Difference between revisions of "User:JuliaCat/test"

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Line 416: Line 416:
 
<!-- Dumb recipes - not affected by skill because there's no skill component -->
 
<!-- Dumb recipes - not affected by skill because there's no skill component -->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>SmeltingSpeed</defName>
+
| ''defName:'' SmeltingSpeed
<label>smelting speed</label>
+
''label:'' smelting speed
| <description>The speed at which this person smelts things.\n\nSince smelting is dumb labor, smelting speed is not affected by any skill.</description>
+
| The speed at which this person smelts things.<br id="n" /><br id="n" />Since smelting is dumb labor, smelting speed is not affected by any skill.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<statFactors>
 
<statFactors>
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   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4500</displayPriorityInCategory>
+
| 4500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!-- Standard-speed recipes - speed not affected by skill because there's no skill involved OR because the skill affects product quality instead of production speed -->
 
<!-- Standard-speed recipes - speed not affected by skill because there's no skill involved OR because the skill affects product quality instead of production speed -->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>GeneralLaborSpeed</defName>
+
| ''defName:'' GeneralLaborSpeed
<label>general labor speed</label>
+
''label:'' general labor speed
| <description>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.</description>
+
| 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.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 466: Line 466:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4999</displayPriorityInCategory>
+
| 4999
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!-- Production recipes - speed affected by skill because there is no output quality -->
 
<!-- Production recipes - speed affected by skill because there is no output quality -->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>DrugSynthesisSpeed</defName>
+
| ''defName:'' DrugSynthesisSpeed
<label>drug synthesis speed</label>
+
''label:'' drug synthesis speed
| <description>How fast this character synthesizes complex chemical drugs.</description>
+
| How fast this character synthesizes complex chemical drugs.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<supressDisabledError>{{Good|true}}</supressDisabledError>
+
* '''Supress Disabled Error:''' {{Good|true}}
<disableIfSkillDisabled>[[Skills#Crafting|Crafting]]</disableIfSkillDisabled>
+
* '''Disable If Skill Disabled:''' [[Skills#Crafting|Crafting]]
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 503: Line 503:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4511</displayPriorityInCategory>
+
| 4511
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>CookSpeed</defName>
+
| ''defName:'' CookSpeed
<label>cooking speed</label>
+
''label:'' cooking speed
| <description>The speed at which this person cooks meals.</description>
+
| The speed at which this person cooks meals.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<noSkillOffset>20</noSkillOffset>
+
* '''No Skill Offset:''' 20
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized>
+
* '''To String Style Unfinalized:''' FloatOne
 
|
 
|
 
<postProcessStatFactors>
 
<postProcessStatFactors>
Line 546: Line 546:
 
   </points>
 
   </points>
 
</postProcessCurve>
 
</postProcessCurve>
| <displayPriorityInCategory>4541</displayPriorityInCategory>
+
| 4541
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>FoodPoisonChance</defName>
+
| ''defName:'' FoodPoisonChance
<label>food poison chance</label>
+
''label:'' food poison chance
<labelForFullStatList>food poison chance (chance to poison a meal)</labelForFullStatList>
+
''labelForFullStatList:'' food poison chance (chance to poison a meal)
| <description>The probability that this character will inadvertently poison a meal they cook.\n\nAnyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting.</description>
+
| The probability that this character will inadvertently poison a meal they cook.<br id="n" /><br id="n" />Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentTwo</toStringStyle>
+
* '''To String Style:''' PercentTwo
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 586: Line 586:
 
   </li>
 
   </li>
 
</skillNeedFactors>
 
</skillNeedFactors>
| <displayPriorityInCategory>4542</displayPriorityInCategory>
+
| 4542
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>DrugCookingSpeed</defName>
+
| ''defName:'' DrugCookingSpeed
<label>drug cooking speed</label>
+
''label:'' drug cooking speed
| <description>The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.</description>
+
| The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<supressDisabledError>{{Good|true}}</supressDisabledError>
+
* '''Supress Disabled Error:''' {{Good|true}}
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 620: Line 620:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4510</displayPriorityInCategory>
+
| 4510
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ButcherySpeedBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="ButcherySpeedBase" --><!--<StatDef>-->
| <defName>ButcheryFleshSpeed</defName>
+
| ''defName:'' ButcheryFleshSpeed
<label>butchery speed</label>
+
''label:'' butchery speed
| <description>The speed at which this person butchers flesh creatures.</description>
+
| The speed at which this person butchers flesh creatures.
 
| -
 
| -
 
| -
 
| -
Line 639: Line 639:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ButcherySpeedBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="ButcherySpeedBase" --><!--<StatDef>-->
| <defName>ButcheryMechanoidSpeed</defName>
+
| ''defName:'' ButcheryMechanoidSpeed
<label>mechanoid shredding speed</label>
+
''label:'' mechanoid shredding speed
| <description>The speed at which this person can shred a mechanoid for resources.</description>
+
| The speed at which this person can shred a mechanoid for resources.
 
| -
 
| -
 
| -
 
| -
Line 655: Line 655:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ButcheryEfficiencyBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="ButcheryEfficiencyBase" --><!--<StatDef>-->
| <defName>ButcheryFleshEfficiency</defName>
+
| ''defName:'' ButcheryFleshEfficiency
<label>butchery efficiency</label>
+
''label:'' butchery efficiency
| <description>The amount of meat produced when butchering flesh creatures.\n\nThe actual amount is also related to the creature's size.</description>
+
| The amount of meat produced when butchering flesh creatures.<br id="n" /><br id="n" />The actual amount is also related to the creature's size.
 
| -
 
| -
 
| -
 
| -
Line 671: Line 671:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ButcheryEfficiencyBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="ButcheryEfficiencyBase" --><!--<StatDef>-->
| <defName>ButcheryMechanoidEfficiency</defName>
+
| ''defName:'' ButcheryMechanoidEfficiency
<label>mechanoid shredding efficiency</label>
+
''label:'' mechanoid shredding efficiency
| <description>The amount of materials yielded when this person shreds a dead mechanoid for resources.\n\nThe actual amount is also related to the mechanoid's size.</description>
+
| The amount of materials yielded when this person shreds a dead mechanoid for resources.<br id="n" /><br id="n" />The actual amount is also related to the mechanoid's size.
 
| -
 
| -
 
| -
 
| -
Line 690: Line 690:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Ability_RequiredPsylink</defName>
+
| ''defName:'' Ability_RequiredPsylink
<label>psylink level</label>
+
''label:'' psylink level
| <description>The minimum psylink level required to use this ability.</description>
+
| The minimum psylink level required to use this ability.
| <category>Ability</category>
+
| Ability
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
<showIfModsLoaded><li>ludeon.rimworld.royalty</li></showIfModsLoaded>
+
* '''Show If Mods Loaded:''' <li>ludeon.rimworld.royalty</li>
| <displayPriorityInCategory>1005</displayPriorityInCategory>
+
| 1005
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Ability_CastingTime</defName>
+
| ''defName:'' Ability_CastingTime
<label>casting time</label>
+
''label:'' casting time
| <description>How long it takes to perform this ability.</description>
+
| How long it takes to perform this ability.
| <category>Ability</category>
+
| Ability
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<formatString>{0} s</formatString>
+
* '''Format String:''' {0} s
<toStringStyle>FloatOne</toStringStyle>
+
* '''To String Style:''' FloatOne
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
<showIfModsLoaded><li>ludeon.rimworld.royalty</li></showIfModsLoaded>
+
* '''Show If Mods Loaded:''' <li>ludeon.rimworld.royalty</li>
| <displayPriorityInCategory>1004</displayPriorityInCategory>
+
| 1004
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Ability_EntropyGain</defName>
+
| ''defName:'' Ability_EntropyGain
<label>neural heat gain</label>
+
''label:'' neural heat gain
| <description>How much neural heat will be added as a result of performing this ability.</description>
+
| How much neural heat will be added as a result of performing this ability.
| <category>Ability</category>
+
| Ability
 
|
 
|
<defaultBaseValue>{{%|5}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|5}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
<showIfModsLoaded><li>ludeon.rimworld.royalty</li></showIfModsLoaded>
+
* '''Show If Mods Loaded:''' <li>ludeon.rimworld.royalty</li>
| <displayPriorityInCategory>1003</displayPriorityInCategory>
+
| 1003
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Ability_PsyfocusCost</defName>
+
| ''defName:'' Ability_PsyfocusCost
<label>psyfocus cost</label>
+
''label:'' psyfocus cost
| <description>How much psyfocus must be spent to perform this ability.</description>
+
| How much psyfocus must be spent to perform this ability.
| <category>Ability</category>
+
| Ability
 
|
 
|
<workerClass>StatWorker_PsyfocusCost</workerClass>
+
* '''Worker Class:''' StatWorker_PsyfocusCost
<toStringStyle>PercentOne</toStringStyle>
+
* '''To String Style:''' PercentOne
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
<showIfModsLoaded><li>ludeon.rimworld.royalty</li></showIfModsLoaded>
+
* '''Show If Mods Loaded:''' <li>ludeon.rimworld.royalty</li>
| <displayPriorityInCategory>1002</displayPriorityInCategory>
+
| 1002
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Ability_Range</defName>
+
| ''defName:'' Ability_Range
<label>range</label>
+
''label:'' range
| <description>The maximum distance to a target of this ability, or to the center of the target location.</description>
+
| The maximum distance to a target of this ability, or to the center of the target location.
| <category>Ability</category>
+
| Ability
 
|
 
|
<defaultBaseValue>{{%|25}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|25}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>1001</displayPriorityInCategory>
+
| 1001
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Ability_Duration</defName>
+
| ''defName:'' Ability_Duration
<label>duration</label>
+
''label:'' duration
| <description>How long the effects of this ability last.</description>
+
| How long the effects of this ability last.
| <category>Ability</category>
+
| Ability
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<formatString>{0} s</formatString>
+
* '''Format String:''' {0} s
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>999</displayPriorityInCategory>
+
| 999
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Ability_EffectRadius</defName>
+
| ''defName:'' Ability_EffectRadius
<label>effect radius</label>
+
''label:'' effect radius
| <description>The radius of the area of effect of this ability.</description>
+
| The radius of the area of effect of this ability.
| <category>Ability</category>
+
| Ability
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>998</displayPriorityInCategory>
+
| 998
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Ability_GoodwillImpact</defName>
+
| ''defName:'' Ability_GoodwillImpact
<label>goodwill impact</label>
+
''label:'' goodwill impact
| <description>How casting this ability on someone will impact relations with their faction.</description>
+
| How casting this ability on someone will impact relations with their faction.
| <category>Ability</category>
+
| Ability
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>997</displayPriorityInCategory>
+
| 997
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Ability_DetectChancePerEntropy</defName>
+
| ''defName:'' Ability_DetectChancePerEntropy
<label>detection chance</label>
+
''label:'' detection chance
| <description>The likelihood of this psychic power being detected when it is used.\n\nSome factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences.</description>
+
| The likelihood of this psychic power being detected when it is used.<br id="n" /><br id="n" />Some factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences.
| <category>Ability</category>
+
| Ability
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
<showIfModsLoaded><li>ludeon.rimworld.royalty</li></showIfModsLoaded>
+
* '''Show If Mods Loaded:''' <li>ludeon.rimworld.royalty</li>
 
<statFactors>
 
<statFactors>
 
   <li>Ability_EntropyGain</li>
 
   <li>Ability_EntropyGain</li>
 
</statFactors>
 
</statFactors>
| <displayPriorityInCategory>996</displayPriorityInCategory>
+
| 996
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 820: Line 820:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>StuffEffectMultiplierArmor</defName>
+
| ''defName:'' StuffEffectMultiplierArmor
<label>Armor - Material effect multiplier</label>
+
''label:'' Armor - Material effect multiplier
 
| -
 
| -
| <category>Apparel</category>
+
| Apparel
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<alwaysHide>{{Good|true}}</alwaysHide>
+
* '''Always Hide:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>1</displayPriorityInCategory>
+
| 1
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>StuffEffectMultiplierInsulation_Cold</defName>
+
| ''defName:'' StuffEffectMultiplierInsulation_Cold
<label>Insulation - Cold - Material effect multiplier</label>
+
''label:'' Insulation - Cold - Material effect multiplier
 
| -
 
| -
| <category>Apparel</category>
+
| Apparel
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<alwaysHide>{{Good|true}}</alwaysHide>
+
* '''Always Hide:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>2</displayPriorityInCategory>
+
| 2
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>StuffEffectMultiplierInsulation_Heat</defName>
+
| ''defName:'' StuffEffectMultiplierInsulation_Heat
<label>Insulation - Heat - Material effect multiplier</label>
+
''label:'' Insulation - Heat - Material effect multiplier
 
| -
 
| -
| <category>Apparel</category>
+
| Apparel
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<alwaysHide>{{Good|true}}</alwaysHide>
+
* '''Always Hide:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>3</displayPriorityInCategory>
+
| 3
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
| <defName>ArmorRating_Sharp</defName>
+
| ''defName:'' ArmorRating_Sharp
<label>Armor - Sharp</label>
+
''label:'' Armor - Sharp
<labelForFullStatList>Armor - Sharp (armor stat)</labelForFullStatList>
+
''labelForFullStatList:'' Armor - Sharp (armor stat)
| <description>The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
+
| The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
The remaining armor rating is then compared against a random number from 0 to 100.
 
The remaining armor rating is then compared against a random number from 0 to 100.
Line 866: Line 866:
 
- If the random number is greater than the armor rating, the armor has no effect.
 
- If the random number is greater than the armor rating, the armor has no effect.
 
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
 
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
Each layer of armor is applied separately, from the outside in.</description>
+
Each layer of armor is applied separately, from the outside in.
 
| -
 
| -
 
| -
 
| -
Line 877: Line 877:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>100</displayPriorityInCategory>
+
| 100
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
| <defName>ArmorRating_Blunt</defName>
+
| ''defName:'' ArmorRating_Blunt
<label>Armor - Blunt</label>
+
''label:'' Armor - Blunt
<labelForFullStatList>Armor - Blunt (armor stat)</labelForFullStatList>
+
''labelForFullStatList:'' Armor - Blunt (armor stat)
| <description>The protection given against blunt damage like fists, club impacts and rock falls.
+
| The protection given against blunt damage like fists, club impacts and rock falls.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
The remaining armor rating is then compared against a random number from 0 to 100.
 
The remaining armor rating is then compared against a random number from 0 to 100.
Line 890: Line 890:
 
- If the random number is greater than the armor rating, the armor has no effect.
 
- If the random number is greater than the armor rating, the armor has no effect.
 
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
 
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
Each layer of armor is applied separately, from the outside in.</description>
+
Each layer of armor is applied separately, from the outside in.
 
| -
 
| -
 
| -
 
| -
Line 901: Line 901:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>99</displayPriorityInCategory>
+
| 99
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
| <defName>ArmorRating_Heat</defName>
+
| ''defName:'' ArmorRating_Heat
<label>Armor - Heat</label>
+
''label:'' Armor - Heat
<labelForFullStatList>Armor - Heat (armor stat)</labelForFullStatList>
+
''labelForFullStatList:'' Armor - Heat (armor stat)
| <description>The protection given against temperature-related damage like burns.
+
| The protection given against temperature-related damage like burns.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
The remaining armor rating is then compared against a random number from 0 to 100.
 
The remaining armor rating is then compared against a random number from 0 to 100.
Line 914: Line 914:
 
- If the random number is greater than the armor rating, the armor has no effect.
 
- If the random number is greater than the armor rating, the armor has no effect.
 
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
 
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
Each layer of armor is applied separately, from the outside in.</description>
+
Each layer of armor is applied separately, from the outside in.
 
| -
 
| -
 
| -
 
| -
Line 925: Line 925:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>98</displayPriorityInCategory>
+
| 98
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
| <defName>Insulation_Cold</defName>
+
| ''defName:'' Insulation_Cold
<label>Insulation - Cold</label>
+
''label:'' Insulation - Cold
<labelForFullStatList>Insulation - Cold (armor stat)</labelForFullStatList>
+
''labelForFullStatList:'' Insulation - Cold (armor stat)
| <description>How much this apparel improves a wearer's minimum comfortable temperature.\n\nGreater values allow surviving in colder temperatures.</description>
+
| How much this apparel improves a wearer's minimum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in colder temperatures.
 
| -
 
| -
 
|
 
|
<cacheable>{{Good|true}}</cacheable>
+
* '''Cacheable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 943: Line 943:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>90</displayPriorityInCategory>
+
| 90
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
| <defName>Insulation_Heat</defName>
+
| ''defName:'' Insulation_Heat
<label>Insulation - Heat</label>
+
''label:'' Insulation - Heat
<labelForFullStatList>Insulation - Heat (armor stat)</labelForFullStatList>
+
''labelForFullStatList:'' Insulation - Heat (armor stat)
| <description>How much this apparel improves a wearer's maximum comfortable temperature.\n\nGreater values allow surviving in warmer temperatures.</description>
+
| How much this apparel improves a wearer's maximum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in warmer temperatures.
 
| -
 
| -
 
| -
 
| -
Line 961: Line 961:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>89</displayPriorityInCategory>
+
| 89
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>EnergyShieldEnergyMax</defName>
+
| ''defName:'' EnergyShieldEnergyMax
<label>Shield max energy</label>
+
''label:'' Shield max energy
| <description>The maximum energy a shield can have at one time.\n\nMore energy absorbs more damage.</description>
+
| The maximum energy a shield can have at one time.<br id="n" /><br id="n" />More energy absorbs more damage.
| <category>Apparel</category>
+
| Apparel
 
|
 
|
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 984: Line 984:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>70</displayPriorityInCategory>
+
| 70
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>EnergyShieldRechargeRate</defName>
+
| ''defName:'' EnergyShieldRechargeRate
<label>Shield recharge rate</label>
+
''label:'' Shield recharge rate
| <description>The rate at which a shield gains energy as long as it is not broken.</description>
+
| The rate at which a shield gains energy as long as it is not broken.
| <category>Apparel</category>
+
| Apparel
 
|
 
|
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<defaultBaseValue>{{%|0.45}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.45}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<formatString>{0}/s</formatString>
+
* '''Format String:''' {0}/s
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,009: Line 1,009:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>69</displayPriorityInCategory>
+
| 69
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PackRadius</defName>
+
| ''defName:'' PackRadius
<label>Effect radius</label>
+
''label:'' Effect radius
| <description>The area affected when this pack detonates.</description>
+
| The area affected when this pack detonates.
| <category>Apparel</category>
+
| Apparel
 
|
 
|
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>FloatOne</toStringStyle>
+
* '''To String Style:''' FloatOne
<formatString>{0} c</formatString>
+
* '''Format String:''' {0} c
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,033: Line 1,033:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>60</displayPriorityInCategory>
+
| 60
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>EquipDelay</defName>
+
| ''defName:'' EquipDelay
<label>equip delay</label>
+
''label:'' equip delay
| <description>The time it takes to equip and unequip this item.</description>
+
| The time it takes to equip and unequip this item.
| <category>Apparel</category>
+
| Apparel
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>FloatMaxOne</toStringStyle>
+
* '''To String Style:''' FloatMaxOne
<formatString>{0} s</formatString>
+
* '''Format String:''' {0} s
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>50</displayPriorityInCategory>
+
| 50
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 1,053: Line 1,053:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MaxHitPoints</defName>
+
| ''defName:'' MaxHitPoints
<label>max hit points</label>
+
''label:'' max hit points
| <description>The maximum hit points of an object.\n\nThis represents how much damage it can take before being destroyed.</description>
+
| The maximum hit points of an object.<br id="n" /><br id="n" />This represents how much damage it can take before being destroyed.
| <category>BasicsNonPawnImportant</category>
+
| BasicsNonPawnImportant
 
|
 
|
<defaultBaseValue>{{%|100}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|100}}
<minValue>{{%|1}}</minValue>
+
* '''Min Value:''' {{%|1}}
<roundValue>{{Good|true}}</roundValue>
+
* '''Round Value:''' {{Good|true}}
<toStringStyle>Integer</toStringStyle>
+
* '''To String Style:''' Integer
<roundToFiveOver>200</roundToFiveOver>
+
* '''Round To Five Over:''' 200
<showNonAbstract>{{Good|true}}</showNonAbstract>
+
* '''Show Non Abstract:''' {{Good|true}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>99997</displayPriorityInCategory>
+
| 99997
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Mass</defName>
+
| ''defName:'' Mass
<label>mass</label>
+
''label:'' mass
| <description>The physical mass of an object.</description>
+
| The physical mass of an object.
| <category>Basics</category>
+
| Basics
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>FloatTwoOrThree</toStringStyle>
+
* '''To String Style:''' FloatTwoOrThree
<formatString>{0} kg</formatString>
+
* '''Format String:''' {0} kg
<minifiedThingInherits>{{Good|true}}</minifiedThingInherits>
+
* '''Minified Thing Inherits:''' {{Good|true}}
<showOnUnhaulables>{{Bad|false}}</showOnUnhaulables>
+
* '''Show On Unhaulables:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,089: Line 1,089:
 
   <li>StatPart_AddedBodyPartsMass</li>
 
   <li>StatPart_AddedBodyPartsMass</li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>1500</displayPriorityInCategory>
+
| 1500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
| <defName>MarketValue</defName>
+
| ''defName:'' MarketValue
<label>market value</label>
+
''label:'' market value
| <description>The market value of an object.\n\nThe actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.</description>
+
| The market value of an object.<br id="n" /><br id="n" />The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
 
| -
 
| -
 
| -
 
| -
Line 1,124: Line 1,124:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
| <defName>MarketValueIgnoreHp</defName>
+
| ''defName:'' MarketValueIgnoreHp
<label>market value ignoring hitpoints</label>
+
''label:'' market value ignoring hitpoints
 
| -
 
| -
 
| -
 
| -
 
|
 
|
<alwaysHide>{{Good|true}}</alwaysHide>
+
* '''Always Hide:''' {{Good|true}}
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>SellPriceFactor</defName>
+
| ''defName:'' SellPriceFactor
<label>sell price multiplier</label>
+
''label:'' sell price multiplier
| <description>A multiplier on the price at which you can sell items.</description>
+
| A multiplier on the price at which you can sell items.
| <category>BasicsNonPawn</category>
+
| BasicsNonPawn
 
|
 
|
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnUntradeables>{{Bad|false}}</showOnUntradeables>
+
* '''Show On Untradeables:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>2509</displayPriorityInCategory>
+
| 2509
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>RoyalFavorValue</defName>
+
| ''defName:'' RoyalFavorValue
<label>honor value</label>
+
''label:'' honor value
| <description>The amount of honor your trader will earn for giving this to a tribute collector.</description>
+
| The amount of honor your trader will earn for giving this to a tribute collector.
| <category>BasicsImportant</category>
+
| BasicsImportant
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>FloatMaxThree</toStringStyle>
+
* '''To String Style:''' FloatMaxThree
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<showIfModsLoaded><li>ludeon.rimworld.royalty</li></showIfModsLoaded>
+
* '''Show If Mods Loaded:''' <li>ludeon.rimworld.royalty</li>
 
| -
 
| -
| <displayPriorityInCategory>2508</displayPriorityInCategory>
+
| 2508
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Flammability</defName>
+
| ''defName:'' Flammability
<label>flammability</label>
+
''label:'' flammability
| <description>How easily an object catches fire and how quickly a fire will grow as it burns.</description>
+
| How easily an object catches fire and how quickly a fire will grow as it burns.
| <category>Basics</category>
+
| Basics
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
 
<!-- Normalize to: 1 is wood, 0 is stone, 2 is like dry wispy paper or volatile fuel.-->
 
