + Right hand × 0.5) × (Fingers × 0.08 + 0.2)
  
 
For example the maximum possible value would be achievable with the following values:
 
For example the maximum possible value would be achievable with the following values:
* [[Consciousness]]: '''140%''' (high on [[go-juice]], [[luciferium]] and [[wake-up]])
+
* [[Consciousness]]: '''170%''' from being high on [[go-juice]], [[luciferium]] and [[wake-up]], having used a [[neural supercharger]],{{IdeologyIcon}} with any level of [[pollution stimulus]] {{BiotechIcon}} and a [[Genes#Psychic bonding|psychic bond]] {{BiotechIcon}} with a pawn on the same map.
 
* Arm efficiency:
 
* Arm efficiency:
 
** Left arm: '''150%''' ([[archotech arm]])
 
** Left arm: '''150%''' ([[archotech arm]])
 
** Right arm: '''150%''' ([[archotech arm]])
 
** Right arm: '''150%''' ([[archotech arm]])
* Post factors: '''x100%'''
+
* Offsets (total {{+|135%}}):
* Offsets (total {{+|80%}}):
 
 
** [[Fibrous mechanites]]: {{+|50%}}
 
** [[Fibrous mechanites]]: {{+|50%}}
 
** [[Sensory mechanites]]: {{+|30%}}
 
** [[Sensory mechanites]]: {{+|30%}}
 +
** [[Injury#Trauma Savant|Trauma Savant]]: {{+|50%}}
 +
** [[Genes#Smooth tail|Smooth tail]]{{BiotechIcon}}: {{+|5%}}
 +
**
 +
* Post factors: '''x110%'''
 +
** [[Genes#Elongated fingers|Elongated fingers]]{{BiotechIcon}}: '''x110%'''
  
 
First of all we can calculate the arm efficiency:
 
First of all we can calculate the arm efficiency:
Line 107: Line 123:
  
 
We can therefore calculate the Manipulation:
 
We can therefore calculate the Manipulation:
  '''Manipulation''' = (1.4 × 1.5) × 1 + 1 = '''290%'''
+
  '''Manipulation''' = ((170% × 150%) + 135%) × 110%  = '''{{Good|429%}}'''{{#set:Effective Maximum|4.29}}
 +
 
 +
The minimum possible ''manipulation'' is of course {{Bad|[[Effective Minimum::0]]%}}.
  
{{nav|stats|wide}}
+
{{Nav|stats|wide}}
 
<noinclude>[[Category:Capacity]]</noinclude>
 
<noinclude>[[Category:Capacity]]</noinclude>

Latest revision as of 10:09, 18 May 2024

Manipulation is a pawn capacity: How well a character can physically interact with objects. Directly affected by consciousness and arms/hands/fingers effectiveness.

Effects[edit]

Manipulation has a number of unique interactions with other mechanics, beyond the traditional effects on stats.

Pawns with 0% Manipulation:

  • Cannot hold weapons. If a pawn is reduced to 0% manipulation while holding a weapon, the weapon will be dropped on the ground.
  • Cannot strip the apparel from corpses and downed pawns.
  • Cannot use a nutrient paste dispenser.

Affected stats[edit]

Manipulation affects most colonist stats at 100% weight.

NameTypeWeightMaxDescription
Animal Gather SpeedStat1-The speed at which this person milks, shears, and otherwise gathers resources from animals.
Animal Gather YieldStat0.3-The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. Higher percentages reduce the chance of wasting the product.
Arrest Success ChanceStat0.91How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.
Butchery EfficiencyStat0.9-The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size.
Butchery SpeedStat1-Speed at which this person butchers flesh creatures.
Carrying CapacityStat1-The amount of stuff this creature can carry in its hands, mouth, or other manipulators.
This is separate from the ability to carry cargo on long cross-world trips.
Construct Success ChanceStat0.3-The chance that this person will succeed in constructing something. Failing means wasting time and resources.
Construction SpeedStat1-Speed at which this person constructs and repairs buildings.
Cooking SpeedStat161.5The speed at which this person cooks meals.
Crawl SpeedStat1-Speed of crawling in cells per second.
Deep Drilling SpeedStat1-A speed at which this person uses a deep drill to extract underground resources.
Drug Cooking SpeedStat1-The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
Drug Synthesis SpeedStat1-How fast this character synthesizes complex chemical drugs.
Eating SpeedStat0.3-Multiplier on eating speed.
Entity Study RateStat0.51.1The rate at which this person generates knowledge from studying unnatural entities.
Foraged Food AmountStat0.51The amount of nutrition this person will automatically forage per day while traveling by caravan.
General Labor SpeedStat1-The speed at which this person carries out general labor like making stone blocks, making chemfuel at a refinery, burning items, tailoring clothes, creating art, smithing armor and weapons or smelting slag. This stat applies both to activities that involve no skill, as well as those where the skill affects the quality of the product instead of the speed of production.
Hacking SpeedStat0.51.1How fast this person can hack into computer terminals.
Mechanoid Shredding EfficiencyStat0.9-The amount of materials yielded when this person shreds a dead mechanoid for resources.
The actual amount is also related to the mechanoid's size.
Mechanoid Shredding SpeedStat1-The speed at which this person can shred a mechanoid for resources.
Medical Operation SpeedStat1-The speed at which the character performs medical operations.
Medical Surgery Success ChanceStat1-The likelihood that a colonist will succeed when attempting to perform a surgery. The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations. No matter how high this stat is, there is always a small chance of failure on any operation.
Medical Tend QualityStat11.4The base quality of tending given when tending wounds and illnesses.