<!-- Normalize to: 1 is wood, 0 is stone, 2 is like dry wispy paper or volatile fuel.-->
<maxValue>2</maxValue>
+
* '''Max Value:''' 2
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
<minifiedThingInherits>{{Good|true}}</minifiedThingInherits>
+
* '''Minified Thing Inherits:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>3000</displayPriorityInCategory>
+
| 3000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>WorkToMake</defName>
+
| ''defName:'' WorkToMake
<label>work to make</label>
+
''label:'' work to make
| <description>The base amount of work it takes to make an item, once all materials are gathered.</description>
+
| The base amount of work it takes to make an item, once all materials are gathered.
| <category>BasicsNonPawn</category>
+
| BasicsNonPawn
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>WorkAmount</toStringStyle>
+
* '''To String Style:''' WorkAmount
<roundToFiveOver>300</roundToFiveOver>
+
* '''Round To Five Over:''' 300
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>3100</displayPriorityInCategory>
+
| 3100
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>DeteriorationRate</defName>
+
| ''defName:'' DeteriorationRate
<label>deterioration rate</label>
+
''label:'' deterioration rate
| <description>The rate at which this item deteriorates when left outside, in average hit points per day.\n\nDeterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.</description>
+
| The rate at which this item deteriorates when left outside, in average hit points per day.<br id="n" /><br id="n" />Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
| <category>BasicsNonPawn</category>
+
| BasicsNonPawn
 
|
 
|
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>FloatTwo</toStringStyle>
+
* '''To String Style:''' FloatTwo
<formatString>{0} / day</formatString>
+
* '''Format String:''' {0} / day
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,236: Line 1,236:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>2500</displayPriorityInCategory>
+
| 2500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- Name="Beauty" --><!--<StatDef>-->
 
|- id="" <!-- Name="Beauty" --><!--<StatDef>-->
| <defName>Beauty</defName>
+
| ''defName:'' Beauty
<label>beauty</label>
+
''label:'' beauty
| <description>How enjoyable an object is to look at.\n\nBeautiful objects fulfill characters' need for beauty.</description>
+
| How enjoyable an object is to look at.<br id="n" /><br id="n" />Beautiful objects fulfill characters' need for beauty.
| <category>BasicsNonPawn</category>
+
| BasicsNonPawn
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|-1000}}</minValue>
+
* '''Min Value:''' {{%|-1000}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<roundValue>{{Good|true}}</roundValue>
+
* '''Round Value:''' {{Good|true}}
<toStringStyle>Integer</toStringStyle>
+
* '''To String Style:''' Integer
<roundToFiveOver>100</roundToFiveOver>
+
* '''Round To Five Over:''' 100
<applyFactorsIfNegative>{{Bad|false}}</applyFactorsIfNegative>
+
* '''Apply Factors If Negative:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,264: Line 1,264:
 
   <li>StatPart_ContentsBeauty</li>
 
   <li>StatPart_ContentsBeauty</li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>3000</displayPriorityInCategory>
+
| 3000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="Beauty" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="Beauty" --><!--<StatDef>-->
| <defName>BeautyOutdoors</defName>
+
| ''defName:'' BeautyOutdoors
<label>outdoor beauty</label>
+
''label:'' outdoor beauty
| <description>How enjoyable something is to look at if it's outside.\n\nBeautiful objects fulfill peoples' need for beauty.</description>
+
| How enjoyable something is to look at if it's outside.<br id="n" /><br id="n" />Beautiful objects fulfill peoples' need for beauty.
 
| -
 
| -
 
| -
 
| -
Line 1,276: Line 1,276:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Cleanliness</defName>
+
| ''defName:'' Cleanliness
<label>cleanliness</label>
+
''label:'' cleanliness
| <description>How much an object contributes to an area's cleanliness score.</description>
+
| How much an object contributes to an area's cleanliness score.
| <category>BasicsNonPawn</category>
+
| BasicsNonPawn
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<maxValue>1000</maxValue>
+
* '''Max Value:''' 1000
<minValue>{{%|-1000}}</minValue>
+
* '''Min Value:''' {{%|-1000}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>FloatOne</toStringStyle>
+
* '''To String Style:''' FloatOne
<applyFactorsIfNegative>{{Bad|false}}</applyFactorsIfNegative>
+
* '''Apply Factors If Negative:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>3000</displayPriorityInCategory>
+
| 3000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Comfort</defName>
+
| ''defName:'' Comfort
<label>comfort</label>
+
''label:'' comfort
| <description>How comfortable an object is to sit or lay on.\n\nUsing comfortable objects fulfills a character's need for comfort.</description>
+
| How comfortable an object is to sit or lay on.<br id="n" /><br id="n" />Using comfortable objects fulfills a character's need for comfort.
| <category>BasicsNonPawn</category>
+
| BasicsNonPawn
 
|
 
|
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<maxValue>1000</maxValue>
+
* '''Max Value:''' 1000
<minValue>{{%|-1000}}</minValue>
+
* '''Min Value:''' {{%|-1000}}
<toStringStyle>FloatTwo</toStringStyle>
+
* '''To String Style:''' FloatTwo
<applyFactorsIfNegative>{{Bad|false}}</applyFactorsIfNegative>
+
* '''Apply Factors If Negative:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,314: Line 1,314:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>3000</displayPriorityInCategory>
+
| 3000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Nutrition</defName>
+
| ''defName:'' Nutrition
<label>nutrition</label>
+
''label:'' nutrition
| <description>How nutritious this food is.</description>
+
| How nutritious this food is.
| <category>BasicsNonPawnImportant</category>
+
| BasicsNonPawnImportant
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<toStringStyle>FloatTwo</toStringStyle>
+
* '''To String Style:''' FloatTwo
 
|
 
|
 
<parts>
 
<parts>
Line 1,334: Line 1,334:
 
   <li>StatPart_IsCorpseFresh</li>
 
   <li>StatPart_IsCorpseFresh</li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>3000</displayPriorityInCategory>
+
| 3000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>FoodPoisonChanceFixedHuman</defName>
+
| ''defName:'' FoodPoisonChanceFixedHuman
<label>food poison chance</label>
+
''label:'' food poison chance
<labelForFullStatList>food poison chance (food stat)</labelForFullStatList>
+
''labelForFullStatList:'' food poison chance (food stat)
| <description>The chance this food will cause food poisoning.</description>
+
| The chance this food will cause food poisoning.
| <category>BasicsNonPawn</category>
+
| BasicsNonPawn
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<parts>
 
<parts>
 
   <li>StatPart_MaxChanceIfRotting</li>
 
   <li>StatPart_MaxChanceIfRotting</li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>4000</displayPriorityInCategory>
+
| 4000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ShootingAccuracyTurret</defName>
+
| ''defName:'' ShootingAccuracyTurret
<label>shooting accuracy</label>
+
''label:'' shooting accuracy
<labelForFullStatList>shooting accuracy (turrets)</labelForFullStatList>
+
''labelForFullStatList:'' shooting accuracy (turrets)
| <description>Base chance to not miss per cell of shot distance.\n\nChance 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.</description>
+
| Base chance to not miss per cell of shot distance.<br id="n" /><br id="n" />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.
| <category>BasicsNonPawn</category>
+
| BasicsNonPawn
 
|
 
|
<workerClass>StatWorker_ShootingAccuracy</workerClass>
+
* '''Worker Class:''' StatWorker_ShootingAccuracy
<defaultBaseValue>{{%|0.96}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.96}}
<toStringStyle>PercentOne</toStringStyle>
+
* '''To String Style:''' PercentOne
<toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized>
+
* '''To String Style Unfinalized:''' FloatOne
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>4000</displayPriorityInCategory>
+
| 4000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 1,372: Line 1,372:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MedicalPotency</defName>
+
| ''defName:'' MedicalPotency
<label>medical potency</label>
+
''label:'' medical potency
| <description>How effective this is when used to tend wounds and diseases, or do surgery.\n\nHigher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.\nMedical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.</description>
+
| How effective this is when used to tend wounds and diseases, or do surgery.<br id="n" /><br id="n" />Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.<br id="n" />Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
| <category>BasicsNonPawnImportant</category>
+
| BasicsNonPawnImportant
 
|
 
|
<defaultBaseValue>{{%|0.0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.0}}
<minValue>{{%|0.2}}</minValue>
+
* '''Min Value:''' {{%|0.2}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>4000</displayPriorityInCategory>
+
| 4000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MedicalQualityMax</defName>
+
| ''defName:'' MedicalQualityMax
<label>medical tend quality maximum</label>
+
''label:'' medical tend quality maximum
| <description>The maximum quality of medical tending that can be achieved while using this.\n\nBetter tend quality allows skilled doctors to treat wounds better, as well as more reliably.</description>
+
| The maximum quality of medical tending that can be achieved while using this.<br id="n" /><br id="n" />Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
| <category>BasicsNonPawnImportant</category>
+
| BasicsNonPawnImportant
 
|
 
|
<defaultBaseValue>{{%|1.0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1.0}}
<minValue>{{%|0.0}}</minValue>
+
* '''Min Value:''' {{%|0.0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>4010</displayPriorityInCategory>
+
| 4010
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ConstructionSpeedFactor</defName>
+
| ''defName:'' ConstructionSpeedFactor
<label>construction speed</label>
+
''label:'' construction speed
<labelForFullStatList>construction speed (material factor)</labelForFullStatList>
+
''labelForFullStatList:'' construction speed (material factor)
| <description>The speed at which buildings made of this are constructed is multiplied by this value.\n\nSome materials, like stone, are slow to build from, while others, like wood, are fast.</description>
+
| The speed at which buildings made of this are constructed is multiplied by this value.<br id="n" /><br id="n" />Some materials, like stone, are slow to build from, while others, like wood, are fast.
| <category>BasicsNonPawn</category>
+
| BasicsNonPawn
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
 
| -
 
| -
| <displayPriorityInCategory>2500</displayPriorityInCategory>
+
| 2500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MeditationFocusBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MeditationFocusBase" --><!--<StatDef>-->
| <defName>MeditationFocusStrength</defName>
+
| ''defName:'' MeditationFocusStrength
<label>meditation psyfocus bonus</label>
+
''label:'' meditation psyfocus bonus
| <description>The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.\n\nFor some objects, this number can change depending on the surroundings and the person doing the meditating.</description>
+
| The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.<br id="n" /><br id="n" />For some objects, this number can change depending on the surroundings and the person doing the meditating.
<workerClass>StatWorker_PossibleCompOffsets</workerClass>
+
| Meditation
| <category>Meditation</category>
 
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_PossibleCompOffsets
<minValue>{{%|0.0}}</minValue>
+
* '''Default Base Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Min Value:''' {{%|0.0}}
<showZeroBaseValue>{{Good|true}}</showZeroBaseValue>
+
* '''Show If Undefined:''' {{Bad|false}}
 +
* '''Show Zero Base Value:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>4010</displayPriorityInCategory>
+
| 4010
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PsychicSensitivityOffset</defName>
+
| ''defName:'' PsychicSensitivityOffset
<label>psychic sensitivity offset</label>
+
''label:'' psychic sensitivity offset
| <description>An offset applied to the user's psychic sensitivity.</description>
+
| An offset applied to the user's psychic sensitivity.
| <category>Basics</category>
+
| Basics
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
<cacheable>{{Good|true}}</cacheable>
+
* '''Cacheable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,450: Line 1,450:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>3500</displayPriorityInCategory>
+
| 3500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PsychicSensitivityFactor</defName>
+
| ''defName:'' PsychicSensitivityFactor
<label>psychic sensitivity factor</label>
+
''label:'' psychic sensitivity factor
| <description>A factor applied to the user's psychic sensitivity.</description>
+
| A factor applied to the user's psychic sensitivity.
| <category>Basics</category>
+
| Basics
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>3500</displayPriorityInCategory>
+
| 3500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech" --> <!--<StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech" --> <!--<StatDef>-->
| <defName>PsychicEntropyMaxOffset</defName>
+
| ''defName:'' PsychicEntropyMaxOffset
<label>neural heat limit offset</label>
+
''label:'' neural heat limit offset
| <description>An offset applied to the user's neural heat limit.</description>
+
| An offset applied to the user's neural heat limit.
| <category>Basics</category>
+
| Basics
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>FloatOne</toStringStyle>
+
* '''To String Style:''' FloatOne
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
 
|
 
|
<showIfModsLoaded>
+
* '''Show If Mods Loaded:'''
 
   <li>ludeon.rimworld.royalty</li>
 
   <li>ludeon.rimworld.royalty</li>
</showIfModsLoaded>
+
 
 
<showIfModsLoadedAny>
 
<showIfModsLoadedAny>
 
   <li>ludeon.rimworld.royalty</li>
 
   <li>ludeon.rimworld.royalty</li>
 
   <li>ludeon.rimworld.biotech</li>
 
   <li>ludeon.rimworld.biotech</li>
 
</showIfModsLoadedAny>
 
</showIfModsLoadedAny>
| <displayPriorityInCategory>3525</displayPriorityInCategory>
+
| 3525
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech" --> <!--<StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech" --> <!--<StatDef>-->
| <defName>PsychicEntropyRecoveryRateOffset</defName>
+
| ''defName:'' PsychicEntropyRecoveryRateOffset
<label>neural heat recovery rate offset</label>
+
''label:'' neural heat recovery rate offset
| <description>An offset applied to the user's neural heat recovery rate.</description>
+
| An offset applied to the user's neural heat recovery rate.
| <category>Basics</category>
+
| Basics
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<formatString>{0}/s</formatString>
+
* '''Format String:''' {0}/s
<toStringStyle>FloatTwo</toStringStyle>
+
* '''To String Style:''' FloatTwo
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
 
|
 
|
 
<showIfModsLoadedAny>
 
<showIfModsLoadedAny>
Line 1,507: Line 1,507:
 
   <li>ludeon.rimworld.biotech</li>
 
   <li>ludeon.rimworld.biotech</li>
 
</showIfModsLoadedAny>
 
</showIfModsLoadedAny>
| <displayPriorityInCategory>3550</displayPriorityInCategory>
+
| 3550
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>FilthMultiplier</defName>
+
| ''defName:'' FilthMultiplier
<label>filth multiplier</label>
+
''label:'' filth multiplier
| <description>How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth.</description>
+
| How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth.
| <category>Terrain</category>
+
| Terrain
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>CleaningTimeFactor</defName>
+
| ''defName:'' CleaningTimeFactor
<label>cleaning time multiplier</label>
+
''label:'' cleaning time multiplier
| <description>A multiplier on how long it takes to clean filth from this surface.</description>
+
| A multiplier on how long it takes to clean filth from this surface.
| <category>Terrain</category>
+
| Terrain
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.001}}</minValue>
+
* '''Min Value:''' {{%|0.001}}
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
| -
 
| -
 
| -
 
| -
Line 1,539: Line 1,539:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>WorkToBuild</defName>
+
| ''defName:'' WorkToBuild
<label>work to build</label>
+
''label:'' work to build
| <description>The base amount of work it takes to build a structure, once all materials are gathered.\n\nThe work required to deconstruct the structure is also based on this.</description>
+
| The base amount of work it takes to build a structure, once all materials are gathered.<br id="n" /><br id="n" />The work required to deconstruct the structure is also based on this.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>WorkAmount</toStringStyle>
+
* '''To String Style:''' WorkAmount
<roundToFiveOver>300</roundToFiveOver>
+
* '''Round To Five Over:''' 300
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>3101</displayPriorityInCategory>
+
| 3101
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>DoorOpenSpeed</defName>
+
| ''defName:'' DoorOpenSpeed
<label>door opening speed</label>
+
''label:'' door opening speed
| <description>The speed at which the door opens when unpowered.\n\nSlow doors will slow down everyone who uses them.</description>
+
| The speed at which the door opens when unpowered.<br id="n" /><br id="n" />Slow doors will slow down everyone who uses them.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.2}}</minValue>
+
* '''Min Value:''' {{%|0.2}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
| -
 
| -
| <displayPriorityInCategory>3102</displayPriorityInCategory>
+
| 3102
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>BedRestEffectiveness</defName>
+
| ''defName:'' BedRestEffectiveness
<label>rest effectiveness</label>
+
''label:'' rest effectiveness
| <description>How fast people sleeping on this gain rest.</description>
+
| How fast people sleeping on this gain rest.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|0.0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.0}}
<minValue>{{%|0.4}}</minValue>
+
* '''Min Value:''' {{%|0.4}}
<valueIfMissing>0.8</valueIfMissing>
+
* '''Value If Missing:''' 0.8
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,588: Line 1,588:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>4000</displayPriorityInCategory>
+
| 4000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>TrapMeleeDamage</defName>
+
| ''defName:'' TrapMeleeDamage
<workerClass>StatWorker_MeleeDamageAmountTrap</workerClass>
+
''label:'' trap melee damage
<label>trap melee damage</label>
+
| How much damage this trap does on average per hit. Each trap hits multiple times.<br id="n" /><br id="n" />The actual damage in any instance will vary randomly.
| <description>How much damage this trap does on average per hit. Each trap hits multiple times.\n\nThe actual damage in any instance will vary randomly.</description>
+
| Building
| <category>Building</category>
 
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_MeleeDamageAmountTrap
<minValue>{{%|1}}</minValue>
+
* '''Default Base Value:''' {{%|1}}
<toStringStyle>Integer</toStringStyle>
+
* '''Min Value:''' {{%|1}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''To String Style:''' Integer
 +
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>5001</displayPriorityInCategory>
+
| 5001
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>TrapSpringChance</defName>
+
| ''defName:'' TrapSpringChance
<label>trap spring chance</label>
+
''label:'' trap spring chance
| <description>The likelihood that the trap will spring when an unaware creature passes over it.</description>
+
| The likelihood that the trap will spring when an unaware creature passes over it.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>5000</displayPriorityInCategory>
+
| 5000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ResearchSpeedFactor</defName>
+
| ''defName:'' ResearchSpeedFactor
<label>research speed factor</label>
+
''label:'' research speed factor
| <description>The speed at which people do research is multiplied by this value.</description>
+
| The speed at which people do research is multiplied by this value.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.25}}</minValue>
+
* '''Min Value:''' {{%|0.25}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,643: Line 1,643:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>1000</displayPriorityInCategory>
+
| 1000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MedicalTendQualityOffset</defName>
+
| ''defName:'' MedicalTendQualityOffset
<label>medical tend quality offset</label>
+
''label:'' medical tend quality offset
| <description>Medical tend quality is offset by this value.</description>
+
| Medical tend quality is offset by this value.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
 
| -
 
| -
| <displayPriorityInCategory>2000</displayPriorityInCategory>
+
| 2000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ImmunityGainSpeedFactor</defName>
+
| ''defName:'' ImmunityGainSpeedFactor
<label>immunity gain speed factor</label>
+
''label:'' immunity gain speed factor
| <description>Immunity gain speed is multiplied by this value.</description>
+
| Immunity gain speed is multiplied by this value.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.5}}</minValue>
+
* '''Min Value:''' {{%|0.5}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
 
| -
 
| -
| <displayPriorityInCategory>4000</displayPriorityInCategory>
+
| 4000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PowerPlantMaxPowerOuput</defName>
+
| ''defName:'' PowerPlantMaxPowerOuput
<workerClass>StatWorker_MaxPowerOutput</workerClass>
+
''label:'' max power output
<label>max power output</label>
+
| The maximum power that this generator can output in ideal conditions.
| <description>The maximum power that this generator can output in ideal conditions.</description>
+
| Building
| <category>Building</category>
 
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_MaxPowerOutput
<minValue>{{%|0}}</minValue>
+
* '''Default Base Value:''' {{%|0}}
<toStringStyle>Integer</toStringStyle>
+
* '''Min Value:''' {{%|0}}
<showOnNonPowerPlants>{{Bad|false}}</showOnNonPowerPlants>
+
* '''To String Style:''' Integer
 +
* '''Show On Non Power Plants:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>1000</displayPriorityInCategory>
+
| 1000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>WorkTableWorkSpeedFactor</defName>
+
| ''defName:'' WorkTableWorkSpeedFactor
<label>work speed factor</label>
+
''label:'' work speed factor
| <description>Work speed is multiplied by this value.</description>
+
| Work speed is multiplied by this value.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnNonWorkTables>{{Bad|false}}</showOnNonWorkTables>
+
* '''Show On Non Work Tables:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,701: Line 1,701:
 
   <li>StatPart_WorkTableOutdoors</li>
 
   <li>StatPart_WorkTableOutdoors</li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>3000</displayPriorityInCategory>
+
| 3000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>WorkTableEfficiencyFactor</defName>
+
| ''defName:'' WorkTableEfficiencyFactor
<label>work efficiency factor</label>
+
''label:'' work efficiency factor
| <description>Work efficiency is multiplied by this value.</description>
+
| Work efficiency is multiplied by this value.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnNonWorkTables>{{Bad|false}}</showOnNonWorkTables>
+
* '''Show On Non Work Tables:''' {{Bad|false}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
 
| -
 
| -
| <displayPriorityInCategory>3000</displayPriorityInCategory>
+
| 3000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>JoyGainFactor</defName>
+
| ''defName:'' JoyGainFactor
<label>recreation power</label>
+
''label:'' recreation power
| <description>How effectively this item entertains people and fulfills the need for recreation.</description>
+
| How effectively this item entertains people and fulfills the need for recreation.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.3}}</minValue>
+
* '''Min Value:''' {{%|0.3}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,739: Line 1,739:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>4010</displayPriorityInCategory>
+
| 4010
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>SurgerySuccessChanceFactor</defName>
+
| ''defName:'' SurgerySuccessChanceFactor
<label>surgery success chance factor</label>
+
''label:'' surgery success chance factor
| <description>A multiplier to the chance that a surgery will succeed when performed here.\n\nSurgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.</description>
+
| A multiplier to the chance that a surgery will succeed when performed here.<br id="n" /><br id="n" />Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.
<workerClass>StatWorker_SurgerySuccessChanceFactor</workerClass>
+
| Building
| <category>Building</category>
 
 
|
 
|
<defaultBaseValue>{{%|1.00}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_SurgerySuccessChanceFactor
<minValue>{{%|0}}</minValue>
+
* '''Default Base Value:''' {{%|1.00}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''Min Value:''' {{%|0}}
 +
* '''To String Style:''' PercentZero
 
|
 
|
 
<parts>
 
<parts>
Line 1,781: Line 1,781:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>4100</displayPriorityInCategory>
+
| 4100
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!-- This is only used to communicate information in the special stats page -->
 
<!-- This is only used to communicate information in the special stats page -->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>RoomReadingBonus</defName>
+
| ''defName:'' RoomReadingBonus
<label>reading bonus</label>
+
''label:'' reading bonus
| <description>Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase.</description>
+
| Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase.
<workerClass>StatWorker_RoomReadingBonus</workerClass>
+
| Building
| <category>Building</category>
 
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_RoomReadingBonus
<minValue>{{%|1}}</minValue>
+
* '''Default Base Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''Min Value:''' {{%|1}}
 +
* '''To String Style:''' PercentZero
 
|
 
|
 
<parts>
 
<parts>
Line 1,801: Line 1,801:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>4200</displayPriorityInCategory>
+
| 4200
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 1,808: Line 1,808:
 
<!-- ================================== Melee =======================================-->
 
<!-- ================================== Melee =======================================-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeleeDPS</defName>
+
| ''defName:'' MeleeDPS
<workerClass>StatWorker_MeleeDPS</workerClass>
+
''label:'' melee DPS
<label>melee DPS</label>
+
| Average damage per second in melee combat.<br id="n" /><br id="n" />This stat ignores target defenses like dodging and armor.
| <description>Average damage per second in melee combat.\n\nThis stat ignores target defenses like dodging and armor.</description>
+
| PawnCombat
| <category>PawnCombat</category>
 
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_MeleeDPS
<minValue>{{%|0}}</minValue>
+
* '''Default Base Value:''' {{%|0}}
<toStringStyle>FloatTwo</toStringStyle>
+
* '''Min Value:''' {{%|0}}
<forInformationOnly>{{Good|true}}</forInformationOnly>
+
* '''To String Style:''' FloatTwo
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
+
* '''For Information Only:''' {{Good|true}}
 +
* '''Show Developmental Stage Filter:''' Child, Adult
 
| -
 
| -
| <displayPriorityInCategory>5100</displayPriorityInCategory>
+
| 5100
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeleeDamageFactor</defName>
+
| ''defName:'' MeleeDamageFactor
<label>melee damage factor</label>
+
''label:'' melee damage factor
| <description>A multiplier on the amount of melee damage inflicted by this person.</description>
+
| A multiplier on the amount of melee damage inflicted by this person.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0.0001}}</minValue>
+
* '''Min Value:''' {{%|0.0001}}
 
|
 
|
 
<parts>
 
<parts>
Line 1,839: Line 1,839:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>5200</displayPriorityInCategory>
+
| 5200
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeleeCooldownFactor</defName>
+
| ''defName:'' MeleeCooldownFactor
<label>melee cooldown</label>
+
''label:'' melee cooldown
| <description>A multiplier on the time this creature takes to recover after making a melee attack.</description>
+
| A multiplier on the time this creature takes to recover after making a melee attack.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.05}}</minValue>
+
* '''Min Value:''' {{%|0.05}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>5201</displayPriorityInCategory>
+
| 5201
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeleeArmorPenetration</defName>
+
| ''defName:'' MeleeArmorPenetration
<workerClass>StatWorker_MeleeArmorPenetration</workerClass>
+
''label:'' melee armor penetration
<label>melee armor penetration</label>
+
| Average armor penetration of all attacks in melee combat.<br id="n" /><br id="n" />This stat includes currently used weapon.
| <description>Average armor penetration of all attacks in melee combat.\n\nThis stat includes currently used weapon.</description>
+
| PawnCombat
| <category>PawnCombat</category>
 
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_MeleeArmorPenetration
<minValue>{{%|0}}</minValue>
+
* '''Default Base Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''Min Value:''' {{%|0}}
<forInformationOnly>{{Good|true}}</forInformationOnly>
+
* '''To String Style:''' PercentZero
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
+
* '''For Information Only:''' {{Good|true}}
 +
* '''Show Developmental Stage Filter:''' Child, Adult
 
| -
 
| -
| <displayPriorityInCategory>4100</displayPriorityInCategory>
+
| 4100
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeleeHitChance</defName>
+
| ''defName:'' MeleeHitChance
<label>melee hit chance</label>
+
''label:'' melee hit chance
| <description>Chance to hit a target in melee.\n\nThe target can still dodge even if we would've hit.</description>
+
| Chance to hit a target in melee.<br id="n" /><br id="n" />The target can still dodge even if we would've hit.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<neverDisabled>{{Good|true}}</neverDisabled>
+
* '''Never Disabled:''' {{Good|true}}
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized>
+
* '''To String Style Unfinalized:''' FloatOne
<finalizeEquippedStatOffset>{{Bad|false}}</finalizeEquippedStatOffset>
+
* '''Finalize Equipped Stat Offset:''' {{Bad|false}}
<noSkillOffset>4</noSkillOffset>
+
* '''No Skill Offset:''' 4
 
|
 
|
 
<skillNeedOffsets>
 
<skillNeedOffsets>
Line 1,927: Line 1,927:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>4100</displayPriorityInCategory>
+
| 4100
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeleeDodgeChance</defName>
+
| ''defName:'' MeleeDodgeChance
<label>melee dodge chance</label>
+
''label:'' melee dodge chance
| <description>Chance to dodge a melee attack that would've otherwise hit.\n\nCharacters will not dodge while aiming or firing a ranged weapon.</description>
+
| Chance to dodge a melee attack that would've otherwise hit.<br id="n" /><br id="n" />Characters will not dodge while aiming or firing a ranged weapon.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<neverDisabled>{{Good|true}}</neverDisabled>
+
* '''Never Disabled:''' {{Good|true}}
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized>
+
* '''To String Style Unfinalized:''' FloatOne
<noSkillOffset>0</noSkillOffset>
+
* '''No Skill Offset:''' 0
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
+
* '''Show Developmental Stage Filter:''' Child, Adult
 
|
 
|
 
<skillNeedOffsets>
 
<skillNeedOffsets>
Line 1,968: Line 1,968:
 
   </points>
 
   </points>
 
</postProcessCurve>
 
</postProcessCurve>
| <displayPriorityInCategory>4100</displayPriorityInCategory>
+
| 4100
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!-- ================================== Shooting =======================================-->
 
<!-- ================================== Shooting =======================================-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>RangedCooldownFactor</defName>
+
| ''defName:'' RangedCooldownFactor
<label>ranged cooldown multiplier</label>
+
''label:'' ranged cooldown multiplier
| <description>A multiplier on the cooldown between bursts when using a ranged weapon.</description>
+
| A multiplier on the cooldown between bursts when using a ranged weapon.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
 
| -
 
| -
| <displayPriorityInCategory>1205</displayPriorityInCategory>
+
| 1205
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ShootingAccuracyPawn</defName>
+
| ''defName:'' ShootingAccuracyPawn
<label>shooting accuracy</label>
+
''label:'' shooting accuracy
<labelForFullStatList>shooting accuracy (people)</labelForFullStatList>
+
''labelForFullStatList:'' shooting accuracy (people)
| <description>Base chance to not miss per cell of shot distance.\n\nChance to hit is also affected by many other factors.\n\nA hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.</description>
+
| Base chance to not miss per cell of shot distance.<br id="n" /><br id="n" />Chance to hit is also affected by many other factors.<br id="n" /><br id="n" />A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<workerClass>StatWorker_ShootingAccuracy</workerClass>
+
* '''Worker Class:''' StatWorker_ShootingAccuracy
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
+
* '''Show Developmental Stage Filter:''' Child, Adult
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentOne</toStringStyle>
+
* '''To String Style:''' PercentOne
<toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized>
+
* '''To String Style Unfinalized:''' FloatOne
<finalizeEquippedStatOffset>{{Bad|false}}</finalizeEquippedStatOffset>
+
* '''Finalize Equipped Stat Offset:''' {{Bad|false}}
<noSkillOffset>8</noSkillOffset>
+
* '''No Skill Offset:''' 8
 
|
 
|
 
<skillNeedOffsets>
 
<skillNeedOffsets>
Line 2,049: Line 2,049:
 
   <li MayRequire="Ludeon.RimWorld.Biotech">ShootingAccuracyChildFactor</li>
 
   <li MayRequire="Ludeon.RimWorld.Biotech">ShootingAccuracyChildFactor</li>
 
</postProcessStatFactors>
 
</postProcessStatFactors>
| <displayPriorityInCategory>4050</displayPriorityInCategory>
+
| 4050
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
| <defName>ShootingAccuracyFactor_Touch</defName>
+
| ''defName:'' ShootingAccuracyFactor_Touch
<label>accuracy factor (close)</label>
+
''label:'' accuracy factor (close)
| <description>A multiplier on accuracy at a distance of 3 cells or less.</description>
+
| A multiplier on accuracy at a distance of 3 cells or less.
 
| -
 
| -
 
| -
 
| -
 
| -
 
| -
| <displayPriorityInCategory>4049</displayPriorityInCategory>
+
| 4049
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
| <defName>ShootingAccuracyFactor_Short</defName>
+
| ''defName:'' ShootingAccuracyFactor_Short
<label>accuracy factor (short)</label>
+
''label:'' accuracy factor (short)
| <description>A multiplier on accuracy at a distance of 12 cells.</description>
+
| A multiplier on accuracy at a distance of 12 cells.
 
| -
 
| -
 
| -
 
| -
 
| -
 
| -
| <displayPriorityInCategory>4048</displayPriorityInCategory>
+
| 4048
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
| <defName>ShootingAccuracyFactor_Medium</defName>
+
| ''defName:'' ShootingAccuracyFactor_Medium
<label>accuracy factor (medium)</label>
+
''label:'' accuracy factor (medium)
| <description>A multiplier on accuracy at a distance of 25 cells.</description>
+
| A multiplier on accuracy at a distance of 25 cells.
 
| -
 
| -
 
| -
 
| -
 
| -
 
| -
| <displayPriorityInCategory>4047</displayPriorityInCategory>
+
| 4047
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="ShootingAccuracyFactorBase" --><!--<StatDef>-->
| <defName>ShootingAccuracyFactor_Long</defName>
+
| ''defName:'' ShootingAccuracyFactor_Long
<label>accuracy factor (long)</label>
+
''label:'' accuracy factor (long)
| <description>A multiplier on accuracy at a distance of 40 cells or more.</description>
+
| A multiplier on accuracy at a distance of 40 cells or more.
 
| -
 
| -
 
| -
 
| -
| <displayPriorityInCategory>4046</displayPriorityInCategory>
+
| 4046
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>AimingDelayFactor</defName>
+
| ''defName:'' AimingDelayFactor
<label>aiming time</label>
+
''label:'' aiming time
| <description>How long it takes to shoot after choosing a target.</description>
+
| How long it takes to shoot after choosing a target.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
+
* '''Show Developmental Stage Filter:''' Child, Adult
 
|
 
|
 
<parts>
 
<parts>
Line 2,112: Line 2,112:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>4040</displayPriorityInCategory>
+
| 4040
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MortarMissRadiusFactor</defName>
+
| ''defName:'' MortarMissRadiusFactor
<label>Mortar miss radius multiplier</label>
+
''label:'' Mortar miss radius multiplier
<labelForFullStatList>Mortar miss radius multiplier</labelForFullStatList>
+
''labelForFullStatList:'' Mortar miss radius multiplier
| <description>A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.</description>
+
| A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized>
+
* '''To String Style Unfinalized:''' FloatOne
<finalizeEquippedStatOffset>{{Bad|false}}</finalizeEquippedStatOffset>
+
* '''Finalize Equipped Stat Offset:''' {{Bad|false}}
<noSkillOffset>0</noSkillOffset>
+
* '''No Skill Offset:''' 0
 
|
 
|
 
<skillNeedOffsets>
 
<skillNeedOffsets>
Line 2,149: Line 2,149:
 
   </li>
 
   </li>
 
</capacityOffsets>
 
</capacityOffsets>
| <displayPriorityInCategory>4060</displayPriorityInCategory>
+
| 4060
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!-- ================================== Misc =======================================-->
 
<!-- ================================== Misc =======================================-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PawnTrapSpringChance</defName>
+
| ''defName:'' PawnTrapSpringChance
<label>trap spring chance</label>
+
''label:'' trap spring chance
| <description>Chance to spring a trap the character is unaware of.</description>
+
| Chance to spring a trap the character is unaware of.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>4047</displayPriorityInCategory>
+
| 4047
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>IncomingDamageFactor</defName>
+
| ''defName:'' IncomingDamageFactor
<label>incoming damage multiplier</label>
+
''label:'' incoming damage multiplier
| <description>A multiplier on all incoming damage.</description>
+
| A multiplier on all incoming damage.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
| -
 
| -
| <displayPriorityInCategory>4048</displayPriorityInCategory>
+
| 4048
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>StaggerDurationFactor</defName>
+
| ''defName:'' StaggerDurationFactor
<label>stagger time multiplier</label>
+
''label:'' stagger time multiplier
| <description>A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.</description>
+
| A multiplier on the duration of the stagger-slowdown that occurs when damage is taken.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
 
| -
 
| -
| <displayPriorityInCategory>1200</displayPriorityInCategory>
+
| 1200
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 2,196: Line 2,196:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MoveSpeed</defName>
+
| ''defName:'' MoveSpeed
<label>move speed</label>
+
''label:'' move speed
| <description>Speed of movement in cells per second.</description>
+
| Speed of movement in cells per second.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|3.0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|3.0}}
<minValue>{{%|0.15}}</minValue>
+
* '''Min Value:''' {{%|0.15}}
<toStringStyle>FloatTwo</toStringStyle>
+
* '''To String Style:''' FloatTwo
<formatString>{0} c/s</formatString>
+
* '''Format String:''' {0} c/s
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<capacityFactors>
 
<capacityFactors>
Line 2,227: Line 2,227:
 
   <li>StatPart_RevenantSpeed {{AnomalyIcon}}</li>
 
   <li>StatPart_RevenantSpeed {{AnomalyIcon}}</li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>2500</displayPriorityInCategory>
+
| 2500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>CrawlSpeed</defName>
+
| ''defName:'' CrawlSpeed
<label>crawl speed</label>
+
''label:'' crawl speed
| <description>Speed of crawling in cells per second.</description>
+
| Speed of crawling in cells per second.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|0.6}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.6}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>FloatTwo</toStringStyle>
+
* '''To String Style:''' FloatTwo
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
<formatString>{0} c/s</formatString>
+
* '''Format String:''' {0} c/s
 
|
 
|
 
<capacityFactors>
 
<capacityFactors>
Line 2,249: Line 2,249:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>2499</displayPriorityInCategory>
+
| 2499
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MentalBreakThreshold</defName>
+
| ''defName:'' MentalBreakThreshold
<label>mental break threshold</label>
+
''label:'' mental break threshold
| <description>As long as someone's mood is below this level, they are in danger of having a mental break.\n\nThe severity of the mental break will depend on how far below the threshold they are.</description>
+
| As long as someone's mood is below this level, they are in danger of having a mental break.<br id="n" /><br id="n" />The severity of the mental break will depend on how far below the threshold they are.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|0.35}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.35}}
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
<maxValue>0.50</maxValue>
+
* '''Max Value:''' 0.50
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>2000</displayPriorityInCategory>
+
| 2000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PsychicSensitivity</defName>
+
| ''defName:'' PsychicSensitivity
<label>psychic sensitivity</label>
+
''label:'' psychic sensitivity
| <description>More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.</description>
+
| More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
<cacheable>{{Good|true}}</cacheable>
+
* '''Cacheable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 2,293: Line 2,293:
 
   <li>StatPart_BlindPsychicSensitivityOffset" MayRequire="Ludeon.RimWorld.Ideology</li>
 
   <li>StatPart_BlindPsychicSensitivityOffset" MayRequire="Ludeon.RimWorld.Ideology</li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>3500</displayPriorityInCategory>
+
| 3500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ToxicResistance</defName>
+
| ''defName:'' ToxicResistance
<label>toxic resistance</label>
+
''label:'' toxic resistance
| <description>How well this creature resists toxic buildup.</description>
+
| How well this creature resists toxic buildup.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<maxValue>1</maxValue>
+
* '''Max Value:''' 1
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
| -
 
| -
| <displayPriorityInCategory>3451</displayPriorityInCategory>
+
| 3451
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>GlobalLearningFactor</defName>
+
| ''defName:'' GlobalLearningFactor
<label>global learning factor</label>
+
''label:'' global learning factor
| <description>A multiplier on the learning rate for all skills.</description>
+
| A multiplier on the learning rate for all skills.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|1.0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1.0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>3500</displayPriorityInCategory>
+
| 3500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>--> <!-- Hidden stat only used by facilities to control hunger rate of sleeping pawns -->
 
|- id="" <!--<StatDef>--> <!-- Hidden stat only used by facilities to control hunger rate of sleeping pawns -->
| <defName>BedHungerRateFactor</defName>
+
| ''defName:'' BedHungerRateFactor
<label>bed hunger rate multiplier</label>
+
''label:'' bed hunger rate multiplier
 
| -
 
| -
 
| -
 
| -
 
|
 
|
<alwaysHide>{{Good|true}}</alwaysHide>
+
* '''Always Hide:''' {{Good|true}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1.0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1.0}}
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>RestRateMultiplier</defName>
+
| ''defName:'' RestRateMultiplier
<label>rest rate multiplier</label>
+
''label:'' rest rate multiplier
| <description>A multiplier on how quickly a creature rests while sleeping.</description>
+
| A multiplier on how quickly a creature rests while sleeping.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|1.0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1.0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0.05}}</minValue>
+
* '''Min Value:''' {{%|0.05}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
|
 
<capacityFactors>
 
<capacityFactors>
Line 2,364: Line 2,364:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>2501</displayPriorityInCategory>
+
| 2501
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>EatingSpeed</defName>
+
| ''defName:'' EatingSpeed
<label>eating speed</label>
+
''label:'' eating speed
| <description>A multiplier on eating speed.</description>
+
| A multiplier on eating speed.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0.15}}</minValue>
+
* '''Min Value:''' {{%|0.15}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
 
|
 
|
 
<capacityFactors>
 
<capacityFactors>
Line 2,389: Line 2,389:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>1000</displayPriorityInCategory>
+
| 1000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ComfyTemperatureMin</defName>
+
| ''defName:'' ComfyTemperatureMin
<label>min comfortable temperature</label>
+
''label:'' min comfortable temperature
| <description>Below this temperature, characters will be unhappy.\n\nSignificantly below this temperature, they will develop hypothermia and frostbite and eventually die.</description>
+
| Below this temperature, characters will be unhappy.<br id="n" /><br id="n" />Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<toStringStyle>Temperature</toStringStyle>
+
* '''To String Style:''' Temperature
<minValue>{{%|-2000}}</minValue>
+
* '''Min Value:''' {{%|-2000}}
<maxValue>2000</maxValue>
+
* '''Max Value:''' 2000
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
<cacheable>{{Good|true}}</cacheable>
+
* '''Cacheable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 2,410: Line 2,410:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>2010</displayPriorityInCategory>
+
| 2010
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ComfyTemperatureMax</defName>
+
| ''defName:'' ComfyTemperatureMax
<label>max comfortable temperature</label>
+
''label:'' max comfortable temperature
| <description>Above this temperature, characters will be unhappy.\n\nSignificantly above this temperature, they will develop heatstroke and eventually die.</description>
+
| Above this temperature, characters will be unhappy.<br id="n" /><br id="n" />Significantly above this temperature, they will develop heatstroke and eventually die.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|40}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|40}}
<toStringStyle>Temperature</toStringStyle>
+
* '''To String Style:''' Temperature
<minValue>{{%|-2000}}</minValue>
+
* '''Min Value:''' {{%|-2000}}
<maxValue>2000</maxValue>
+
* '''Max Value:''' 2000
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
<cacheable>{{Good|true}}</cacheable>
+
* '''Cacheable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 2,430: Line 2,430:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>2010</displayPriorityInCategory>
+
| 2010
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ImmunityGainSpeed</defName>
+
| ''defName:'' ImmunityGainSpeed
<label>immunity gain speed</label>
+
''label:'' immunity gain speed
| <description>The speed at which this character gains immunity to diseases.\n\nIf this is too slow, the character will die from a disease before developing immunity.</description>
+
| The speed at which this character gains immunity to diseases.<br id="n" /><br id="n" />If this is too slow, the character will die from a disease before developing immunity.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
|
 
<capacityFactors>
 
<capacityFactors>
Line 2,479: Line 2,479:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>2000</displayPriorityInCategory>
+
| 2000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>InjuryHealingFactor</defName>
+
| ''defName:'' InjuryHealingFactor
<label>injury healing factor</label>
+
''label:'' injury healing factor
| <description>The multiplier applied to a person's injury healing rate.</description>
+
| The multiplier applied to a person's injury healing rate.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|1.0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1.0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
 
|
 
|
 
<parts>
 
<parts>
Line 2,498: Line 2,498:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>2201</displayPriorityInCategory>
+
| 2201
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>CarryingCapacity</defName>
+
| ''defName:'' CarryingCapacity
<label>carrying capacity</label>
+
''label:'' carrying capacity
| <description>The amount of stuff this creature can carry in its hands, mouth, or other manipulators.\n\nThis is separate from the ability to carry cargo on long cross-world trips.</description>
+
| The amount of stuff this creature can carry in its hands, mouth, or other manipulators.<br id="n" /><br id="n" />This is separate from the ability to carry cargo on long cross-world trips.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
<defaultBaseValue>{{%|75}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|75}}
<minValue>{{%|1}}</minValue>
+
* '''Min Value:''' {{%|1}}
<toStringStyle>Integer</toStringStyle>
+
* '''To String Style:''' Integer
 
|
 
|
 
<parts>
 
<parts>
Line 2,520: Line 2,520:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>2203</displayPriorityInCategory>
+
| 2203
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeatAmount</defName>
+
| ''defName:'' MeatAmount
<label>meat amount</label>
+
''label:'' meat amount
| <description>The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.</description>
+
| The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|140}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_MeatAmount
<workerClass>StatWorker_MeatAmount</workerClass>
+
* '''Default Base Value:''' {{%|140}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<toStringStyle>Integer</toStringStyle>
+
* '''To String Style:''' Integer
 
|
 
|
 
<parts>
 
<parts>
Line 2,568: Line 2,568:
 
   </points>
 
   </points>
 
</postProcessCurve>
 
</postProcessCurve>
| <displayPriorityInCategory>3552</displayPriorityInCategory>
+
| 3552
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>LeatherAmount</defName>
+
| ''defName:'' LeatherAmount
<label>leather amount</label>
+
''label:'' leather amount
| <description>The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.</description>
+
| The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_LeatherAmount
<workerClass>StatWorker_LeatherAmount</workerClass>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>Integer</toStringStyle>
+
* '''To String Style:''' Integer
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
 
|
 
|
 
<parts>
 
<parts>
Line 2,597: Line 2,597:
 
   </points>
 
   </points>
 
</postProcessCurve>
 
</postProcessCurve>
| <displayPriorityInCategory>3551</displayPriorityInCategory>
+
| 3551
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MinimumHandlingSkill</defName>
+
| ''defName:'' MinimumHandlingSkill
<workerClass>StatWorker_MinimumHandlingSkill</workerClass>
+
''label:'' minimum handling skill
<label>minimum handling skill</label>
+
| This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.
| <description>This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.</description>
+
| BasicsPawn
| <category>BasicsPawn</category>
 
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_MinimumHandlingSkill
<minValue>{{%|0}}</minValue>
+
* '''Default Base Value:''' {{%|0}}
<roundValue>{{Good|true}}</roundValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>Integer</toStringStyle>
+
* '''Round Value:''' {{Good|true}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''To String Style:''' Integer
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showOnNonWildManHumanlikes>{{Bad|false}}</showOnNonWildManHumanlikes>
+
* '''Show On Entities:''' {{Bad|false}}
 +
* '''Show On Non Wild Man Humanlikes:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 2,619: Line 2,619:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>1500</displayPriorityInCategory>
+
| 1500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PainShockThreshold</defName>
+
| ''defName:'' PainShockThreshold
<label>pain shock threshold</label>
+
''label:'' pain shock threshold
| <description>The pain level at which this creature is downed from pain.</description>
+
| The pain level at which this creature is downed from pain.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
<maxValue>0.99</maxValue>
+
* '''Max Value:''' 0.99
<defaultBaseValue>{{%|0.8}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.8}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>2000</displayPriorityInCategory>
+
| 2000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ForagedNutritionPerDay</defName>
+
| ''defName:'' ForagedNutritionPerDay
<label>foraged food amount</label>
+
''label:'' foraged food amount
| <description>The amount of nutrition this person will automatically forage per day while traveling by caravan.</description>
+
| The amount of nutrition this person will automatically forage per day while traveling by caravan.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<toStringStyle>FloatMaxTwo</toStringStyle>
+
* '''To String Style:''' FloatMaxTwo
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
 
|
 
|
 
<skillNeedOffsets>
 
<skillNeedOffsets>
Line 2,666: Line 2,666:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>1000</displayPriorityInCategory>
+
| 1000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>FilthRate</defName>
+
| ''defName:'' FilthRate
<label>filth rate</label>
+
''label:'' filth rate
| <description>How much filth this creature produces.\n\nIt's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.</description>
+
| How much filth this creature produces.<br id="n" /><br id="n" />It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>FloatOne</toStringStyle>
+
* '''To String Style:''' FloatOne
 
| -
 
| -
| <displayPriorityInCategory>2205</displayPriorityInCategory>
+
| 2205
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>AnimalsLearningFactor</defName>
+
| ''defName:'' AnimalsLearningFactor
<label>animals learning factor</label>
+
''label:'' animals learning factor
| <description>A multiplier on the learning rate for animals skill.</description>
+
| A multiplier on the learning rate for animals skill.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|1.0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1.0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>3500</displayPriorityInCategory>
+
| 3500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>CaravanRidingSpeedFactor</defName>
+
| ''defName:'' CaravanRidingSpeedFactor
<label>caravan riding speed</label>
+
''label:'' caravan riding speed
| <description>The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans.</description>
+
| The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans.
<workerClass>StatWorker_CaravanRidingSpeedFactor</workerClass>
+
| BasicsPawn
| <category>BasicsPawn</category>
 
 
|
 
|
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Worker Class:''' StatWorker_CaravanRidingSpeedFactor
<defaultBaseValue>{{%|1.0}}</defaultBaseValue>
+
* '''Show If Undefined:''' {{Bad|false}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''Default Base Value:''' {{%|1.0}}
<minValue>{{%|1}}</minValue>
+
* '''To String Style:''' PercentZero
 +
* '''Min Value:''' {{%|1}}
 
| -
 
| -
| <displayPriorityInCategory>2203</displayPriorityInCategory>
+
| 2203
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MaxNutrition</defName>
+
| ''defName:'' MaxNutrition
<label>max nutrition</label>
+
''label:'' max nutrition
| <description>The amount of nutrition needed to completely fill this creature's stomach.</description>
+
| The amount of nutrition needed to completely fill this creature's stomach.
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<toStringStyle>FloatMaxTwo</toStringStyle>
+
* '''To String Style:''' FloatMaxTwo
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
<cacheable>{{Good|true}}</cacheable>
+
* '''Cacheable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 2,729: Line 2,729:
 
   <li>StatPart_LifeStageMaxFood</li>
 
   <li>StatPart_LifeStageMaxFood</li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>2501</displayPriorityInCategory>
+
| 2501
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>LifespanFactor</defName>
+
| ''defName:'' LifespanFactor
<label>lifespan factor</label>
+
''label:'' lifespan factor
| <description>Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan.</description>
+
| Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>2000</displayPriorityInCategory>
+
| 2000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MeditationFocusBase" MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MeditationFocusBase" MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech" --><!--<StatDef>-->
| <defName>MeditationFocusGain</defName>
+
| ''defName:'' MeditationFocusGain
<label>meditation psyfocus gain</label>
+
''label:'' meditation psyfocus gain
| <description>The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.</description>
+
| The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|0.5}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.5}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
 
|
 
|
 
<showIfModsLoadedAny>
 
<showIfModsLoadedAny>
 
   <li>ludeon.rimworld.biotech</li>
 
   <li>ludeon.rimworld.biotech</li>
 
</showIfModsLoadedAny>
 
</showIfModsLoadedAny>
| <displayPriorityInCategory>4010</displayPriorityInCategory>
+
| 4010
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech" --> <!--<StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech" --> <!--<StatDef>-->
| <defName>PsychicEntropyMax</defName>
+
| ''defName:'' PsychicEntropyMax
<label>neural heat limit</label>
+
''label:'' neural heat limit
| <description>The maximum amount of neural heat individual can tolerate safely.</description>
+
| The maximum amount of neural heat individual can tolerate safely.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|30}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|30}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>FloatOne</toStringStyle>
+
* '''To String Style:''' FloatOne
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
<showIfModsLoaded><li>ludeon.rimworld.royalty</li></showIfModsLoaded>
+
* '''Show If Mods Loaded:''' <li>ludeon.rimworld.royalty</li>
 