Final Tend Quality:

( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used.

Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset.

Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance.

Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance.

Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.


Higher tend quality will speed the recovery from injury.
Medical Tend SpeedStat1-Speed at which the character tends to wounds and illnesses.
Melee Hit ChanceStat121.5Chance to hit a target in melee. The target can still dodge even if we would've hit.
Mining SpeedStat1-A speed at which this person mines away walls.
Mining YieldStat0.31The percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills.
Mortar Miss Radius MultiplierStat-0.5-A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
Plant Harvest YieldStat0.3-The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest.
Plant Work SpeedStat1-Speed at which this person sows and harvests plants.
Repair Success ChanceStat0.3-The chance that this person will successfully repair a broken down building using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage.
Research SpeedStat0.51.1How fast this person performs research and how quickly they can find things using scanning equipment.
Shooting AccuracyStat81Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
Smelting SpeedStat1-The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill.
Smoothing SpeedStat1-A multiplier on the speed at which this person smooths rough stone floors and walls.
Tame Animal ChanceStat0.51The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals.
Train Animal ChanceStat0.51The base chance this person will make progress training an animal on a given attempt. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.

Factors[edit]

Base factors[edit]

Manipulation is mainly affected by the following factors:

  • Consciousness: 100% importance, no allowed defect. No Max.
  • Arm part efficiency. 100% importance, no allowed defect. No Max.
    • Whole arm: 50% importance for each arm, no allowed defect. No Max.
      • Prosthetic arm: 50% part efficiency resulting in −25% arm part efficiency.
      • Bionic arm: 125% part efficiency resulting in +12.5% arm part efficiency.
      • Archotech arm: 150% part efficiency resulting in +25% arm part efficiency.
    • Shoulder part efficiency: 50% importance for each Shoulder, no allowed defect. No Max.
    • Clavicle part efficiency: 50% importance for each Clavicle, no allowed defect. No Max.
    • Humerus part efficiency: 50% importance for each Humerus, no allowed defect. No Max.
    • Radius part efficiency: 50% importance for each Radius, no allowed defect. No Max.
    • Hand part efficiency: 50% importance for each hand, no allowed defect. No Max.
      • Wooden hand: 60% part efficiency resulting in −20% arm part efficiency.
    • Finger part efficiency: 8% importance for each finger. No allowed defect. No Max.
Manipulation Right arm
No arm Prosthetic arm Wooden hand Organic arm Bionic arm Archotech arm
Left arm
No arm 0% 25% 30% 50% 62.5% 75%
Prosthetic arm 25% 50% 55% 75% 87.5% 100%
Wooden hand 30% 55% 60% 80% 92.5% 105%
Organic arm 50% 75% 80% 100% 112.5% 125%
Bionic arm 62.5% 87.5% 92.5% 112.5% 125% 137.5%
Archotech arm 75% 100% 105% 125% 137.5% 150%

Offsets[edit]

The following offsets are added or subtracted after the Base factors.

Multipliers[edit]

The following factors are applied after the Offsets.

Formula[edit]

Manipulation = (Base factors + Offsets) × Multipliers

Arm efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all fingers must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.

Arm efficiency = (Left arm × 0.5 + Right arm × 0.5) × (Left shoulder × 0.5 + Right shoulder × 0.5) × (Left clavicle × 0.5 + Right clavicle × 0.5) × (Left humerus × 0.5 + Right humerus × 0.5) × (Left radius × 0.5 + Right radius × 0.5) × (Left hand × 0.5 + Right hand × 0.5) × (Fingers × 0.08 + 0.2)

For example the maximum possible value would be achievable with the following values:

First of all we can calculate the arm efficiency:

Arm efficiency = Left arm × 0.5 + Right arm × 0.5 = 1.5 × 0.5 + 1.5 × 0.5 = 150%

We can therefore calculate the Manipulation:

Manipulation = ((170% × 150%) + 135%) × 110%  = 429%

The minimum possible manipulation is of course 0%.