<showIfHediffsPresent><li>PsychicAmplifier</li></showIfHediffsPresent>
 
<showIfHediffsPresent><li>PsychicAmplifier</li></showIfHediffsPresent>
 
<showIfModsLoadedAny>
 
<showIfModsLoadedAny>
Line 2,792: Line 2,792:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>3500</displayPriorityInCategory>
+
| 3500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech" --> <!--<StatDef>-->
 
|- id="" <!-- MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech" --> <!--<StatDef>-->
| <defName>PsychicEntropyRecoveryRate</defName>
+
| ''defName:'' PsychicEntropyRecoveryRate
<label>neural heat recovery rate</label>
+
''label:'' neural heat recovery rate
| <description>The rate at which this person reduces neural heat.</description>
+
| The rate at which this person reduces neural heat.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<defaultBaseValue>{{%|0.54}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.54}}
<toStringStyle>FloatTwo</toStringStyle>
+
* '''To String Style:''' FloatTwo
<formatString>{0}/s</formatString>
+
* '''Format String:''' {0}/s
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
|
<showIfModsLoaded><li>ludeon.rimworld.royalty</li></showIfModsLoaded>
+
* '''Show If Mods Loaded:''' <li>ludeon.rimworld.royalty</li>
 
<showIfHediffsPresent><li>PsychicAmplifier</li></showIfHediffsPresent>
 
<showIfHediffsPresent><li>PsychicAmplifier</li></showIfHediffsPresent>
 
<showIfModsLoadedAny>
 
<showIfModsLoadedAny>
Line 2,823: Line 2,823:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>4000</displayPriorityInCategory>
+
| 4000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ToxicEnvironmentResistance</defName>
+
| ''defName:'' ToxicEnvironmentResistance
<label>toxic environment resistance</label>
+
''label:'' toxic environment resistance
| <description>How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.</description>
+
| How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<maxValue>1</maxValue>
+
* '''Max Value:''' 1
 
| -
 
| -
| <displayPriorityInCategory>3450</displayPriorityInCategory>
+
| 3450
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>RestFallRateFactor</defName>
+
| ''defName:'' RestFallRateFactor
<label>sleep fall rate</label>
+
''label:'' sleep fall rate
| <description>A multiplier on the speed that a person's sleep need falls.</description>
+
| A multiplier on the speed that a person's sleep need falls.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0.0001}}</minValue>
+
* '''Min Value:''' {{%|0.0001}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|-id="" <!-- ParentName="MechStatBase" MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly" --><!--<StatDef>-->
 
|-id="" <!-- ParentName="MechStatBase" MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly" --><!--<StatDef>-->
| <defName>EMPResistance</defName>
+
| ''defName:'' EMPResistance
<label>EMP resistance</label>
+
''label:'' EMP resistance
| <description>This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP.</description>
+
| This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP.
 
| -
 
| -
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>2030</displayPriorityInCategory>
+
| 2030
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>JoyFallRateFactor</defName>
+
| ''defName:'' JoyFallRateFactor
<label>recreation fall rate</label>
+
''label:'' recreation fall rate
| <description>A multiplier on the speed that a person's recreation need falls.</description>
+
| A multiplier on the speed that a person's recreation need falls.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0.0001}}</minValue>
+
* '''Min Value:''' {{%|0.0001}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
 
| -
 
| -
 
| -
 
| -
Line 2,883: Line 2,883:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>NegotiationAbility</defName>
+
| ''defName:'' NegotiationAbility
<label>negotiation ability</label>
+
''label:'' negotiation ability
| <description>How effective this person is as a negotiator.\n\nThis affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.</description>
+
| How effective this person is as a negotiator.<br id="n" /><br id="n" />This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.4}}</minValue>
+
* '''Min Value:''' {{%|0.4}}
<toStringStyle>PercentTwo</toStringStyle>
+
* '''To String Style:''' PercentTwo
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 2,913: Line 2,913:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>2600</displayPriorityInCategory>
+
| 2600
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PawnBeauty</defName>
+
| ''defName:'' PawnBeauty
<label>beauty</label>
+
''label:'' beauty
| <description>How physically attractive this person is. This affects social interactions.</description>
+
| How physically attractive this person is. This affects social interactions.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<toStringStyle>FloatOne</toStringStyle>
+
* '''To String Style:''' FloatOne
 
| -
 
| -
| <displayPriorityInCategory>2000</displayPriorityInCategory>
+
| 2000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ArrestSuccessChance</defName>
+
| ''defName:'' ArrestSuccessChance
<label>Arrest success chance</label>
+
''label:'' Arrest success chance
| <description>How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.</description>
+
| How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.6}}</minValue>
+
* '''Min Value:''' {{%|0.6}}
<maxValue>1</maxValue>
+
* '''Max Value:''' 1
<valueIfMissing>0.4</valueIfMissing>
+
* '''Value If Missing:''' 0.4
<toStringStyle>PercentTwo</toStringStyle>
+
* '''To String Style:''' PercentTwo
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 2,966: Line 2,966:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>2000</displayPriorityInCategory>
+
| 2000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>TradePriceImprovement</defName>
+
| ''defName:'' TradePriceImprovement
<label>trade price improvement</label>
+
''label:'' trade price improvement
| <description>When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.</description>
+
| When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<maxValue>0.395</maxValue>
+
* '''Max Value:''' 0.395
<displayMaxWhenAboveOrEqual>{{Good|true}}</displayMaxWhenAboveOrEqual>
+
* '''Display Max When Above Or Equal:''' {{Good|true}}
<toStringStyle>PercentTwo</toStringStyle>
+
* '''To String Style:''' PercentTwo
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,006: Line 3,006:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>2599</displayPriorityInCategory>
+
| 2599
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>DrugSellPriceImprovement</defName>
+
| ''defName:'' DrugSellPriceImprovement
<label>drug sell price improvement</label>
+
''label:'' drug sell price improvement
| <description>When this person sells non-medical drugs, prices are improved by this percentage.</description>
+
| When this person sells non-medical drugs, prices are improved by this percentage.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>PercentTwo</toStringStyle>
+
* '''To String Style:''' PercentTwo
<disableIfSkillDisabled>[[Skills#Social|Social]]</disableIfSkillDisabled>
+
* '''Disable If Skill Disabled:''' [[Skills#Social|Social]]
 
| -
 
| -
| <displayPriorityInCategory>2560</displayPriorityInCategory>
+
| 2560
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>SocialImpact</defName>
+
| ''defName:'' SocialImpact
<label>social impact</label>
+
''label:'' social impact
| <description>A multiplier on how much other people are affected by this person's social interactions.</description>
+
| A multiplier on how much other people are affected by this person's social interactions.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.2}}</minValue>
+
* '''Min Value:''' {{%|0.2}}
<toStringStyle>PercentTwo</toStringStyle>
+
* '''To String Style:''' PercentTwo
<neverDisabled>{{Good|true}}</neverDisabled>
+
* '''Never Disabled:''' {{Good|true}}
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,053: Line 3,053:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>2000</displayPriorityInCategory>
+
| 2000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--============ Animal ============-->
 
<!--============ Animal ============-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>TameAnimalChance</defName>
+
| ''defName:'' TameAnimalChance
<label>tame animal chance</label>
+
''label:'' tame animal chance
| <description>The base chance this person will successfully tame an animal on any given attempt.\n\nThe actual chance is also affected by the animal's wildness.\nFailed tame attempt can induce animal attacks, especially for more vicious animals.</description>
+
| The base chance this person will successfully tame an animal on any given attempt.<br id="n" /><br id="n" />The actual chance is also affected by the animal's wildness.<br id="n" />Failed tame attempt can induce animal attacks, especially for more vicious animals.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
<toStringStyle>PercentTwo</toStringStyle>
+
* '''To String Style:''' PercentTwo
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,094: Line 3,094:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>1901</displayPriorityInCategory>
+
| 1901
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>TrainAnimalChance</defName>
+
| ''defName:'' TrainAnimalChance
<label>train animal chance</label>
+
''label:'' train animal chance
| <description>The base chance this person will make progress training an animal on a given attempt.\n\nThe actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.</description>
+
| The base chance this person will make progress training an animal on a given attempt.<br id="n" /><br id="n" />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.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|1.0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1.0}}
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
<toStringStyle>PercentTwo</toStringStyle>
+
* '''To String Style:''' PercentTwo
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,134: Line 3,134:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>1900</displayPriorityInCategory>
+
| 1900
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>BondAnimalChanceFactor</defName>
+
| ''defName:'' BondAnimalChanceFactor
<label>bond chance factor</label>
+
''label:'' bond chance factor
| <description>A multiplier on the chance to bond with an animal when interacting with it.</description>
+
| A multiplier on the chance to bond with an animal when interacting with it.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<toStringStyle>PercentTwo</toStringStyle>
+
* '''To String Style:''' PercentTwo
 
| -
 
| -
| <displayPriorityInCategory>1890</displayPriorityInCategory>
+
| 1890
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 3,153: Line 3,153:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>[[Global Work Speed]]</defName>
+
| ''defName:'' WorkSpeedGlobal
<label>global work speed</label>
+
''label:'' global work speed
| <description>A multiplier on a character's speed at doing any kind of work.</description>
+
| A multiplier on a character's speed at doing any kind of work.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.3}}</minValue>
+
* '''Min Value:''' {{%|0.3}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
<showOnPlayerMechanoids>{{Good|true}}</showOnPlayerMechanoids>
+
* '''Show On Player Mechanoids:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 3,181: Line 3,181:
 
   <li>StatPart_OverseerStatOffset" MayRequire="Ludeon.RimWorld.Biotech">
 
   <li>StatPart_OverseerStatOffset" MayRequire="Ludeon.RimWorld.Biotech">
 
<stat>WorkSpeedGlobalOffsetMech</stat>
 
<stat>WorkSpeedGlobalOffsetMech</stat>
<label>Offset from mechanitor</label>
+
''label:'' Offset from mechanitor
 
   </li>
 
   </li>
 
   <li>StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech">
 
   <li>StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech">
Line 3,195: Line 3,195:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>5000</displayPriorityInCategory>
+
| 5000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MiningSpeed</defName>
+
| ''defName:'' MiningSpeed
<label>mining speed</label>
+
''label:'' mining speed
| <description>A speed at which this person mines away walls.</description>
+
| A speed at which this person mines away walls.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 3,229: Line 3,229:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4900</displayPriorityInCategory>
+
| 4900
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>DeepDrillingSpeed</defName>
+
| ''defName:'' DeepDrillingSpeed
<label>deep drilling speed</label>
+
''label:'' deep drilling speed
| <description>A speed at which this person uses a deep drill to extract underground resources.</description>
+
| A speed at which this person uses a deep drill to extract underground resources.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 3,263: Line 3,263:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4901</displayPriorityInCategory>
+
| 4901
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MiningYield</defName>
+
| ''defName:'' MiningYield
<label>mining yield</label>
+
''label:'' mining yield
| <description>The percentage of mined resources a miner will produce.\n\nThis applies to both wall mining and deep drill mining.\nThis doesn't affect the production rate of rock chunks from deep drills.</description>
+
| The percentage of mined resources a miner will produce.<br id="n" /><br id="n" />This applies to both wall mining and deep drill mining.<br id="n" />This doesn't affect the production rate of rock chunks from deep drills.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<maxValue>1.25</maxValue>
+
* '''Max Value:''' 1.25
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,316: Line 3,316:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4902</displayPriorityInCategory>
+
| 4902
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>SmoothingSpeed</defName>
+
| ''defName:'' SmoothingSpeed
<label>smoothing speed</label>
+
''label:'' smoothing speed
| <description>A multiplier on the speed at which this person smooths rough stone floors and walls.</description>
+
| A multiplier on the speed at which this person smooths rough stone floors and walls.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 3,349: Line 3,349:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4500</displayPriorityInCategory>
+
| 4500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="IntellectualSkillBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="IntellectualSkillBase" --><!--<StatDef>-->
| <defName>ResearchSpeed</defName>
+
| ''defName:'' ResearchSpeed
<label>research speed</label>
+
''label:'' research speed
| <description>How fast this person performs research and how quickly they can find things using scanning equipment.</description>
+
| How fast this person performs research and how quickly they can find things using scanning equipment.
 
| -
 
| -
 
|
 
|
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
 
| -
 
| -
| <displayPriorityInCategory>4500</displayPriorityInCategory>
+
| 4500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>AnimalGatherSpeed</defName>
+
| ''defName:'' AnimalGatherSpeed
<label>animal gather speed</label>
+
''label:'' animal gather speed
| <description>The speed at which this person milks, shears, and otherwise gathers resources from animals.</description>
+
| The speed at which this person milks, shears, and otherwise gathers resources from animals.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 3,392: Line 3,392:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4501</displayPriorityInCategory>
+
| 4501
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>AnimalGatherYield</defName>
+
| ''defName:'' AnimalGatherYield
<label>animal gather yield</label>
+
''label:'' animal gather yield
| <description>The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal.\n\nHigher percentages reduce the chance of wasting the product.</description>
+
| The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal.<br id="n" /><br id="n" />Higher percentages reduce the chance of wasting the product.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,443: Line 3,443:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4502</displayPriorityInCategory>
+
| 4502
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PlantWorkSpeed</defName>
+
| ''defName:'' PlantWorkSpeed
<label>plant work speed</label>
+
''label:'' plant work speed
| <description>The speed at which this person sows and harvests plants.</description>
+
| The speed at which this person sows and harvests plants.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<neverDisabled>{{Good|true}}</neverDisabled>
+
* '''Never Disabled:''' {{Good|true}}
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 3,480: Line 3,480:
 
   <li MayRequire="Ludeon.RimWorld.Biotech">Mech_Agrihand</li>
 
   <li MayRequire="Ludeon.RimWorld.Biotech">Mech_Agrihand</li>
 
</showOnPawnKind>     
 
</showOnPawnKind>     
| <displayPriorityInCategory>4550</displayPriorityInCategory>
+
| 4550
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PlantHarvestYield</defName>
+
| ''defName:'' PlantHarvestYield
<label>plant harvest yield</label>
+
''label:'' plant harvest yield
| <description>The yield this person gets when harvesting plants.\n\nLow yields give a chance that this person will accidentally waste the harvest.</description>
+
| The yield this person gets when harvesting plants.<br id="n" /><br id="n" />Low yields give a chance that this person will accidentally waste the harvest.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<maxValue>1.5</maxValue>
+
* '''Max Value:''' 1.5
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<neverDisabled>{{Good|true}}</neverDisabled>
+
* '''Never Disabled:''' {{Good|true}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,534: Line 3,534:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4551</displayPriorityInCategory>
+
| 4551
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>DrugHarvestYield</defName>
+
| ''defName:'' DrugHarvestYield
<label>drug crop harvest yield</label>
+
''label:'' drug crop harvest yield
| <description>The yield this person gets when harvesting drug crops.\n\nLow yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.</description>
+
| The yield this person gets when harvesting drug crops.<br id="n" /><br id="n" />Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<maxValue>1.5</maxValue>
+
* '''Max Value:''' 1.5
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<neverDisabled>{{Good|true}}</neverDisabled>
+
* '''Never Disabled:''' {{Good|true}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<statFactors>
 
<statFactors>
 
   <li>PlantHarvestYield</li>
 
   <li>PlantHarvestYield</li>
 
</statFactors>
 
</statFactors>
| <displayPriorityInCategory>4552</displayPriorityInCategory>
+
| 4552
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>HuntingStealth</defName>
+
| ''defName:'' HuntingStealth
<label>hunting stealth</label>
+
''label:'' hunting stealth
| <description>This stat reduces the chance of hunted animals attacking the hunter.\n\nA 0% score means no reduction.\nA 100% score means animals never attack.</description>
+
| This stat reduces the chance of hunted animals attacking the hunter.<br id="n" /><br id="n" />A 0% score means no reduction.<br id="n" />A 100% score means animals never attack.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<neverDisabled>{{Good|true}}</neverDisabled>
+
* '''Never Disabled:''' {{Good|true}}
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,592: Line 3,592:
 
   </points>
 
   </points>
 
</postProcessCurve>
 
</postProcessCurve>
| <displayPriorityInCategory>4500</displayPriorityInCategory>
+
| 4500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ConstructionSpeed</defName>
+
| ''defName:'' ConstructionSpeed
<label>construction speed</label>
+
''label:'' construction speed
| <description>The speed at which this person constructs and repairs buildings.</description>
+
| The speed at which this person constructs and repairs buildings.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 3,629: Line 3,629:
 
   <li MayRequire="Ludeon.RimWorld.Biotech">Mech_Constructoid</li>
 
   <li MayRequire="Ludeon.RimWorld.Biotech">Mech_Constructoid</li>
 
</showOnPawnKind>     
 
</showOnPawnKind>     
| <displayPriorityInCategory>4602</displayPriorityInCategory>
+
| 4602
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ConstructSuccessChance</defName>
+
| ''defName:'' ConstructSuccessChance
<label>construct success chance</label>
+
''label:'' construct success chance
| <description>The chance that this person will succeed in constructing something.\nFailing means wasting time and resources.</description>
+
| The chance that this person will succeed in constructing something.<br id="n" />Failing means wasting time and resources.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<maxValue>1</maxValue>
+
* '''Max Value:''' 1
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,682: Line 3,682:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4601</displayPriorityInCategory>
+
| 4601
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>FixBrokenDownBuildingSuccessChance</defName>
+
| ''defName:'' FixBrokenDownBuildingSuccessChance
<label>repair success chance</label>
+
''label:'' repair success chance
| <description>The chance that this person will successfully repair a broken down building using a component.\n\nFailing means wasting time and resources.\nNote that this only applies to repairing breakdowns, which is different from repairing damage.</description>
+
| The chance that this person will successfully repair a broken down building using a component.<br id="n" /><br id="n" />Failing means wasting time and resources.<br id="n" />Note that this only applies to repairing breakdowns, which is different from repairing damage.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<maxValue>1</maxValue>
+
* '''Max Value:''' 1
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,734: Line 3,734:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4600</displayPriorityInCategory>
+
| 4600
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>CleaningSpeed</defName>
+
| ''defName:'' CleaningSpeed
<label>cleaning speed multiplier</label>
+
''label:'' cleaning speed multiplier
| <description>A multiplier on how fast this cleans up filth from the ground.</description>
+
| A multiplier on how fast this cleans up filth from the ground.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
+
* '''Show Developmental Stage Filter:''' Child, Adult
<showOnPlayerMechanoids>{{Good|true}}</showOnPlayerMechanoids>
+
* '''Show On Player Mechanoids:''' {{Good|true}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<showOnPawnKind>
 
<showOnPawnKind>
 
   <li MayRequire="Ludeon.RimWorld.Biotech">Mech_Cleansweeper</li>
 
   <li MayRequire="Ludeon.RimWorld.Biotech">Mech_Cleansweeper</li>
 
</showOnPawnKind>   
 
</showOnPawnKind>   
| <displayPriorityInCategory>2500</displayPriorityInCategory>
+
| 2500
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ReadingSpeed</defName>
+
| ''defName:'' ReadingSpeed
<label>reading speed</label>
+
''label:'' reading speed
| <description>A multiplier on how fast this person can read.</description>
+
| A multiplier on how fast this person can read.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
+
* '''Show Developmental Stage Filter:''' Child, Adult
<defaultBaseValue>{{%|0.8}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.8}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,796: Line 3,796:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>4600</displayPriorityInCategory>
+
| 4600
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 3,802: Line 3,802:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MedicalTendSpeed</defName>
+
| ''defName:'' MedicalTendSpeed
<label>medical tend speed</label>
+
''label:'' medical tend speed
| <description>Speed at which the character tends to wounds and illnesses.</description>
+
| Speed at which the character tends to wounds and illnesses.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<neverDisabled>{{Good|true}}</neverDisabled> <!-- NPCs incapable of doctoring can self-tend -->
+
* '''Never Disabled:''' {{Good|true}} <!-- NPCs incapable of doctoring can self-tend -->
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 3,834: Line 3,834:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4650</displayPriorityInCategory>
+
| 4650
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MedicalTendQuality</defName>
+
| ''defName:'' MedicalTendQuality
<label>medical tend quality</label>
+
''label:'' medical tend quality
| <description>The base quality of tending given when tending wounds and illnesses.\n\nThe actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.</description>
+
| The base quality of tending given when tending wounds and illnesses.<br id="n" /><br id="n" />The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<neverDisabled>{{Good|true}}</neverDisabled> <!-- NPCs incapable of doctoring can self-tend -->
+
* '''Never Disabled:''' {{Good|true}} <!-- NPCs incapable of doctoring can self-tend -->
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,874: Line 3,874:
 
   </points>
 
   </points>
 
</postProcessCurve>
 
</postProcessCurve>
| <displayPriorityInCategory>4651</displayPriorityInCategory>
+
| 4651
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MedicalOperationSpeed</defName>
+
| ''defName:'' MedicalOperationSpeed
<label>medical operation speed</label>
+
''label:'' medical operation speed
| <description>The speed at which the character performs medical operations.</description>
+
| The speed at which the character performs medical operations.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 3,907: Line 3,907:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4652</displayPriorityInCategory>
+
| 4652
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MedicalSurgerySuccessChance</defName>
+
| ''defName:'' MedicalSurgerySuccessChance
<label>medical surgery success chance</label>
+
''label:'' medical surgery success chance
| <description>The base chance that a character will succeed when performing a medical operation.\n\nThe actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations.\n\nNo matter how high this stat is, there is always a small chance of failure on any operation.</description>
+
| The base chance that a character will succeed when performing a medical operation.<br id="n" /><br id="n" />The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations.<br id="n" /><br id="n" />No matter how high this stat is, there is always a small chance of failure on any operation.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1.00}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1.00}}
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 3,959: Line 3,959:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4653</displayPriorityInCategory>
+
| 4653
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 3,965: Line 3,965:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>StuffPower_Armor_Sharp</defName>
+
| ''defName:'' StuffPower_Armor_Sharp
<label>Armor - Sharp</label>
+
''label:'' Armor - Sharp
<labelForFullStatList>Armor - Sharp (material factor)</labelForFullStatList>
+
''labelForFullStatList:'' Armor - Sharp (material factor)
| <description>Armor against sharp damage like bullets, knife stabs, and animal bites.</description>
+
| Armor against sharp damage like bullets, knife stabs, and animal bites.
| <category>StuffStatFactors</category>
+
| StuffStatFactors
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>4510</displayPriorityInCategory>
+
| 4510
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>StuffPower_Armor_Blunt</defName>
+
| ''defName:'' StuffPower_Armor_Blunt
<label>Armor - Blunt</label>
+
''label:'' Armor - Blunt
<labelForFullStatList>Armor - Blunt (material factor)</labelForFullStatList>
+
''labelForFullStatList:'' Armor - Blunt (material factor)
| <description>Armor against blunt damage like club impacts, rock falls, and explosions.</description>
+
| Armor against blunt damage like club impacts, rock falls, and explosions.
| <category>StuffStatFactors</category>
+
| StuffStatFactors
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>4509</displayPriorityInCategory>
+
| 4509
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>StuffPower_Armor_Heat</defName>
+
| ''defName:'' StuffPower_Armor_Heat
<label>Armor - Heat</label>
+
''label:'' Armor - Heat
<labelForFullStatList>Armor - Heat (material factor)</labelForFullStatList>
+
''labelForFullStatList:'' Armor - Heat (material factor)
| <description>Armor against temperature-related damage like burns.</description>
+
| Armor against temperature-related damage like burns.
| <category>StuffStatFactors</category>
+
| StuffStatFactors
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>4508</displayPriorityInCategory>
+
| 4508
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>StuffPower_Insulation_Cold</defName>
+
| ''defName:'' StuffPower_Insulation_Cold
<label>Insulation - Cold</label>
+
''label:'' Insulation - Cold
<labelForFullStatList>Insulation - Cold (material factor)</labelForFullStatList>
+
''labelForFullStatList:'' Insulation - Cold (material factor)
| <description>How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.</description>
+
| How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn.
| <category>StuffStatFactors</category>
+
| StuffStatFactors
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>TemperatureOffset</toStringStyle>
+
* '''To String Style:''' TemperatureOffset
 
| -
 
| -
| <displayPriorityInCategory>4507</displayPriorityInCategory>
+
| 4507
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>StuffPower_Insulation_Heat</defName>
+
| ''defName:'' StuffPower_Insulation_Heat
<label>Insulation - Heat</label>
+
''label:'' Insulation - Heat
<labelForFullStatList>Insulation - Heat (material factor)</labelForFullStatList>
+
''labelForFullStatList:'' Insulation - Heat (material factor)
| <description>How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.</description>
+
| How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn.
| <category>StuffStatFactors</category>
+
| StuffStatFactors
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>TemperatureOffset</toStringStyle>
+
* '''To String Style:''' TemperatureOffset
 
| -
 
| -
| <displayPriorityInCategory>4506</displayPriorityInCategory>
+
| 4506
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,036: Line 4,036:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeleeWeapon_AverageDPS</defName>
+
| ''defName:'' MeleeWeapon_AverageDPS
<workerClass>StatWorker_MeleeAverageDPS</workerClass>
+
''label:'' melee damage per second
<label>melee damage per second</label>
+
| Average damage dealt per second in melee combat, if all attacks hit.
| <description>Average damage dealt per second in melee combat, if all attacks hit.</description>
+
| Weapon_Melee
| <category>Weapon_Melee</category>
 
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_MeleeAverageDPS
<minValue>{{%|0}}</minValue>
+
* '''Default Base Value:''' {{%|1}}
<toStringStyle>FloatTwo</toStringStyle>
+
* '''Min Value:''' {{%|0}}
<forInformationOnly>{{Good|true}}</forInformationOnly>
+
* '''To String Style:''' FloatTwo
 +
* '''For Information Only:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>5010</displayPriorityInCategory>
+
| 5010
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeleeWeapon_AverageArmorPenetration</defName>
+
| ''defName:'' MeleeWeapon_AverageArmorPenetration
<workerClass>StatWorker_MeleeAverageArmorPenetration</workerClass>
+
''label:'' melee armor penetration
<label>melee armor penetration</label>
+
| Average armor penetration in melee combat.
| <description>Average armor penetration in melee combat.</description>
+
| Weapon_Melee
| <category>Weapon_Melee</category>
 
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_MeleeAverageArmorPenetration
<minValue>{{%|0}}</minValue>
+
* '''Default Base Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''Min Value:''' {{%|0}}
<forInformationOnly>{{Good|true}}</forInformationOnly>
+
* '''To String Style:''' PercentZero
 +
* '''For Information Only:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>5009</displayPriorityInCategory>
+
| 5009
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeleeWeapon_DamageMultiplier</defName>
+
| ''defName:'' MeleeWeapon_DamageMultiplier
<label>melee damage multiplier</label>
+
''label:'' melee damage multiplier
| <description>A damage multiplier applied to melee combat.</description>
+
| A damage multiplier applied to melee combat.
| <category>Weapon_Melee</category>
+
| Weapon_Melee
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 4,086: Line 4,086:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>5008</displayPriorityInCategory>
+
| 5008
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!-- Damage multipliers should be stats on stuffs only-->
 
<!-- Damage multipliers should be stats on stuffs only-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeleeWeapon_CooldownMultiplier</defName>
+
| ''defName:'' MeleeWeapon_CooldownMultiplier
<label>melee cooldown</label>
+
''label:'' melee cooldown
| <description>A multiplier on attack delay for weapons made of this material.</description>
+
| A multiplier on attack delay for weapons made of this material.
| <category>StuffStatFactors</category>
+
| StuffStatFactors
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.05}}</minValue>
+
* '''Min Value:''' {{%|0.05}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>4504</displayPriorityInCategory>
+
| 4504
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>SharpDamageMultiplier</defName>
+
| ''defName:'' SharpDamageMultiplier
<label>sharp damage</label>
+
''label:'' sharp damage
| <description>A multiplier on damage from sharp-type attacks for weapons made of this material.</description>
+
| A multiplier on damage from sharp-type attacks for weapons made of this material.
| <category>StuffStatFactors</category>
+
| StuffStatFactors
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.05}}</minValue>
+
* '''Min Value:''' {{%|0.05}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>4505</displayPriorityInCategory>
+
| 4505
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>BluntDamageMultiplier</defName>
+
| ''defName:'' BluntDamageMultiplier
<label>blunt damage</label>
+
''label:'' blunt damage
| <description>A multiplier on damage from blunt-type attacks for weapons made of this material.</description>
+
| A multiplier on damage from blunt-type attacks for weapons made of this material.
| <category>StuffStatFactors</category>
+
| StuffStatFactors
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.05}}</minValue>
+
* '''Min Value:''' {{%|0.05}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>4506</displayPriorityInCategory>
+
| 4506
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,132: Line 4,132:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
| <defName>AccuracyTouch</defName>
+
| ''defName:'' AccuracyTouch
<label>Accuracy (close)</label>
+
''label:'' Accuracy (close)
| <description>The weapon's accuracy at a distance of 3 cells or less.\n\nAn actual shot's chance to hit will also be affected by other factors.</description>
+
| The weapon's accuracy at a distance of 3 cells or less.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
| -
 
| -
 
| -
 
| -
 
| -
 
| -
| <displayPriorityInCategory>5110</displayPriorityInCategory>
+
| 5110
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
| <defName>AccuracyShort</defName>
+
| ''defName:'' AccuracyShort
<label>Accuracy (short)</label>
+
''label:'' Accuracy (short)
| <description>The weapon's accuracy at a distance of 12 cells.\n\nAn actual shot's chance to hit will also be affected by other factors.</description>
+
| The weapon's accuracy at a distance of 12 cells.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
| -
 
| -
 
| -
 
| -
 
| -
 
| -
| <displayPriorityInCategory>5109</displayPriorityInCategory>
+
| 5109
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
| <defName>AccuracyMedium</defName>
+
| ''defName:'' AccuracyMedium
<label>Accuracy (medium)</label>
+
''label:'' Accuracy (medium)
| <description>The weapon's accuracy at a distance of 25 cells.\n\nAn actual shot's chance to hit will also be affected by other factors.</description>
+
| The weapon's accuracy at a distance of 25 cells.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
| -
 
| -
 
| -
 
| -
 
| -
 
| -
| <displayPriorityInCategory>5108</displayPriorityInCategory>
+
| 5108
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="AccuracyBase" --><!--<StatDef>-->
| <defName>AccuracyLong</defName>
+
| ''defName:'' AccuracyLong
<label>Accuracy (long)</label>
+
''label:'' Accuracy (long)
| <description>The weapon's accuracy at a distance of 40 cells or more.\n\nAn actual shot's chance to hit will also be affected by other factors.</description>
+
| The weapon's accuracy at a distance of 40 cells or more.<br id="n" /><br id="n" />An actual shot's chance to hit will also be affected by other factors.
 
| -
 
| -
 
| -
 
| -
 
| -
 
| -
| <displayPriorityInCategory>5107</displayPriorityInCategory>
+
| 5107
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>RangedWeapon_Cooldown</defName>
+
| ''defName:'' RangedWeapon_Cooldown
<label>ranged cooldown</label>
+
''label:'' ranged cooldown
| <description>How long it takes to recover after firing this weapon.</description>
+
| How long it takes to recover after firing this weapon.
| <category>Weapon_Ranged</category>
+
| Weapon_Ranged
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
<toStringStyle>FloatTwo</toStringStyle>
+
* '''To String Style:''' FloatTwo
<formatString>{0} s</formatString>
+
* '''Format String:''' {0} s
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>5106</displayPriorityInCategory>
+
| 5106
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>RangedWeapon_DamageMultiplier</defName>
+
| ''defName:'' RangedWeapon_DamageMultiplier
<label>damage multiplier</label>
+
''label:'' damage multiplier
| <description>A damage multiplier applied to projectiles fired from this weapon.</description>
+
| A damage multiplier applied to projectiles fired from this weapon.
| <category>Weapon_Ranged</category>
+
| Weapon_Ranged
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 4,205: Line 4,205:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>5105</displayPriorityInCategory>
+
| 5105
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,211: Line 4,211:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>JumpRange</defName>
+
| ''defName:'' JumpRange
<label>Jump range</label>
+
''label:'' Jump range
| <description>The maximum jump distance.</description>
+
| The maximum jump distance.
| <category>Apparel</category>
+
| Apparel
 
|
 
|
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>FloatOne</toStringStyle>
+
* '''To String Style:''' FloatOne
<formatString>{0} c</formatString>
+
* '''Format String:''' {0} c
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 4,232: Line 4,232:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>60</displayPriorityInCategory>
+
| 60
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,238: Line 4,238:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeditationPlantGrowthOffset</defName>
+
| ''defName:'' MeditationPlantGrowthOffset
<label>meditation plant growth offset</label>
+
''label:'' meditation plant growth offset
| <description>An offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artificial buildings nearby.</description>
+
| An offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artificial buildings nearby.
| <category>Meditation</category>
+
| Meditation
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<showZeroBaseValue>{{Bad|false}}</showZeroBaseValue>
+
* '''Show Zero Base Value:''' {{Bad|false}}
<showOnDefaultValue>{{Bad|false}}</showOnDefaultValue>
+
* '''Show On Default Value:''' {{Bad|false}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<parts>
 
<parts>
Line 4,262: Line 4,262:
 
   </li>  
 
   </li>  
 
</parts>
 
</parts>
| <displayPriorityInCategory>4000</displayPriorityInCategory>
+
| 4000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,268: Line 4,268:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PsychicEntropyGain</defName>
+
| ''defName:'' PsychicEntropyGain
<label>neural heat gain</label>
+
''label:'' neural heat gain
| <description>A multiplier on neural heat gained from any source.</description>
+
| A multiplier on neural heat gained from any source.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
 
|
 
|
<showIfModsLoaded><li>ludeon.rimworld.royalty</li></showIfModsLoaded>
+
* '''Show If Mods Loaded:''' <li>ludeon.rimworld.royalty</li>
| <displayPriorityInCategory>4000</displayPriorityInCategory>
+
| 4000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,287: Line 4,287:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>SlaveSuppressionOffset</defName>
+
| ''defName:'' SlaveSuppressionOffset
<label>slave suppression offset</label>
+
''label:'' slave suppression offset
| <description>An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often.</description>
+
| An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often.
| <category>Basics</category>
+
| Basics
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>3600</displayPriorityInCategory>
+
| 3600
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>TerrorSource</defName>
+
| ''defName:'' TerrorSource
<label>terror</label>
+
''label:'' terror
| <description>The intensity of terror this object induces when viewed.</description>
+
| The intensity of terror this object induces when viewed.
| <category>Basics</category>
+
| Basics
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>Integer</toStringStyle>
+
* '''To String Style:''' Integer
<formatString>{0}%</formatString>
+
* '''Format String:''' {0}%
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 4,334: Line 4,334:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>3600</displayPriorityInCategory>
+
| 3600
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,340: Line 4,340:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>BiosculpterPodSpeedFactor</defName>
+
| ''defName:'' BiosculpterPodSpeedFactor
<label>biosculpter pod speed factor</label>
+
''label:'' biosculpter pod speed factor
| <description>A multiplier on the speed of a biosculpter pod. This is affected by the cleanliness of the room - a cleaner room will result in a quicker biosculpting cycle.</description>
+
| A multiplier on the speed of a biosculpter pod. This is affected by the cleanliness of the room - a cleaner room will result in a quicker biosculpting cycle.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<parts>
 
<parts>
Line 4,356: Line 4,356:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>4100</displayPriorityInCategory>
+
| 4100
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,362: Line 4,362:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>StyleDominance</defName>
+
| ''defName:'' StyleDominance
<label>style dominance</label>
+
''label:'' style dominance
| <description>How much this object contributes to overall style dominance in an area.</description>
+
| How much this object contributes to overall style dominance in an area.
| <category>BasicsNonPawn</category>
+
| BasicsNonPawn
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>FloatMaxThree</toStringStyle>
+
* '''To String Style:''' FloatMaxThree
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<hideInClassicMode>{{Good|true}}</hideInClassicMode>
+
* '''Hide In Classic Mode:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 4,378: Line 4,378:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>6000</displayPriorityInCategory>
+
| 6000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,384: Line 4,384:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Terror</defName>
+
| ''defName:'' Terror
<workerClass>StatWorker_Terror</workerClass>
+
''label:'' terror
<label>terror</label>
+
| The intensity of terror this person is experiencing.
| <description>The intensity of terror this person is experiencing.</description>
+
| BasicsPawn
| <category>BasicsPawn</category>
 
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_Terror
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Default Base Value:''' {{%|0}}
<maxValue>100</maxValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''Max Value:''' 100
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show On Pawns:''' {{Bad|false}}
 +
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>3600</displayPriorityInCategory>
+
| 3600
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,403: Line 4,403:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ConversionPower</defName>
+
| ''defName:'' ConversionPower
<label>conversion power</label>
+
''label:'' conversion power
| <description>How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses.</description>
+
| How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.4}}</minValue>
+
* '''Min Value:''' {{%|0.4}}
<toStringStyle>PercentTwo</toStringStyle>
+
* '''To String Style:''' PercentTwo
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 4,436: Line 4,436:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>1901</displayPriorityInCategory>
+
| 1901
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>CertaintyLossFactor</defName>
+
| ''defName:'' CertaintyLossFactor
<label>global certainty loss factor</label>
+
''label:'' global certainty loss factor
| <description>A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion.</description>
+
| A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>1900</displayPriorityInCategory>
+
| 1900
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>SocialIdeoSpreadFrequencyFactor</defName>
+
| ''defName:'' SocialIdeoSpreadFrequencyFactor
<label>ideoligion spread chance</label>
+
''label:'' ideoligion spread chance
| <description>A multiplier on the chance that this person will try to convert other people to their own ideoligion.</description>
+
| A multiplier on the chance that this person will try to convert other people to their own ideoligion.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>1899</displayPriorityInCategory>
+
| 1899
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!-- Darkness combat -->
 
<!-- Darkness combat -->
 
<!-- Darkness combat - shooting accuracy -->
 
<!-- Darkness combat - shooting accuracy -->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>ShootingAccuracyOutdoorsDarkOffset</defName>
+
| ''defName:'' ShootingAccuracyOutdoorsDarkOffset
<label>shooting accuracy outdoors dark</label>
+
''label:'' shooting accuracy outdoors dark
| <description>An offset on shooting accuracy if the target is outdoors at night.</description>
+
| An offset on shooting accuracy if the target is outdoors at night.
 
| -
 
| -
 
| -
 
| -
Line 4,480: Line 4,480:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>ShootingAccuracyOutdoorsLitOffset</defName>
+
| ''defName:'' ShootingAccuracyOutdoorsLitOffset
<label>shooting accuracy outdoors lit</label>
+
''label:'' shooting accuracy outdoors lit
| <description>An offset on shooting accuracy if the target is outdoors during the day.</description>
+
| An offset on shooting accuracy if the target is outdoors during the day.
 
| -
 
| -
 
| -
 
| -
Line 4,489: Line 4,489:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>ShootingAccuracyIndoorsDarkOffset</defName>
+
| ''defName:'' ShootingAccuracyIndoorsDarkOffset
<label>shooting accuracy indoors dark</label>
+
''label:'' shooting accuracy indoors dark
| <description>An offset on shooting accuracy if the target is indoors in the dark.</description>
+
| An offset on shooting accuracy if the target is indoors in the dark.
 
| -
 
| -
 
| -
 
| -
Line 4,498: Line 4,498:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>ShootingAccuracyIndoorsLitOffset</defName>
+
| ''defName:'' ShootingAccuracyIndoorsLitOffset
<label>shooting accuracy indoors lit</label>
+
''label:'' shooting accuracy indoors lit
| <description>An offset on shooting accuracy if the target is indoors and lit.</description>
+
| An offset on shooting accuracy if the target is indoors and lit.
 
| -
 
| -
 
| -
 
| -
Line 4,508: Line 4,508:
 
<!-- Darkness combat - melee hit chance -->
 
<!-- Darkness combat - melee hit chance -->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>MeleeHitChanceOutdoorsDarkOffset</defName>
+
| ''defName:'' MeleeHitChanceOutdoorsDarkOffset
<label>melee hit chance outdoors dark</label>
+
''label:'' melee hit chance outdoors dark
| <description>An offset on melee hit chance if the target is outdoors at night.</description>
+
| An offset on melee hit chance if the target is outdoors at night.
 
| -
 
| -
 
| -
 
| -
Line 4,517: Line 4,517:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>MeleeHitChanceOutdoorsLitOffset</defName>
+
| ''defName:'' MeleeHitChanceOutdoorsLitOffset
<label>melee hit chance outdoors lit</label>
+
''label:'' melee hit chance outdoors lit
| <description>An offset on melee hit chance if the target is outdoors during the day.</description>
+
| An offset on melee hit chance if the target is outdoors during the day.
 
| -
 
| -
 
| -
 
| -
Line 4,526: Line 4,526:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>MeleeHitChanceIndoorsDarkOffset</defName>
+
| ''defName:'' MeleeHitChanceIndoorsDarkOffset
<label>melee hit chance indoors dark</label>
+
''label:'' melee hit chance indoors dark
| <description>An offset on melee hit chance if the target is indoors in the dark.</description>
+
| An offset on melee hit chance if the target is indoors in the dark.
 
| -
 
| -
 
| -
 
| -
Line 4,535: Line 4,535:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>MeleeHitChanceIndoorsLitOffset</defName>
+
| ''defName:'' MeleeHitChanceIndoorsLitOffset
<label>melee hit chance indoors lit</label>
+
''label:'' melee hit chance indoors lit
| <description>An offset on melee hit chance if the target is indoors and lit.</description>
+
| An offset on melee hit chance if the target is indoors and lit.
 
| -
 
| -
 
| -
 
| -
Line 4,545: Line 4,545:
 
<!-- Darkness combat - melee dodge chance -->
 
<!-- Darkness combat - melee dodge chance -->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>MeleeDodgeChanceOutdoorsDarkOffset</defName>
+
| ''defName:'' MeleeDodgeChanceOutdoorsDarkOffset
<label>melee dodge chance outdoors night</label>
+
''label:'' melee dodge chance outdoors night
| <description>An offset on melee dodge chance if the target is outdoors at night.</description>
+
| An offset on melee dodge chance if the target is outdoors at night.
 
| -
 
| -
 
| -
 
| -
Line 4,554: Line 4,554:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>MeleeDodgeChanceOutdoorsLitOffset</defName>
+
| ''defName:'' MeleeDodgeChanceOutdoorsLitOffset
<label>melee dodge chance outdoors day</label>
+
''label:'' melee dodge chance outdoors day
| <description>An offset on melee dodge chance if the target is outdoors during the day.</description>
+
| An offset on melee dodge chance if the target is outdoors during the day.
 
| -
 
| -
 
| -
 
| -
Line 4,563: Line 4,563:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>MeleeDodgeChanceIndoorsDarkOffset</defName>
+
| ''defName:'' MeleeDodgeChanceIndoorsDarkOffset
<label>melee dodge chance indoors dark</label>
+
''label:'' melee dodge chance indoors dark
| <description>An offset on melee dodge chance if the target is indoors in the dark.</description>
+
| An offset on melee dodge chance if the target is indoors in the dark.
 
| -
 
| -
 
| -
 
| -
Line 4,572: Line 4,572:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="DarknessCombat" --><!--<StatDef>-->
| <defName>MeleeDodgeChanceIndoorsLitOffset</defName>
+
| ''defName:'' MeleeDodgeChanceIndoorsLitOffset
<label>melee dodge chance indoors lit</label>
+
''label:'' melee dodge chance indoors lit
| <description>An offset on melee dodge chance if the target is indoors and lit.</description>
+
| An offset on melee dodge chance if the target is indoors and lit.
 
| -
 
| -
 
| -
 
| -
Line 4,581: Line 4,581:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>BiosculpterOccupantSpeed</defName>
+
| ''defName:'' BiosculpterOccupantSpeed
<label>biosculpter occupant speed</label>
+
''label:'' biosculpter occupant speed
| <description>A multiplier on how quickly this person will complete a biosculpter pod cycle.</description>
+
| A multiplier on how quickly this person will complete a biosculpter pod cycle.
| <category>PawnMisc</category>
+
| PawnMisc
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
 
   <li>StatPart_BiosculptingSpeedFactor</li>
 
   <li>StatPart_BiosculptingSpeedFactor</li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>1900</displayPriorityInCategory>
+
| 1900
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,602: Line 4,602:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>SlaveSuppressionFallRate</defName>
+
| ''defName:'' SlaveSuppressionFallRate
<workerClass>StatWorker_SuppressionFallRate</workerClass>
+
''label:'' slave suppression fall rate
<label>slave suppression fall rate</label>
+
| The rate at which slave suppression falls.
| <description>The rate at which slave suppression falls.</description>
+
| PawnSocial
| <category>PawnSocial</category>
 
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Worker Class:''' StatWorker_SuppressionFallRate
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''Min Value:''' {{%|0}}
<formatString>{0} per day</formatString>
+
* '''To String Style:''' PercentZero
<formatStringUnfinalized>{0} per day</formatStringUnfinalized>
+
* '''Format String:''' {0} per day
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Format String Unfinalized:''' {0} per day
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnSlavesOnly>{{Good|true}}</showOnSlavesOnly>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Show On Slaves Only:''' {{Good|true}}
 +
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 4,637: Line 4,637:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>2200</displayPriorityInCategory>
+
| 2200
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>AnimalProductsSellImprovement</defName>
+
| ''defName:'' AnimalProductsSellImprovement
<label>animal products price improvement</label>
+
''label:'' animal products price improvement
| <description>When this person sells meat, leather, or wool, prices are improved by this percentage.</description>
+
| When this person sells meat, leather, or wool, prices are improved by this percentage.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>PercentTwo</toStringStyle>
+
* '''To String Style:''' PercentTwo
<disableIfSkillDisabled>[[Skills#Social|Social]]</disableIfSkillDisabled>
+
* '''Disable If Skill Disabled:''' [[Skills#Social|Social]]
 
| -
 
| -
| <displayPriorityInCategory>2570</displayPriorityInCategory>
+
| 2570
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,656: Line 4,656:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>SuppressionPower</defName>
+
| ''defName:'' SuppressionPower
<label>suppression power</label>
+
''label:'' suppression power
| <description>A multiplier on a warden's ability to suppress slaves.</description>
+
| A multiplier on a warden's ability to suppress slaves.
| <category>PawnSocial</category>
+
| PawnSocial
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.05}}</minValue>
+
* '''Min Value:''' {{%|0.05}}
<maxValue>1</maxValue>
+
* '''Max Value:''' 1
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 4,676: Line 4,676:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>HackingSpeed</defName>
+
| ''defName:'' HackingSpeed
<label>hacking speed</label>
+
''label:'' hacking speed
| <description>How fast this person can hack into computer terminals.</description>
+
| How fast this person can hack into computer terminals.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 4,708: Line 4,708:
 
   </li>
 
   </li>
 
</capacityFactors>
 
</capacityFactors>
| <displayPriorityInCategory>4510</displayPriorityInCategory>
+
| 4510
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PruningSpeed</defName>
+
| ''defName:'' PruningSpeed
<label>pruning speed</label>
+
''label:'' pruning speed
| <description>A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it.\n\nPruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.</description>
+
| A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it.<br id="n" /><br id="n" />Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<statFactors>
 
<statFactors>
Line 4,757: Line 4,757:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>BabyPlayGainFactor</defName>
+
| ''defName:'' BabyPlayGainFactor
<label>baby play power</label>
+
''label:'' baby play power
| <description>How effectively this object can be used to fulfill a baby's need for play.</description>
+
| How effectively this object can be used to fulfill a baby's need for play.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.3}}</minValue>
+
* '''Min Value:''' {{%|0.3}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>4020</displayPriorityInCategory>
+
| 4020
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>GeneticComplexityIncrease</defName>
+
| ''defName:'' GeneticComplexityIncrease
<label>genetic complexity increase</label>
+
''label:'' genetic complexity increase
| <description>When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once.</description>
+
| When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showOnDefaultValue>{{Bad|false}}</showOnDefaultValue>
+
* '''Show On Default Value:''' {{Bad|false}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
<showOnPawns>{{Bad|false}}</showOnPawns>
+
* '''Show On Pawns:''' {{Bad|false}}
<toStringNumberSense>Offset</toStringNumberSense>
+
* '''To String Number Sense:''' Offset
<alwaysHide>{{Good|true}}</alwaysHide>
+
* '''Always Hide:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>4200</displayPriorityInCategory>
+
| 4200
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!-- Similar to ResearchSpeedFactor -->
 
<!-- Similar to ResearchSpeedFactor -->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>AssemblySpeedFactor</defName>
+
| ''defName:'' AssemblySpeedFactor
<label>work speed factor</label>
+
''label:'' work speed factor
| <description>The speed at which people assemble genes here is multiplied by this value.</description>
+
| The speed at which people assemble genes here is multiplied by this value.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.25}}</minValue>
+
* '''Min Value:''' {{%|0.25}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
 
<parts>
 
<parts>
Line 4,807: Line 4,807:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>1000</displayPriorityInCategory>
+
| 1000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>BirthRitualQualityOffset</defName>
+
| ''defName:'' BirthRitualQualityOffset
<label>birth quality offset</label>
+
''label:'' birth quality offset
| <description>This alters the quality of a birth when this is used as a birth place. Birth quality affects the chance of the baby being born healthy.</description>
+
| This alters the quality of a birth when this is used as a birth place. Birth quality affects the chance of the baby being born healthy.
| <category>Building</category>
+
| Building
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>FloatOne</toStringStyle>
+
* '''To String Style:''' FloatOne
 
| -
 
| -
| <displayPriorityInCategory>4110</displayPriorityInCategory>
+
| 4110
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,826: Line 4,826:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MaxInstallCount</defName>
+
| ''defName:'' MaxInstallCount
<label>max install count</label>
+
''label:'' max install count
| <description>How many times this can be installed. Each additional installation increases or upgrades the base effect.</description>
+
| How many times this can be installed. Each additional installation increases or upgrades the base effect.
| <category>Basics</category>
+
| Basics
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>Integer</toStringStyle>
+
* '''To String Style:''' Integer
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<forInformationOnly>{{Good|true}}</forInformationOnly>
+
* '''For Information Only:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>4020</displayPriorityInCategory>
+
| 4020
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 4,843: Line 4,843:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MeleeDoorDamageFactor</defName>
+
| ''defName:'' MeleeDoorDamageFactor
<label>melee door damage factor</label>
+
''label:'' melee door damage factor
| <description>A special multiplier on the amount of melee damage inflicted on doors.</description>
+
| A special multiplier on the amount of melee damage inflicted on doors.
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnHumanlikes>{{Bad|false}}</showOnHumanlikes>
+
* '''Show On Humanlikes:''' {{Bad|false}}
<showOnMechanoids>{{Good|true}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>5000</displayPriorityInCategory>
+
| 5000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ShootingAccuracyChildFactor</defName>
+
| ''defName:'' ShootingAccuracyChildFactor
<label>shooting accuracy multiplier</label>
+
''label:'' shooting accuracy multiplier
 
| -
 
| -
| <category>PawnCombat</category>
+
| PawnCombat
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<showDevelopmentalStageFilter>Child</showDevelopmentalStageFilter>
+
* '''Show Developmental Stage Filter:''' Child
<alwaysHide>{{Good|true}}</alwaysHide>
+
* '''Always Hide:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
Line 4,888: Line 4,888:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>Fertility</defName>
+
| ''defName:'' Fertility
<label>fertility</label>
+
''label:'' fertility
| <description>Fertility affects the chance of a pregnancy occurring. Pregnancy chance is dependent on the fertility of both partners. This also affects the chance of successfully implanting an embryo in a surrogate.</description>
+
| Fertility affects the chance of a pregnancy occurring. Pregnancy chance is dependent on the fertility of both partners. This also affects the chance of successfully implanting an embryo in a surrogate.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnHumanlikes>{{Good|true}}</showOnHumanlikes>
+
* '''Show On Humanlikes:''' {{Good|true}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showOnEntities>{{Bad|false}}</showOnEntities>
+
* '''Show On Entities:''' {{Bad|false}}
<showDevelopmentalStageFilter>Adult</showDevelopmentalStageFilter>
+
* '''Show Developmental Stage Filter:''' Adult
 
|
 
|
 
<parts>
 
<parts>
Line 4,931: Line 4,931:
 
<!-- Mechanitor -->
 
<!-- Mechanitor -->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
| <defName>MechBandwidth</defName>
+
| ''defName:'' MechBandwidth
<label>mech bandwidth</label>
+
''label:'' mech bandwidth
| <description>How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.\n\nLosing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.</description>
+
| How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.<br id="n" /><br id="n" />Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
 
| -
 
| -
 
| -
 
| -
Line 4,940: Line 4,940:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
| <defName>MechControlGroups</defName>
+
| ''defName:'' MechControlGroups
<label>mech control groups</label>
+
''label:'' mech control groups
| <description>How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.</description>
+
| How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.
 
| -
 
| -
 
| -
 
| -
Line 4,949: Line 4,949:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->  
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->  
| <defName>MechRemoteRepairDistance</defName>
+
| ''defName:'' MechRemoteRepairDistance
<label>mech remote repair distance</label>
+
''label:'' mech remote repair distance
| <description>How far away a mech can be during remote repair.</description>
+
| How far away a mech can be during remote repair.
 
| -
 
| -
| <showIfUndefined>{{Bad|false}}</showIfUndefined>
+
| * '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
| <defName>MechRemoteShieldDistance</defName>
+
| ''defName:'' MechRemoteShieldDistance
<label>mech remote shield distance</label>
+
''label:'' mech remote shield distance
| <description>The maximum range at which a mechanitor can place a shield on a mechanoid.</description>
+
| The maximum range at which a mechanitor can place a shield on a mechanoid.
 
| -
 
| -
| <showIfUndefined>{{Bad|false}}</showIfUndefined>
+
| * '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
| <defName>MechRemoteShieldEnergy</defName>
+
| ''defName:'' MechRemoteShieldEnergy
<label>mech remote shield energy</label>
+
''label:'' mech remote shield energy
| <description>The energy a remote shield will have when created by a mechanitor.</description>
+
| The energy a remote shield will have when created by a mechanitor.
 
| -
 
| -
| <showIfUndefined>{{Bad|false}}</showIfUndefined>
+
| * '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
| <defName>MechFormingSpeed</defName>
+
| ''defName:'' MechFormingSpeed
<label>mech gestation speed</label>
+
''label:'' mech gestation speed
| <description>A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.</description>
+
| A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.
 
| -
 
| -
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0.1}}</minValue>
+
* '''Min Value:''' {{%|0.1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 4,995: Line 4,995:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
| <defName>MechRepairSpeed</defName>
+
| ''defName:'' MechRepairSpeed
<label>mech repair speed</label>
+
''label:'' mech repair speed
| <description>A multiplier on how fast a mechanitor can repair mechanoids.</description>
+
| A multiplier on how fast a mechanitor can repair mechanoids.
 
| -
 
| -
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 5,013: Line 5,013:
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechanitorStatBase" --><!--<StatDef>-->
| <defName>SubcoreEncodingSpeed</defName>
+
| ''defName:'' SubcoreEncodingSpeed
<label>subcore encoding speed</label>
+
''label:'' subcore encoding speed
| <description>A multiplier on how fast a mechanitor can create subcores.</description>
+
| A multiplier on how fast a mechanitor can create subcores.
 
| -
 
| -
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
|
 
|
 
<skillNeedFactors>
 
<skillNeedFactors>
Line 5,032: Line 5,032:
 
<!-- Mech -->
 
<!-- Mech -->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
| <defName>BandwidthCost</defName>
+
| ''defName:'' BandwidthCost
<label>bandwidth cost</label>
+
''label:'' bandwidth cost
| <description>How much bandwidth this mech consumes when under mechanitor control.</description>
+
| How much bandwidth this mech consumes when under mechanitor control.
 
| -
 
| -
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>2000</displayPriorityInCategory>
+
| 2000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
| <defName>ControlTakingTime</defName>
+
| ''defName:'' ControlTakingTime
<label>control taking time</label>
+
''label:'' control taking time
| <description>How many seconds it will take for a mechanitor to take control of this mech.</description>
+
| How many seconds it will take for a mechanitor to take control of this mech.
 
| -
 
| -
 
|
 
|
<defaultBaseValue>{{%|12}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|12}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>Integer</toStringStyle>
+
* '''To String Style:''' Integer
<formatString>{0}s</formatString>
+
* '''Format String:''' {0}s
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>2010</displayPriorityInCategory>
+
| 2010
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
| <defName>MechEnergyUsageFactor</defName>
+
| ''defName:'' MechEnergyUsageFactor
<label>energy usage multiplier</label>
+
''label:'' energy usage multiplier
| <description>A multiplier on how fast a mechanoid consumes its energy reserves while operating.</description>
+
| A multiplier on how fast a mechanoid consumes its energy reserves while operating.
 
| -
 
| -
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>2000</displayPriorityInCategory>
+
| 2000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
| <defName>WastepacksPerRecharge</defName>
+
| ''defName:'' WastepacksPerRecharge
<label>wastepacks per recharge</label>
+
''label:'' wastepacks per recharge
| <description>How many toxic wastepacks this mechanoid will generate at a mech recharger when going from 0 to 100% energy. Larger mechanoids will generally create more toxic wastepacks.</description>
+
| How many toxic wastepacks this mechanoid will generate at a mech recharger when going from 0 to 100% energy. Larger mechanoids will generally create more toxic wastepacks.
 
| -
 
| -
 
|
 
|
<defaultBaseValue>{{%|5}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|5}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
|
 
|
 
<postProcessStatFactors>
 
<postProcessStatFactors>
Line 5,091: Line 5,091:
 
   </li>
 
   </li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>2000</displayPriorityInCategory>
+
| 2000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="MechStatBase" --><!--<StatDef>-->
| <defName>MechEnergyLossPerHP</defName>
+
| ''defName:'' MechEnergyLossPerHP
<label>repair energy cost</label>
+
''label:'' repair energy cost
| <description>The amount of energy that this mechanoid loses for every 100 damage repaired.</description>
+
| The amount of energy that this mechanoid loses for every 100 damage repaired.
 
| -
 
| -
 
|
 
|
<workerClass>StatWorker_MechEnergyLossPerHP</workerClass>
+
* '''Worker Class:''' StatWorker_MechEnergyLossPerHP
<defaultBaseValue>{{%|0.333}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.333}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<toStringStyle>Integer</toStringStyle>
+
* '''To String Style:''' Integer
<showIfUndefined>{{Bad|false}}</showIfUndefined>
+
* '''Show If Undefined:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>2020</displayPriorityInCategory>
+
| 2020
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!-- Genes -->
 
<!-- Genes -->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>HemogenGainFactor</defName>
+
| ''defName:'' HemogenGainFactor
<label>hemogen gain multiplier</label>
+
''label:'' hemogen gain multiplier
| <description>A multiplier on the amount of hemogen gained.</description>
+
| A multiplier on the amount of hemogen gained.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>RawNutritionFactor</defName>
+
| ''defName:'' RawNutritionFactor
<label>raw nutrition multiplier</label>
+
''label:'' raw nutrition multiplier
| <description>A multiplier on how nutritious raw food is for this person. Note that since meals usually have more nutrition than their raw ingredients, a boost to this stat may only mean the person gets the same nutrition from raw food as if it were cooked.</description>
+
| A multiplier on how nutritious raw food is for this person. Note that since meals usually have more nutrition than their raw ingredients, a boost to this stat may only mean the person gets the same nutrition from raw food as if it were cooked.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0.0001}}</minValue>
+
* '''Min Value:''' {{%|0.0001}}
 
| -
 
| -
| <displayPriorityInCategory>1001</displayPriorityInCategory>
+
| 1001
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>CancerRate</defName>
+
| ''defName:'' CancerRate
<label>cancer rate factor</label>
+
''label:'' cancer rate factor
| <description>A multiplier on how likely this person is to develop cancer in any given time frame.</description>
+
| A multiplier on how likely this person is to develop cancer in any given time frame.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>2100</displayPriorityInCategory>
+
| 2100
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>LearningRateFactor</defName>
+
| ''defName:'' LearningRateFactor
<label>learning rate factor</label>
+
''label:'' learning rate factor
| <description>A multiplier on how quickly a child's learning need is fulfilled by learning activities.</description>
+
| A multiplier on how quickly a child's learning need is fulfilled by learning activities.
| <category>BasicsPawn</category>
+
| BasicsPawn
 
|
 
|
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<minValue>{{%|0.01}}</minValue>
+
* '''Min Value:''' {{%|0.01}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showDevelopmentalStageFilter>Child</showDevelopmentalStageFilter>
+
* '''Show Developmental Stage Filter:''' Child
 
| -
 
| -
| <displayPriorityInCategory>1350</displayPriorityInCategory>
+
| 1350
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>GrowthVatOccupantSpeed</defName>
+
| ''defName:'' GrowthVatOccupantSpeed
<label>growth vat occupant speed</label>
+
''label:'' growth vat occupant speed
| <description>A multiplier on how quickly this person will grow when in a growth vat.</description>
+
| A multiplier on how quickly this person will grow when in a growth vat.
| <category>PawnMisc</category>
+
| PawnMisc
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<hideAtValue>{{%|1}}</hideAtValue>
+
* '''Hide At Value:''' {{%|1}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
<cacheable>{{Good|true}}</cacheable>
+
* '''Cacheable:''' {{Good|true}}
 
|
 
|
 
<parts>
 
<parts>
 
   <li>StatPart_GrowthVatSpeedFactor</li>
 
   <li>StatPart_GrowthVatSpeedFactor</li>
 
</parts>
 
</parts>
| <displayPriorityInCategory>1850</displayPriorityInCategory>
+
| 1850
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 5,187: Line 5,187:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>WorkSpeedGlobalOffsetMech</defName>
+
| ''defName:'' WorkSpeedGlobalOffsetMech
<label>mech work speed offset</label>
+
''label:'' mech work speed offset
| <description>A work speed offset applied to a mechanitor's mechs.</description>
+
| A work speed offset applied to a mechanitor's mechs.
| <category>Mechanitor</category>
+
| Mechanitor
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<hideAtValue>{{%|0}}</hideAtValue>
+
* '''Hide At Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
 
| -
 
| -
| <displayPriorityInCategory>5000</displayPriorityInCategory>
+
| 5000
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 5,206: Line 5,206:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ContainmentStrength</defName>
+
| ''defName:'' ContainmentStrength
<label>containment strength</label>
+
''label:'' containment strength
| <description>How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures.</description>
+
''offsetLabel:'' containment offset
| <category>Containment</category>
+
| How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures.
 +
| Containment
 
|
 
|
<workerClass>StatWorker_ContainmentStrength</workerClass>
+
* '''Worker Class:''' StatWorker_ContainmentStrength
<offsetLabel>containment offset</offsetLabel>
+
* '''Show On Default Value:''' {{Good|true}}
<showOnDefaultValue>{{Good|true}}</showOnDefaultValue>
+
* '''Default Base Value:''' {{%|0}}
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Min Value:''' {{%|0}}
<minValue>{{%|0}}</minValue>
+
* '''To String Style:''' FloatOne
<toStringStyle>FloatOne</toStringStyle>
 
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>MinimumContainmentStrength</defName>
+
| ''defName:'' MinimumContainmentStrength
<label>min containment strength</label>
+
''label:'' min containment strength
| <description>The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape.</description>
+
| The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape.
| <category>Containment</category>
+
| Containment
 
|
 
|
<workerClass>StatWorker_MinimumContainmentStrength</workerClass>
+
* '''Worker Class:''' StatWorker_MinimumContainmentStrength
<overridesHideStats>{{Good|true}}</overridesHideStats>
+
* '''Overrides Hide Stats:''' {{Good|true}}
<showOnDefaultValue>{{Bad|false}}</showOnDefaultValue>
+
* '''Show On Default Value:''' {{Bad|false}}
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<toStringStyle>FloatOne</toStringStyle>
+
* '''To String Style:''' FloatOne
 
| -
 
| -
| <displayPriorityInCategory>9999</displayPriorityInCategory>
+
| 9999
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ColdContainmentBonus</defName>
+
| ''defName:'' ColdContainmentBonus
<label>cold containment bonus</label>
+
''label:'' cold containment bonus
| <description>This entity is less likely to escape if kept in a very cold room.</description>
+
| This entity is less likely to escape if kept in a very cold room.
| <category>Containment</category>
+
| Containment
 
|
 
|
<workerClass>StatWorker_ColdContainmentBonus</workerClass>
+
* '''Worker Class:''' StatWorker_ColdContainmentBonus
<overridesHideStats>{{Good|true}}</overridesHideStats>
+
* '''Overrides Hide Stats:''' {{Good|true}}
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
| -
 
| -
 
| -
 
| -
Line 5,251: Line 5,251:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!-- ParentName="IntellectualSkillBase" --><!--<StatDef>-->
 
|- id="" <!-- ParentName="IntellectualSkillBase" --><!--<StatDef>-->
| <defName>EntityStudyRate</defName>
+
| ''defName:'' EntityStudyRate
<label>entity study rate</label>
+
''label:'' entity study rate
| <description>The rate at which this person generates knowledge from studying unnatural entities.</description>
+
| The rate at which this person generates knowledge from studying unnatural entities.
 
| -
 
| -
 
|
 
|
<showOnDefaultValue>{{Bad|false}}</showOnDefaultValue>
+
* '''Show On Default Value:''' {{Bad|false}}
<minValue>{{%|0.001}}</minValue>
+
* '''Min Value:''' {{%|0.001}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<scenarioRandomizable>{{Good|true}}</scenarioRandomizable>
+
* '''Scenario Randomizable:''' {{Good|true}}
 
| -
 
| -
| <displayPriorityInCategory>211</displayPriorityInCategory>
+
| 211
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>StudyEfficiency</defName>
+
| ''defName:'' StudyEfficiency
<label>study efficiency</label>
+
''label:'' study efficiency
| <description>A multiplier on how much knowledge a person gets when studying unnatural entities.</description>
+
| A multiplier on how much knowledge a person gets when studying unnatural entities.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|1}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|1}}
<showOnDefaultValue>{{Bad|false}}</showOnDefaultValue>
+
* '''Show On Default Value:''' {{Bad|false}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
<minValue>{{%|0.001}}</minValue>
+
* '''Min Value:''' {{%|0.001}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showDevelopmentalStageFilter>Child, Adult</showDevelopmentalStageFilter>
+
* '''Show Developmental Stage Filter:''' Child, Adult
 
| -
 
| -
| <displayPriorityInCategory>210</displayPriorityInCategory>
+
| 210
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>ActivitySuppressionRate</defName>
+
| ''defName:'' ActivitySuppressionRate
<label>activity suppression speed</label>
+
''label:'' activity suppression speed
| <description>The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.</description>
+
| The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.
| <category>PawnWork</category>
+
| PawnWork
 
|
 
|
<defaultBaseValue>{{%|0.065}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0.065}}
<showOnDefaultValue>{{Bad|false}}</showOnDefaultValue>
+
* '''Show On Default Value:''' {{Bad|false}}
<toStringStyle>PercentOne</toStringStyle>
+
* '''To String Style:''' PercentOne
<formatString>{0} per hour</formatString>
+
* '''Format String:''' {0} per hour
<minValue>{{%|0}}</minValue>
+
* '''Min Value:''' {{%|0}}
<showOnAnimals>{{Bad|false}}</showOnAnimals>
+
* '''Show On Animals:''' {{Bad|false}}
<showOnMechanoids>{{Bad|false}}</showOnMechanoids>
+
* '''Show On Mechanoids:''' {{Bad|false}}
<showDevelopmentalStageFilter>Adult</showDevelopmentalStageFilter>
+
* '''Show Developmental Stage Filter:''' Adult
 
|
 
|
 
<skillNeedOffsets>
 
<skillNeedOffsets>
Line 5,312: Line 5,312:
 
   <li>PsychicSensitivity</li>
 
   <li>PsychicSensitivity</li>
 
</statFactors>
 
</statFactors>
| <displayPriorityInCategory>209</displayPriorityInCategory>
+
| 209
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
<!--</Defs>-->
 
<!--</Defs>-->
Line 5,318: Line 5,318:
 
<!--<Defs>-->
 
<!--<Defs>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PsychicRitualQuality</defName>
+
| ''defName:'' PsychicRitualQuality
<label>psychic ritual quality</label>
+
''label:'' psychic ritual quality
| <description>How much nearby buildings improve quality of psychic rituals performed here.</description>
+
| How much nearby buildings improve quality of psychic rituals performed here.
| <category>PsychicRituals</category>
+
| PsychicRituals
 
|
 
|
<showOnDefaultValue>{{Bad|false}}</showOnDefaultValue>
+
* '''Show On Default Value:''' {{Bad|false}}
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
| -
 
| -
 
| -
 
| -
 
<!--</StatDef>-->
 
<!--</StatDef>-->
 
|- id="" <!--<StatDef>-->
 
|- id="" <!--<StatDef>-->
| <defName>PsychicRitualQualityOffset</defName>
+
| ''defName:'' PsychicRitualQualityOffset
<label>psychic ritual quality offset</label>
+
''label:'' psychic ritual quality offset
| <description>An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants.</description>
+
| An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants.
| <category>PsychicRituals</category>
+
| PsychicRituals
 
|
 
|
<defaultBaseValue>{{%|0}}</defaultBaseValue>
+
* '''Default Base Value:''' {{%|0}}
<showOnDefaultValue>{{Bad|false}}</showOnDefaultValue>
+
* '''Show On Default Value:''' {{Bad|false}}
<toStringStyle>PercentZero</toStringStyle>
+
* '''To String Style:''' PercentZero
 
| -
 
| -
 
| -
 
| -

Revision as of 04:38, 3 September 2024

Stat Categories

DefName Label Display
Order
Display
All By
Default
Basics Basics 10 true
BasicsImportant Basics 1 true
BasicsPawnImportant Basics 2 false
BasicsNonPawnImportant Basics 2 false
BasicsPawn Basics 11 false
BasicsNonPawn Basics 12 false
AnimalProductivity animal productivity 13 false
Source content source 999 false
Apparel Apparel 30 false
Implant Implant 30 false
Weapon Weapon 40 false
Weapon_Ranged Weapon (ranged) 44 false
Weapon_Melee Weapon (melee) 48 false
Building Building 50 false
Ability Ability 60 false
Drug Drug 30 false
DrugAddiction drug addiction 110 false
Terrain terrain 13 false
EquippedStatOffsets Offsets when equipped 70 false
StuffStatFactors Multipliers when made of this 74 true
StuffStatOffsets Offsets when made of this 77 true
StuffOfEquipmentStatFactors Multipliers when equipment made of this 80 true
Surgery Surgical 90 true
CapacityEffects effects 100 true
PawnCombat Combat 110 false
PawnSocial Social 120 false
PawnMisc Misc 130 false
PawnWork Work 140 false
Meditation Meditation 13 true
Genetics Genetics 200 false
Mechanoid Mechanoid 13 true
Mechanitor Mechanitor 105 true
PsychicRituals Psychic ritual 500 false
Containment Containment 600 false
Serum Serum 700 false

Stat Bases

Name Category Parameters Additional Display
Priority
In
Category
ButcherySpeedBase PawnWork
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero
4500
ButcheryEfficiencyBase PawnWork
  • Default Base Value: 100%
  • Min Value: 0%
  • Max Value: 150%
  • To String Style: PercentZero
  • Capacity Factors:
4520
ArmorRatingBase Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne
StatParts:
  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
-
InsulationBase Apparel
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Min Value: -999900%
  • Max Value: 999900%
  • To String Style: TemperatureOffset
  • Show On Pawns: false
StatParts:
  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 150%
    • Factor Legendary: 180%
    • Apply To Negative Values: true
-
MarketValueBase BasicsImportant
  • Worker Class: StatWorker_MarketValue
  • Min Value: 0%
  • To String Style: Money
  • Round To Five Over: 200
  • Minified Thing Inherits: true
  • Show On Untradeables: false
  • Scenario Randomizable: true
StatParts:
  • StatPart_Quality:
    • Factor Awful: 50%
    • Factor Poor: 75%
    • Factor Normal: 100%
    • Factor Good: 125%
    • Max Gain Good: +500
    • Factor Excellent: 150%
    • Max Gain Excellent: +1000
    • Factor Masterwork: 250%
    • Max Gain Masterwork: +2000
    • Factor Legendary: 500%
    • Max Gain Legendary: +3000
  • StatPart_WornByCorpse
  • StatPart_IsCorpseFresh
  • StatPart_WeaponTraitsMarketValueOffset
  • StatPart_Biocoded
  • StatPart_ReloadMarketValue
  • StatPart_GenesContent added by the Biotech DLC
2510
MeditationFocusBaseContent added by the Royalty DLC -
  • Format String: {0} / day
  • Format String Unfinalized: {0} / day
  • To String Style: PercentZero
  • Show If Mods Loaded Any: RoyaltyContent added by the Royalty DLC
- -
ShootingAccuracyFactorBase PawnCombat
  • Min Value: 1%
  • Default Base Value: 100%
  • Hide At Value: 100%
  • To String Style: PercentZero
  • Show On Animals: false
  • Show Developmental Stage Filter: Child, Adult
- -
MechStatBaseContent added by the Biotech DLC
  • May Require Any Of:
    • BiotechContent added by the Biotech DLC
    • AnomalyContent added by the Anomaly DLC
Mechanoid
  • Show On Animals: false
  • Show On Humanlikes: false
  • Show On Mechanoids: true
- -
IntellectualSkillBase PawnWork
  • Default Base Value: 100%
  • To String Style: PercentZero
  • Scenario Randomizable: true

  • Capacity Factors:
-
AccuracyBase Weapon_Ranged
  • Default Base Value: 100%
  • Min Value: 1%
  • Max Value: 100%
  • To String Style: PercentZero
  • Show If Undefined: false
StatParts:
  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 135%
    • Factor Legendary: 150%
-
DarknessCombatContent added by the Ideology DLC PawnCombat
  • Default Base Value: 0%
  • To String Style: PercentZero
  • Show On Animals: false
  • Always Hide: true
- -
MechanitorStatBaseContent added by the Biotech DLC Mechanitor
  • Worker Class: StatWorker_Mechanitor
  • Default Base Value: 0%
  • Min Value: 0%
  • Show On Animals: false
  • Show On Humanlikes: true
  • Show On Mechanoids: false
  • Show If Undefined: true
- 2000

Stats

DefName
Label
label For Full Stat List
Description Category Parameters Complex
Paramaters
Display
Priority
In
Category
defName: SmeltingSpeed

label: smelting speed

The speed at which this person smelts things.

Since smelting is dumb labor, smelting speed is not affected by any skill.
PawnWork
  • Default Base Value: 100%
  • Min Value: 10%
  • To String Style: PercentZero

<statFactors>

  • Global Work Speed
  • </statFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>30%</weight> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    4500
    defName: GeneralLaborSpeed

    label: general labor speed

    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. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero

    <statFactors>

  • Global Work Speed
  • </statFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>50%</weight> <max>100%</max>
  • </capacityFactors>
    4999
    defName: DrugSynthesisSpeed

    label: drug synthesis speed

    How fast this character synthesizes complex chemical drugs. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero
    • Supress Disabled Error: true
    • Disable If Skill Disabled: Crafting

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Intellectual</skill> <baseValue>30%</baseValue> <bonusPerLevel>8.75%</bonusPerLevel> <required>false</required>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>60%</weight> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    4511
    defName: CookSpeed

    label: cooking speed

    The speed at which this person cooks meals. PawnWork
    • Default Base Value: 0%
    • No Skill Offset: 20
    • Min Value: 10%
    • To String Style: PercentZero
    • To String Style Unfinalized: FloatOne

    <postProcessStatFactors>

  • Global Work Speed
  • </postProcessStatFactors> <skillNeedOffsets>
  • SkillNeed_BaseBonus"> <skill>Cooking</skill> <baseValue>0%</baseValue> <bonusPerLevel>100%</bonusPerLevel>
  • </skillNeedOffsets> <capacityOffsets>
  • <capacity>Sight</capacity> <scale>4</scale> <max>150%</max>
  • <capacity>Manipulation</capacity> <scale>16</scale> <max>150%</max>
  • </capacityOffsets> <postProcessCurve> <points>
  • (-20, 0.01)
  • (0, 0.4)
  • (20, 1.6)
  • </points> </postProcessCurve>
    4541
    defName: FoodPoisonChance

    label: food poison chance labelForFullStatList: food poison chance (chance to poison a meal)

    The probability that this character will inadvertently poison a meal they cook.

    Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting.
    PawnWork
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentTwo

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Cooking</skill> <valuesPerLevel>
  • 0.050
  • 0.040
  • 0.030
  • 0.020
  • 0.015
  • 0.010
  • 0.005
  • 0.0025
  • 0.0015
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • 0.001
  • </valuesPerLevel> </skillNeedFactors>
    4542
    defName: DrugCookingSpeed

    label: drug cooking speed

    The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero
    • Supress Disabled Error: true

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Cooking</skill> <baseValue>40%</baseValue> <bonusPerLevel>6%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>30%</weight> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    4510
    defName: ButcheryFleshSpeed

    label: butchery speed

    The speed at which this person butchers flesh creatures. - -

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Cooking</skill> <baseValue>40%</baseValue> <bonusPerLevel>6%</bonusPerLevel>
  • </skillNeedFactors>
    -
    defName: ButcheryMechanoidSpeed

    label: mechanoid shredding speed

    The speed at which this person can shred a mechanoid for resources. - -

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Crafting</skill> <baseValue>40%</baseValue> <bonusPerLevel>6%</bonusPerLevel>
  • </skillNeedFactors>
    -
    defName: ButcheryFleshEfficiency

    label: butchery efficiency

    The amount of meat produced when butchering flesh creatures.

    The actual amount is also related to the creature's size.
    - -

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Cooking</skill> <baseValue>75%</baseValue> <bonusPerLevel>2.5%</bonusPerLevel>
  • </skillNeedFactors>
    -
    defName: ButcheryMechanoidEfficiency

    label: mechanoid shredding efficiency

    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.
    - -

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Crafting</skill> <baseValue>75%</baseValue> <bonusPerLevel>2.5%</bonusPerLevel>
  • </skillNeedFactors>
    -
    defName: Ability_RequiredPsylink

    label: psylink level

    The minimum psylink level required to use this ability. Ability
    • Default Base Value: 0%
    • Min Value: 0%
    • Hide At Value: 0%
    • Show If Undefined: false
    • Show If Mods Loaded:
    • ludeon.rimworld.royalty
    1005
    defName: Ability_CastingTime

    label: casting time

    How long it takes to perform this ability. Ability
    • Default Base Value: 100%
    • Min Value: 0%
    • Format String: {0} s
    • To String Style: FloatOne
    • Show If Undefined: false
    • Show If Mods Loaded:
    • ludeon.rimworld.royalty
    1004
    defName: Ability_EntropyGain

    label: neural heat gain

    How much neural heat will be added as a result of performing this ability. Ability
    • Default Base Value: 500%
    • Min Value: 0%
    • Show If Undefined: false
    • Show If Mods Loaded:
    • ludeon.rimworld.royalty
    1003
    defName: Ability_PsyfocusCost

    label: psyfocus cost

    How much psyfocus must be spent to perform this ability. Ability
    • Worker Class: StatWorker_PsyfocusCost
    • To String Style: PercentOne
    • Default Base Value: 0%
    • Min Value: 0%
    • Show If Undefined: false
    • Show If Mods Loaded:
    • ludeon.rimworld.royalty
    1002
    defName: Ability_Range

    label: range

    The maximum distance to a target of this ability, or to the center of the target location. Ability
    • Default Base Value: 2500%
    • Min Value: 0%
    • Hide At Value: 0%
    • Show If Undefined: false
    - 1001
    defName: Ability_Duration

    label: duration

    How long the effects of this ability last. Ability
    • Default Base Value: 0%
    • Min Value: 0%
    • Hide At Value: 0%
    • Format String: {0} s
    • Show If Undefined: false
    - 999
    defName: Ability_EffectRadius

    label: effect radius

    The radius of the area of effect of this ability. Ability
    • Default Base Value: 0%
    • Min Value: 0%
    • Hide At Value: 0%
    • Show If Undefined: false
    - 998
    defName: Ability_GoodwillImpact

    label: goodwill impact

    How casting this ability on someone will impact relations with their faction. Ability
    • Default Base Value: 0%
    • Hide At Value: 0%
    • Show If Undefined: false
    - 997
    defName: Ability_DetectChancePerEntropy

    label: detection chance

    The likelihood of this psychic power being detected when it is used.

    Some factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences.
    Ability
    • Default Base Value: 0%
    • Min Value: 0%
    • Show If Undefined: false
    • Hide At Value: 0%
    • To String Style: PercentZero
    • Show If Mods Loaded:
    • ludeon.rimworld.royalty

    <statFactors>

  • Ability_EntropyGain
  • </statFactors>
    996
    defName: StuffEffectMultiplierArmor

    label: Armor - Material effect multiplier

    - Apparel
    • Default Base Value: 0%
    • Min Value: 0%
    • Always Hide: true
    - 1
    defName: StuffEffectMultiplierInsulation_Cold

    label: Insulation - Cold - Material effect multiplier

    - Apparel
    • Default Base Value: 0%
    • Min Value: 0%
    • Always Hide: true
    - 2
    defName: StuffEffectMultiplierInsulation_Heat

    label: Insulation - Heat - Material effect multiplier

    - Apparel
    • Default Base Value: 0%
    • Min Value: 0%
    • Always Hide: true
    - 3
    defName: ArmorRating_Sharp

    label: Armor - Sharp labelForFullStatList: Armor - Sharp (armor stat)

    The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.

    Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

    - -

    <parts>

  • StatPart_Stuff"> <priority>100</priority> <stuffPowerStat>StuffPower_Armor_Sharp</stuffPowerStat> <multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
  • </parts>
    100
    defName: ArmorRating_Blunt

    label: Armor - Blunt labelForFullStatList: Armor - Blunt (armor stat)

    The protection given against blunt damage like fists, club impacts and rock falls.

    Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

    - -

    <parts>

  • StatPart_Stuff"> <priority>100</priority> <stuffPowerStat>StuffPower_Armor_Blunt</stuffPowerStat> <multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
  • </parts>
    99
    defName: ArmorRating_Heat

    label: Armor - Heat labelForFullStatList: Armor - Heat (armor stat)

    The protection given against temperature-related damage like burns.

    Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

    - -

    <parts>

  • StatPart_Stuff"> <priority>100</priority> <stuffPowerStat>StuffPower_Armor_Heat</stuffPowerStat> <multiplierStat>StuffEffectMultiplierArmor</multiplierStat>
  • </parts>
    98
    defName: Insulation_Cold

    label: Insulation - Cold labelForFullStatList: Insulation - Cold (armor stat)

    How much this apparel improves a wearer's minimum comfortable temperature.

    Greater values allow surviving in colder temperatures.
    -
    • Cacheable: true

    <parts>

  • StatPart_Stuff"> <priority>100</priority> <stuffPowerStat>StuffPower_Insulation_Cold</stuffPowerStat> <multiplierStat>StuffEffectMultiplierInsulation_Cold</multiplierStat>
  • </parts>
    90
    defName: Insulation_Heat

    label: Insulation - Heat labelForFullStatList: Insulation - Heat (armor stat)

    How much this apparel improves a wearer's maximum comfortable temperature.

    Greater values allow surviving in warmer temperatures.
    - -

    <parts>

    • StatPart_Stuff:
  • <priority>100</priority> <stuffPowerStat>StuffPower_Insulation_Heat</stuffPowerStat> <multiplierStat>StuffEffectMultiplierInsulation_Heat</multiplierStat>
  • </parts>
    89
    defName: EnergyShieldEnergyMax

    label: Shield max energy

    The maximum energy a shield can have at one time.

    More energy absorbs more damage.
    Apparel
    • Min Value: 0%
    • To String Style: PercentZero
    • Show If Undefined: false

    <parts>

  • StatPart_Quality"> <factorAwful>0.6</factorAwful> <factorPoor>0.8</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.2</factorGood> <factorExcellent>1.4</factorExcellent> <factorMasterwork>1.7</factorMasterwork> <factorLegendary>2.1</factorLegendary>
  • </parts>
    70
    defName: EnergyShieldRechargeRate

    label: Shield recharge rate

    The rate at which a shield gains energy as long as it is not broken. Apparel
    • Min Value: 0%
    • Default Base Value: 45%
    • To String Style: PercentZero
    • Format String: {0}/s
    • Show If Undefined: false

    <parts>

  • StatPart_Quality"> <factorAwful>0.9</factorAwful> <factorPoor>0.95</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.05</factorGood> <factorExcellent>1.1</factorExcellent> <factorMasterwork>1.2</factorMasterwork> <factorLegendary>1.3</factorLegendary>
  • </parts>
    69
    defName: PackRadius

    label: Effect radius

    The area affected when this pack detonates. Apparel
    • Min Value: 0%
    • To String Style: FloatOne
    • Format String: {0} c
    • Show If Undefined: false

    <parts>

  • StatPart_Quality"> <factorAwful>0.84</factorAwful> <factorPoor>0.92</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.08</factorGood> <factorExcellent>1.16</factorExcellent> <factorMasterwork>1.3</factorMasterwork> <factorLegendary>1.5</factorLegendary>
  • </parts>
    60
    defName: EquipDelay

    label: equip delay

    The time it takes to equip and unequip this item. Apparel
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: FloatMaxOne
    • Format String: {0} s
    • Show On Pawns: false
    - 50
    defName: MaxHitPoints

    label: max hit points

    The maximum hit points of an object.

    This represents how much damage it can take before being destroyed.
    BasicsNonPawnImportant
    • Default Base Value: 10000%
    • Min Value: 100%
    • Round Value: true
    • To String Style: Integer
    • Round To Five Over: 200
    • Show Non Abstract: true
    • Scenario Randomizable: true
    • Show On Pawns: false
    - 99997
    defName: Mass

    label: mass

    The physical mass of an object. Basics
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: FloatTwoOrThree
    • Format String: {0} kg
    • Minified Thing Inherits: true
    • Show On Unhaulables: false

    <parts>

  • StatPart_BodySize
  • StatPart_NaturalNotMissingBodyPartsCoverage
  • StatPart_GearAndInventoryMass
  • StatPart_UnfinishedThingIngredientsMass
  • StatPart_AddedBodyPartsMass
  • </parts>
    1500
    defName: MarketValue

    label: market value

    The market value of an object.

    The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
    - -

    <parts>

  • StatPart_Health"> <curve> <points>
  • (0.0, 0.0)
  • (0.5, 0.1)
  • (0.6, 0.5)
  • (0.9, 1.0)
  • </points> </curve>
  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (3,0.5)
  • (13,0.9)
  • (18,1)
  • </points> </curve> </parts>
    -
    defName: MarketValueIgnoreHp

    label: market value ignoring hitpoints

    - -
    • Always Hide: true
    - -
    defName: SellPriceFactor

    label: sell price multiplier

    A multiplier on the price at which you can sell items. BasicsNonPawn
    • Show If Undefined: false
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero
    • Show On Untradeables: false
    - 2509
    defName: RoyalFavorValue

    label: honor value

    The amount of honor your trader will earn for giving this to a tribute collector. BasicsImportant
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: FloatMaxThree
    • Show If Undefined: false
    • Show If Mods Loaded:
    • ludeon.rimworld.royalty
    - 2508
    defName: Flammability

    label: flammability

    How easily an object catches fire and how quickly a fire will grow as it burns. Basics
    • Default Base Value: 0%
    • Min Value: 0%
    • Max Value: 2
    • To String Style: PercentZero
    • Scenario Randomizable: true
    • Minified Thing Inherits: true
    - 3000
    defName: WorkToMake

    label: work to make

    The base amount of work it takes to make an item, once all materials are gathered. BasicsNonPawn
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: WorkAmount
    • Round To Five Over: 300
    • Show If Undefined: false
    • Scenario Randomizable: true
    - 3100
    defName: DeteriorationRate

    label: deterioration rate

    The rate at which this item deteriorates when left outside, in average hit points per day.

    Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
    BasicsNonPawn
    • Show If Undefined: false
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: FloatTwo
    • Format String: {0} / day
    • Scenario Randomizable: true

    <parts>

  • StatPart_Quality"> <factorAwful>2</factorAwful> <factorPoor>1.5</factorPoor> <factorNormal>1</factorNormal> <factorGood>0.8</factorGood> <factorExcellent>0.6</factorExcellent> <factorMasterwork>0.3</factorMasterwork> <factorLegendary>0.1</factorLegendary>
  • StatPart_EnvironmentalEffects"> <factorOffsetUnroofed>0.5</factorOffsetUnroofed> <factorOffsetOutdoors>0.5</factorOffsetOutdoors> <protectedByEdificeFactor>0</protectedByEdificeFactor>
  • StatPart_Pollution" MayRequire="Ludeon.RimWorld.Biotech"> <multiplier>1.5</multiplier>
  • StatPart_NoxiousHaze" MayRequire="Ludeon.RimWorld.Biotech"> <multiplier>3</multiplier>
  • StatPart_ToxicFallout"> <multiplier>3</multiplier>
  • StatPart_NearHarbingerTree" MayRequire="Ludeon.RimWorld.Anomaly"> <multiplier>2</multiplier>
  • StatPart_ShamblerCorpse" MayRequire="Ludeon.RimWorld.Anomaly"> <multiplier>5</multiplier>
  • </parts>
    2500
    defName: Beauty

    label: beauty

    How enjoyable an object is to look at.

    Beautiful objects fulfill characters' need for beauty.
    BasicsNonPawn
    • Default Base Value: 0%
    • Min Value: -100000%
    • Hide At Value: 0%
    • Round Value: true
    • To String Style: Integer
    • Round To Five Over: 100
    • Apply Factors If Negative: false

    <parts>

  • StatPart_Quality"> <factorAwful>-0.1</factorAwful> <factorPoor>0.5</factorPoor> <factorNormal>1</factorNormal> <factorGood>2</factorGood> <factorExcellent>3</factorExcellent> <factorMasterwork>5</factorMasterwork> <factorLegendary>8</factorLegendary>
  • StatPart_ContentsBeauty
  • </parts>
    3000
    defName: BeautyOutdoors

    label: outdoor beauty

    How enjoyable something is to look at if it's outside.

    Beautiful objects fulfill peoples' need for beauty.
    - - - -
    defName: Cleanliness

    label: cleanliness

    How much an object contributes to an area's cleanliness score. BasicsNonPawn
    • Default Base Value: 0%
    • Max Value: 1000
    • Min Value: -100000%
    • Hide At Value: 0%
    • To String Style: FloatOne
    • Apply Factors If Negative: false
    - 3000
    defName: Comfort

    label: comfort

    How comfortable an object is to sit or lay on.

    Using comfortable objects fulfills a character's need for comfort.
    BasicsNonPawn
    • Show If Undefined: false
    • Default Base Value: 0%
    • Max Value: 1000
    • Min Value: -100000%
    • To String Style: FloatTwo
    • Apply Factors If Negative: false

    <parts>

  • StatPart_Quality"> <factorAwful>0.76</factorAwful> <factorPoor>0.88</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.12</factorGood> <factorExcellent>1.24</factorExcellent> <factorMasterwork>1.45</factorMasterwork> <factorLegendary>1.7</factorLegendary>
  • </parts>
    3000
    defName: Nutrition

    label: nutrition

    How nutritious this food is. BasicsNonPawnImportant
    • Default Base Value: 0%
    • Min Value: 0%
    • Show If Undefined: false
    • To String Style: FloatTwo

    <parts>

  • StatPart_BodySize
  • StatPart_NaturalNotMissingBodyPartsCoverage
  • StatPart_PlantGrowthNutritionFactor
  • StatPart_IsFlesh
  • StatPart_IsCorpseFresh
  • </parts>
    3000
    defName: FoodPoisonChanceFixedHuman

    label: food poison chance labelForFullStatList: food poison chance (food stat)

    The chance this food will cause food poisoning. BasicsNonPawn
    • Default Base Value: 0%
    • Min Value: 0%
    • Hide At Value: 0%
    • To String Style: PercentZero

    <parts>

  • StatPart_MaxChanceIfRotting
  • </parts>
    4000
    defName: ShootingAccuracyTurret

    label: shooting accuracy labelForFullStatList: shooting accuracy (turrets)

    Base 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.
    BasicsNonPawn
    • Worker Class: StatWorker_ShootingAccuracy
    • Default Base Value: 96%
    • To String Style: PercentOne
    • To String Style Unfinalized: FloatOne
    • Show If Undefined: false
    - 4000
    defName: MedicalPotency

    label: medical potency

    How effective this is when used to tend wounds and diseases, or do surgery.

    Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.
    Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
    BasicsNonPawnImportant
    • Default Base Value: 0%
    • Min Value: 20%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 4000
    defName: MedicalQualityMax

    label: medical tend quality maximum

    The maximum quality of medical tending that can be achieved while using this.

    Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
    BasicsNonPawnImportant
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 4010
    defName: ConstructionSpeedFactor

    label: construction speed labelForFullStatList: construction speed (material factor)

    The speed at which buildings made of this are constructed is multiplied by this value.

    Some materials, like stone, are slow to build from, while others, like wood, are fast.
    BasicsNonPawn
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero
    • Hide At Value: 100%
    - 2500
    defName: MeditationFocusStrength

    label: meditation psyfocus bonus

    The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.

    For some objects, this number can change depending on the surroundings and the person doing the meditating.
    Meditation
    • Worker Class: StatWorker_PossibleCompOffsets
    • Default Base Value: 0%
    • Min Value: 0%
    • Show If Undefined: false
    • Show Zero Base Value: true
    - 4010
    defName: PsychicSensitivityOffset

    label: psychic sensitivity offset

    An offset applied to the user's psychic sensitivity. Basics
    • Default Base Value: 0%
    • To String Style: PercentZero
    • Show On Animals: false
    • Show If Undefined: false
    • Show On Pawns: false
    • Cacheable: true

    <parts>

  • StatPart_Quality"> <factorAwful>0.5</factorAwful> <factorPoor>0.66</factorPoor> <factorNormal>0.83</factorNormal> <factorGood>1.0</factorGood> <factorExcellent>1.16</factorExcellent> <factorMasterwork>1.32</factorMasterwork> <factorLegendary>1.5</factorLegendary> <applyToNegativeValues>true</applyToNegativeValues>
  • </parts>
    3500
    defName: PsychicSensitivityFactor

    label: psychic sensitivity factor

    A factor applied to the user's psychic sensitivity. Basics
    • Default Base Value: 100%
    • Hide At Value: 100%
    • To String Style: PercentZero
    • Show On Animals: false
    • Show If Undefined: false
    • Show On Pawns: false
    - 3500
    defName: PsychicEntropyMaxOffset

    label: neural heat limit offset

    An offset applied to the user's neural heat limit. Basics
    • Default Base Value: 0%
    • Hide At Value: 0%
    • To String Style: FloatOne
    • Show On Animals: false
    • Show If Undefined: false
    • Show On Pawns: false
    • Show If Mods Loaded:
  • ludeon.rimworld.royalty
  • <showIfModsLoadedAny>
  • ludeon.rimworld.royalty
  • ludeon.rimworld.biotech
  • </showIfModsLoadedAny>
    3525
    defName: PsychicEntropyRecoveryRateOffset

    label: neural heat recovery rate offset

    An offset applied to the user's neural heat recovery rate. Basics
    • Default Base Value: 0%
    • Hide At Value: 0%
    • Format String: {0}/s
    • To String Style: FloatTwo
    • Show On Animals: false
    • Show If Undefined: false
    • Show On Pawns: false

    <showIfModsLoadedAny>

  • ludeon.rimworld.royalty
  • ludeon.rimworld.biotech
  • </showIfModsLoadedAny>
    3550
    defName: FilthMultiplier

    label: filth multiplier

    How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth. Terrain
    • Default Base Value: 100%
    • Min Value: 0%
    • Show On Pawns: false
    • To String Style: PercentZero
    - -
    defName: CleaningTimeFactor

    label: cleaning time multiplier

    A multiplier on how long it takes to clean filth from this surface. Terrain
    • Default Base Value: 100%
    • Min Value: 0.1%
    • Show On Pawns: false
    • To String Style: PercentZero
    - -
    defName: WorkToBuild

    label: work to build

    The base amount of work it takes to build a structure, once all materials are gathered.

    The work required to deconstruct the structure is also based on this.
    Building
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: WorkAmount
    • Round To Five Over: 300
    • Show If Undefined: false
    • Scenario Randomizable: true
    - 3101
    defName: DoorOpenSpeed

    label: door opening speed

    The speed at which the door opens when unpowered.

    Slow doors will slow down everyone who uses them.
    Building
    • Default Base Value: 100%
    • Min Value: 20%
    • To String Style: PercentZero
    - 3102
    defName: BedRestEffectiveness

    label: rest effectiveness

    How fast people sleeping on this gain rest. Building
    • Default Base Value: 0%
    • Min Value: 40%
    • Value If Missing: 0.8
    • To String Style: PercentZero
    • Show If Undefined: false

    <parts>

  • StatPart_Quality"> <factorAwful>0.86</factorAwful> <factorPoor>0.92</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.08</factorGood> <factorExcellent>1.14</factorExcellent> <factorMasterwork>1.25</factorMasterwork> <factorLegendary>1.6</factorLegendary>
  • </parts>
    4000
    defName: TrapMeleeDamage

    label: trap melee damage

    How much damage this trap does on average per hit. Each trap hits multiple times.

    The actual damage in any instance will vary randomly.
    Building
    • Worker Class: StatWorker_MeleeDamageAmountTrap
    • Default Base Value: 100%
    • Min Value: 100%
    • To String Style: Integer
    • Show If Undefined: false
    - 5001
    defName: TrapSpringChance

    label: trap spring chance

    The likelihood that the trap will spring when an unaware creature passes over it. Building
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 5000
    defName: ResearchSpeedFactor

    label: research speed factor

    The speed at which people do research is multiplied by this value. Building
    • Default Base Value: 100%
    • Min Value: 25%
    • To String Style: PercentZero
    • Show If Undefined: false

    <parts>

  • StatPart_Outdoors"> <factorIndoors>1.00</factorIndoors> <factorOutdoors>0.75</factorOutdoors>
  • StatPart_WorkTableTemperature
  • StatPart_RoomStat"> <roomStat>ResearchSpeedFactor</roomStat> <customLabel>Room cleanliness</customLabel>
  • StatPart_RoomStat"> <roomStat>ReadingBonus</roomStat> <customLabel>Reading bonus</customLabel>
  • </parts>
    1000
    defName: MedicalTendQualityOffset

    label: medical tend quality offset

    Medical tend quality is offset by this value. Building
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: PercentZero
    • Hide At Value: 0%
    - 2000
    defName: ImmunityGainSpeedFactor

    label: immunity gain speed factor

    Immunity gain speed is multiplied by this value. Building
    • Default Base Value: 100%
    • Min Value: 50%
    • To String Style: PercentZero
    • Hide At Value: 100%
    - 4000
    defName: PowerPlantMaxPowerOuput

    label: max power output

    The maximum power that this generator can output in ideal conditions. Building
    • Worker Class: StatWorker_MaxPowerOutput
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: Integer
    • Show On Non Power Plants: false
    - 1000
    defName: WorkTableWorkSpeedFactor

    label: work speed factor

    Work speed is multiplied by this value. Building
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero
    • Show On Non Work Tables: false

    <parts>

  • StatPart_WorkTableUnpowered
  • StatPart_WorkTableTemperature
  • StatPart_WorkTableOutdoors
  • </parts>
    3000
    defName: WorkTableEfficiencyFactor

    label: work efficiency factor

    Work efficiency is multiplied by this value. Building
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero
    • Show On Non Work Tables: false
    • Hide At Value: 100%
    - 3000
    defName: JoyGainFactor

    label: recreation power

    How effectively this item entertains people and fulfills the need for recreation. Building
    • Default Base Value: 100%
    • Min Value: 30%
    • To String Style: PercentZero
    • Show If Undefined: false

    <parts>

  • StatPart_Quality"> <factorAwful>0.76</factorAwful> <factorPoor>0.88</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.12</factorGood> <factorExcellent>1.24</factorExcellent> <factorMasterwork>1.4</factorMasterwork> <factorLegendary>1.8</factorLegendary>
  • </parts>
    4010
    defName: SurgerySuccessChanceFactor

    label: surgery success chance factor

    A multiplier to the chance that a surgery will succeed when performed here.

    Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.
    Building
    • Worker Class: StatWorker_SurgerySuccessChanceFactor
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero

    <parts>

  • StatPart_RoomStat"> <roomStat>SurgerySuccessChanceCleanlinessFactor</roomStat> <customLabel>Room cleanliness</customLabel>
  • StatPart_Glow"> <factorFromGlowCurve> <points>
  • (0,0.75)
  • (0.50,1.00)
  • </points> </factorFromGlowCurve> <ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight> <ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
  • StatPart_Outdoors"> <factorIndoors>1</factorIndoors> <factorOutdoors>0.85</factorOutdoors>
  • StatPart_Quality"> <factorAwful>0.90</factorAwful> <factorPoor>0.95</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.05</factorGood> <factorExcellent>1.1</factorExcellent> <factorMasterwork>1.15</factorMasterwork> <factorLegendary>1.3</factorLegendary>
  • </parts>
    4100
    defName: RoomReadingBonus

    label: reading bonus

    Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase. Building
    • Worker Class: StatWorker_RoomReadingBonus
    • Default Base Value: 100%
    • Min Value: 100%
    • To String Style: PercentZero

    <parts>

  • StatPart_RoomStat"> <roomStat>ReadingBonus</roomStat> <customLabel>Reading bonus</customLabel>
  • </parts>
    4200
    defName: MeleeDPS

    label: melee DPS

    Average damage per second in melee combat.

    This stat ignores target defenses like dodging and armor.
    PawnCombat
    • Worker Class: StatWorker_MeleeDPS
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: FloatTwo
    • For Information Only: true
    • Show Developmental Stage Filter: Child, Adult
    - 5100
    defName: MeleeDamageFactor

    label: melee damage factor

    A multiplier on the amount of melee damage inflicted by this person. PawnCombat
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Hide At Value: 100%
    • Min Value: 0.01%

    <parts>

    • StatPart_ShamblerCrawling Content added by the Anomaly DLC:
  • <factor>0.75</factor>
  • </parts>
    5200
    defName: MeleeCooldownFactor

    label: melee cooldown

    A multiplier on the time this creature takes to recover after making a melee attack. PawnCombat
    • Default Base Value: 100%
    • Min Value: 5%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 5201
    defName: MeleeArmorPenetration

    label: melee armor penetration

    Average armor penetration of all attacks in melee combat.

    This stat includes currently used weapon.
    PawnCombat
    • Worker Class: StatWorker_MeleeArmorPenetration
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: PercentZero
    • For Information Only: true
    • Show Developmental Stage Filter: Child, Adult
    - 4100
    defName: MeleeHitChance

    label: melee hit chance

    Chance to hit a target in melee.

    The target can still dodge even if we would've hit.
    PawnCombat
    • Never Disabled: true
    • Default Base Value: 0%
    • Min Value: 0%
    • Show On Pawns: false
    • To String Style: PercentZero
    • To String Style Unfinalized: FloatOne
    • Finalize Equipped Stat Offset: false
    • No Skill Offset: 4

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Melee</skill> <baseValue>0%</baseValue> <bonusPerLevel>100%</bonusPerLevel>
  • </skillNeedOffsets> <capacityOffsets>
  • <capacity>Manipulation</capacity> <scale>12</scale> <max>150%</max>
  • <capacity>Sight</capacity> <scale>12</scale> <max>150%</max>
  • </capacityOffsets> <postProcessCurve> <points>
  • (-20, 0.05)
  • (-10, 0.10)
  • (0.0, 0.50)
  • (10, 0.80)
  • (20, 0.90)
  • (40, 0.96)
  • (60, 0.98)
  • </points> </postProcessCurve> <parts>
  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (4,0.05)
  • (12,0.8)
  • (13,1)
  • </points> </curve> </parts>
    4100
    defName: MeleeDodgeChance

    label: melee dodge chance

    Chance to dodge a melee attack that would've otherwise hit.

    Characters will not dodge while aiming or firing a ranged weapon.
    PawnCombat
    • Never Disabled: true
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: PercentZero
    • To String Style Unfinalized: FloatOne
    • No Skill Offset: 0
    • Show Developmental Stage Filter: Child, Adult

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Melee</skill> <baseValue>0%</baseValue> <bonusPerLevel>100%</bonusPerLevel>
  • </skillNeedOffsets> <capacityOffsets>
  • <capacity>Moving</capacity> <scale>18</scale>
  • <capacity>Sight</capacity> <scale>8</scale> <max>140%</max>
  • </capacityOffsets> <postProcessCurve> <points>
  • (5, 0)
  • (20, 0.30)
  • (60, 0.50)
  • </points> </postProcessCurve>
    4100
    defName: RangedCooldownFactor

    label: ranged cooldown multiplier

    A multiplier on the cooldown between bursts when using a ranged weapon. PawnCombat
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Min Value: 1%
    • Hide At Value: 100%
    - 1205
    defName: ShootingAccuracyPawn

    label: shooting accuracy labelForFullStatList: shooting accuracy (people)

    Base 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.
    PawnCombat
    • Worker Class: StatWorker_ShootingAccuracy
    • Show On Animals: false
    • Show On Entities: false
    • Show Developmental Stage Filter: Child, Adult
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: PercentOne
    • To String Style Unfinalized: FloatOne
    • Finalize Equipped Stat Offset: false
    • No Skill Offset: 8

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Shooting</skill> <baseValue>0%</baseValue> <bonusPerLevel>100%</bonusPerLevel>
  • </skillNeedOffsets> <capacityOffsets>
  • <capacity>Sight</capacity> <scale>12</scale> <max>200%</max>
  • <capacity>Manipulation</capacity> <scale>8</scale> <max>100%</max>
  • </capacityOffsets> <postProcessCurve> <points>
  • (-20, 0.70)
  • (-10, 0.80)
  • (-6, 0.83)
  • (-4, 0.85)
  • (-2, 0.87)
  • (0, 0.89)
  • (2, 0.93)
  • (4, 0.94)
  • (6, 0.95)
  • (8, 0.96)
  • (10, 0.97)
  • (12, 0.975)
  • (14, 0.98)
  • (16, 0.98333)
  • (18, 0.98666)
  • (20, 0.99)
  • (22, 0.9925)
  • (26, 0.995)
  • (30, 0.9965)
  • (40, 0.998)
  • (60, 0.999)
  • </points> </postProcessCurve> <postProcessStatFactors>
  • ShootingAccuracyChildFactor
  • </postProcessStatFactors>
    4050
    defName: ShootingAccuracyFactor_Touch

    label: accuracy factor (close)

    A multiplier on accuracy at a distance of 3 cells or less. - - - 4049
    defName: ShootingAccuracyFactor_Short

    label: accuracy factor (short)

    A multiplier on accuracy at a distance of 12 cells. - - - 4048
    defName: ShootingAccuracyFactor_Medium

    label: accuracy factor (medium)

    A multiplier on accuracy at a distance of 25 cells. - - - 4047
    defName: ShootingAccuracyFactor_Long

    label: accuracy factor (long)

    A multiplier on accuracy at a distance of 40 cells or more. - - 4046
    defName: AimingDelayFactor

    label: aiming time

    How long it takes to shoot after choosing a target. PawnCombat
    • Default Base Value: 100%
    • Min Value: 1%
    • To String Style: PercentZero
    • Show On Animals: false
    • Show On Entities: false
    • Show Developmental Stage Filter: Child, Adult

    <parts>

  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (4,1.8)
  • (12,1.1)
  • (13,1)
  • </points> </curve> </parts>
    4040
    defName: MortarMissRadiusFactor

    label: Mortar miss radius multiplier labelForFullStatList: Mortar miss radius multiplier

    A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. PawnCombat
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero
    • To String Style Unfinalized: FloatOne
    • Finalize Equipped Stat Offset: false
    • No Skill Offset: 0

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Shooting</skill> <baseValue>20%</baseValue> <bonusPerLevel>-2.5%</bonusPerLevel>
  • </skillNeedOffsets> <capacityOffsets>
  • <capacity>Sight</capacity> <max>100%</max> <scale>-1</scale>
  • <capacity>Manipulation</capacity> <scale>-0.5</scale>
  • </capacityOffsets>
    4060
    defName: PawnTrapSpringChance

    label: trap spring chance

    Chance to spring a trap the character is unaware of. PawnCombat
    • Default Base Value: 100%
    • Min Value: 0%
    • Hide At Value: 100%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 4047
    defName: IncomingDamageFactor

    label: incoming damage multiplier

    A multiplier on all incoming damage. PawnCombat
    • Default Base Value: 100%
    • Min Value: 0%
    • Hide At Value: 100%
    • To String Style: PercentZero
    - 4048
    defName: StaggerDurationFactor

    label: stagger time multiplier

    A multiplier on the duration of the stagger-slowdown that occurs when damage is taken. PawnCombat
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Min Value: 0%
    • Hide At Value: 100%
    - 1200
    defName: MoveSpeed

    label: move speed

    Speed of movement in cells per second. BasicsPawn
    • Default Base Value: 300%
    • Min Value: 15%
    • To String Style: FloatTwo
    • Format String: {0} c/s
    • Scenario Randomizable: true

    <capacityFactors>

  • <capacity>Moving</capacity> <weight>100%</weight>
  • </capacityFactors> <parts>
  • StatPart_Glow"> <humanlikeOnly>true</humanlikeOnly> <factorFromGlowCurve> <points>
  • (0,0.80)
  • (0.30,1.00)
  • </points> </factorFromGlowCurve> <ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight> <ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
  • StatPart_RevenantSpeed Content added by the Anomaly DLC
  • </parts>
    2500
    defName: CrawlSpeed

    label: crawl speed

    Speed of crawling in cells per second. BasicsPawn
    • Default Base Value: 60%
    • Min Value: 0%
    • To String Style: FloatTwo
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false
    • Format String: {0} c/s

    <capacityFactors>

  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    2499
    defName: MentalBreakThreshold

    label: mental break threshold

    As long as someone's mood is below this level, they are in danger of having a mental break.

    The severity of the mental break will depend on how far below the threshold they are.
    BasicsPawn
    • Default Base Value: 35%
    • Min Value: 1%
    • Max Value: 0.50
    • To String Style: PercentZero
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false
    • Scenario Randomizable: true
    - 2000
    defName: PsychicSensitivity

    label: psychic sensitivity

    More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit. BasicsPawn
    • Default Base Value: 100%
    • To String Style: PercentZero
    • Show On Animals: false
    • Min Value: 0%
    • Scenario Randomizable: true
    • Cacheable: true

    <parts>

  • StatPart_GearStatOffset"> <apparelStat>PsychicSensitivityOffset</apparelStat> <includeWeapon>true</includeWeapon>
  • StatPart_GearStatFactor"> <apparelStat>PsychicSensitivityFactor</apparelStat> <includeWeapon>true</includeWeapon>
  • StatPart_SightPsychicSensitivityOffset
  • StatPart_BlindPsychicSensitivityOffset" MayRequire="Ludeon.RimWorld.Ideology
  • </parts>
    3500
    defName: ToxicResistance

    label: toxic resistance

    How well this creature resists toxic buildup. BasicsPawn
    • Default Base Value: 0%
    • Hide At Value: 0%
    • Max Value: 1
    • To String Style: PercentZero
    - 3451
    defName: GlobalLearningFactor

    label: global learning factor

    A multiplier on the learning rate for all skills. BasicsPawn
    • Default Base Value: 100%
    • To String Style: PercentZero
    • Show On Animals: false
    • Hide At Value: 100%
    • Min Value: 0%
    • Scenario Randomizable: true
    - 3500
    defName: BedHungerRateFactor

    label: bed hunger rate multiplier

    - -
    • Always Hide: true
    • Min Value: 0%
    • To String Style: PercentZero
    • Default Base Value: 100%
    - -
    defName: RestRateMultiplier

    label: rest rate multiplier

    A multiplier on how quickly a creature rests while sleeping. BasicsPawn
    • Default Base Value: 100%
    • To String Style: PercentZero
    • Show On Animals: false
    • Hide At Value: 100%
    • Min Value: 5%
    • Scenario Randomizable: true
    • Show On Mechanoids: false

    <capacityFactors>

  • <capacity>Blood Pumping</capacity> <weight>30%</weight>
  • <capacity>Metabolism</capacity> <weight>30%</weight>
  • <capacity>Breathing</capacity> <weight>30%</weight>
  • </capacityFactors>
    2501
    defName: EatingSpeed

    label: eating speed

    A multiplier on eating speed. BasicsPawn
    • Default Base Value: 100%
    • To String Style: PercentZero
    • Hide At Value: 100%
    • Min Value: 15%
    • Show On Mechanoids: false
    • Show On Entities: false

    <capacityFactors>

  • <capacity>Eating</capacity> <weight>95%</weight>
  • <capacity>Manipulation</capacity> <weight>30%</weight>
  • </capacityFactors>
    1000
    defName: ComfyTemperatureMin

    label: min comfortable temperature

    Below this temperature, characters will be unhappy.

    Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
    BasicsPawn
    • Default Base Value: 0%
    • To String Style: Temperature
    • Min Value: -200000%
    • Max Value: 2000
    • Scenario Randomizable: true
    • Cacheable: true

    <parts>

  • StatPart_GearStatOffset"> <apparelStat>Insulation_Cold</apparelStat> <subtract>true</subtract>
  • </parts>
    2010
    defName: ComfyTemperatureMax

    label: max comfortable temperature

    Above this temperature, characters will be unhappy.

    Significantly above this temperature, they will develop heatstroke and eventually die.
    BasicsPawn
    • Default Base Value: 4000%
    • To String Style: Temperature
    • Min Value: -200000%
    • Max Value: 2000
    • Scenario Randomizable: true
    • Cacheable: true

    <parts>

  • StatPart_GearStatOffset"> <apparelStat>Insulation_Heat</apparelStat>
  • </parts>
    2010
    defName: ImmunityGainSpeed

    label: immunity gain speed

    The speed at which this character gains immunity to diseases.

    If this is too slow, the character will die from a disease before developing immunity.
    BasicsPawn
    • Show On Entities: false
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero
    • Scenario Randomizable: true
    • Show On Mechanoids: false

    <capacityFactors>

  • <capacity>Blood Filtration</capacity> <weight>50%</weight>
  • </capacityFactors> <parts>
  • StatPart_Food"> <factorUrgentlyHungry>0.9</factorUrgentlyHungry> <factorStarving>0.7</factorStarving>
  • StatPart_Rest"> <factorTired>0.96</factorTired> <factorVeryTired>0.92</factorVeryTired> <factorExhausted>0.8</factorExhausted>
  • StatPart_BedStat"> <stat>ImmunityGainSpeedFactor</stat>
  • StatPart_Resting"> <factor>1.1</factor>
  • StatPart_Age"> <curve> <points>
  • (0.65,1)
  • (0.8,0.95)
  • (1.0,0.9)
  • (1.2,0.8)
  • (1.5,0.5)
  • </points> </curve> </parts>
    2000
    defName: InjuryHealingFactor

    label: injury healing factor

    The multiplier applied to a person's injury healing rate. BasicsPawn
    • Default Base Value: 100%
    • To String Style: PercentZero
    • Min Value: 0%
    • Hide At Value: 100%

    <parts>

    • StatPart_Deathresting Content added by the Biotech DLC
  • <factor>5</factor>
  • </parts>
    2201
    defName: CarryingCapacity

    label: carrying capacity

    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.
    BasicsPawn
    • Show On Entities: false
    • Default Base Value: 7500%
    • Min Value: 100%
    • To String Style: Integer

    <parts>

  • StatPart_BodySize
  • </parts> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    2203
    defName: MeatAmount

    label: meat amount

    The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. BasicsPawn
    • Worker Class: StatWorker_MeatAmount
    • Default Base Value: 14000%
    • Min Value: 0%
    • Show On Mechanoids: false
    • To String Style: Integer

    <parts>

  • StatPart_BodySize
  • StatPart_NaturalNotMissingBodyPartsCoverage
  • StatPart_NotCarefullySlaughtered"
  • <factor>0.66</factor>
  • StatPart_Difficulty_ButcherYield
  • StatPart_Malnutrition
  • <curve> <points>
  • <loc> <x>0</x> <y>1</y> </loc>
  • <loc> <x>1</x> <y>0.4</y> </loc>
  • </points> </curve> </parts> <postProcessCurve> <points>
  • (0,0)
  • (5,14)
  • (40,40)
  • (100000,100000)
  • </points> </postProcessCurve>
    3552
    defName: LeatherAmount

    label: leather amount

    The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. BasicsPawn
    • Worker Class: StatWorker_LeatherAmount
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: Integer
    • Hide At Value: 0%

    <parts>

  • StatPart_BodySize
  • StatPart_NaturalNotMissingBodyPartsCoverage
  • StatPart_NotCarefullySlaughtered"> <factor>0.66</factor>
  • </parts> <postProcessCurve> <points>
  • (0,0)
  • (5,14)
  • (40,40)
  • (100000,100000)
  • </points> </postProcessCurve>
    3551
    defName: MinimumHandlingSkill

    label: minimum handling skill

    This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals. BasicsPawn
    • Worker Class: StatWorker_MinimumHandlingSkill
    • Default Base Value: 0%
    • Min Value: 0%
    • Round Value: true
    • To String Style: Integer
    • Show On Mechanoids: false
    • Show On Entities: false
    • Show On Non Wild Man Humanlikes: false

    <parts>

  • StatPart_WildManOffset"> <offset>7</offset>
  • </parts>
    1500
    defName: PainShockThreshold

    label: pain shock threshold

    The pain level at which this creature is downed from pain. BasicsPawn
    • Min Value: 1%
    • Max Value: 0.99
    • Default Base Value: 80%
    • To String Style: PercentZero
    • Show On Mechanoids: false
    - 2000
    defName: ForagedNutritionPerDay

    label: foraged food amount

    The amount of nutrition this person will automatically forage per day while traveling by caravan. BasicsPawn
    • Min Value: 0%
    • Default Base Value: 0%
    • To String Style: FloatMaxTwo
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Plants</skill> <baseValue>0%</baseValue> <bonusPerLevel>9%</bonusPerLevel>
  • </skillNeedOffsets> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>50%</weight> <max>100%</max>
  • <capacity>Sight</capacity> <weight>90%</weight>
  • </capacityFactors>
    1000
    defName: FilthRate

    label: filth rate

    How much filth this creature produces.

    It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem.
    BasicsPawn
    • Show On Mechanoids: false
    • Show On Entities: false
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: FloatOne
    - 2205
    defName: AnimalsLearningFactor

    label: animals learning factor

    A multiplier on the learning rate for animals skill. BasicsPawn
    • Default Base Value: 100%
    • To String Style: PercentZero
    • Show On Animals: false
    • Hide At Value: 100%
    • Min Value: 0%
    • Scenario Randomizable: true
    - 3500
    defName: CaravanRidingSpeedFactor

    label: caravan riding speed

    The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans. BasicsPawn
    • Worker Class: StatWorker_CaravanRidingSpeedFactor
    • Show If Undefined: false
    • Default Base Value: 100%
    • To String Style: PercentZero
    • Min Value: 100%
    - 2203
    defName: MaxNutrition

    label: max nutrition

    The amount of nutrition needed to completely fill this creature's stomach.
    • Default Base Value: 100%
    • Hide At Value: 100%
    • Min Value: 1%
    BasicsPawn
    • To String Style: FloatMaxTwo
    • Show On Mechanoids: false
    • Show On Entities: false
    • Cacheable: true

    <parts>

  • StatPart_BodySize
  • StatPart_LifeStageMaxFood
  • </parts>
    2501
    defName: LifespanFactor

    label: lifespan factor

    Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan. BasicsPawn
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Hide At Value: 100%
    • Min Value: 1%
    • Show On Animals: false
    • Show On Mechanoids: false
    - 2000
    defName: MeditationFocusGain

    label: meditation psyfocus gain

    The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects. BasicsPawn
    • Default Base Value: 50%
    • Min Value: 0%
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false

    <showIfModsLoadedAny>

  • ludeon.rimworld.biotech
  • </showIfModsLoadedAny>
    4010
    defName: PsychicEntropyMax

    label: neural heat limit

    The maximum amount of neural heat individual can tolerate safely. BasicsPawn
    • Default Base Value: 3000%
    • Min Value: 0%
    • Hide At Value: 0%
    • To String Style: FloatOne
    • Show On Animals: false
    • Show On Mechanoids: false
    • Scenario Randomizable: true
    • Show If Mods Loaded:
    • ludeon.rimworld.royalty
    <showIfHediffsPresent>
  • PsychicAmplifier
  • </showIfHediffsPresent> <showIfModsLoadedAny>
  • ludeon.rimworld.royalty
  • ludeon.rimworld.biotech
  • </showIfModsLoadedAny> <statFactors>
  • PsychicSensitivity
  • </statFactors> <parts>
  • StatPart_GearStatOffset" MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech"> <apparelStat>PsychicEntropyMaxOffset</apparelStat> <includeWeapon>true</includeWeapon>
  • </parts>
    3500
    defName: PsychicEntropyRecoveryRate

    label: neural heat recovery rate

    The rate at which this person reduces neural heat. BasicsPawn
    • Min Value: 0%
    • Hide At Value: 0%
    • Default Base Value: 54%
    • To String Style: FloatTwo
    • Format String: {0}/s
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show If Mods Loaded:
    • ludeon.rimworld.royalty
    <showIfHediffsPresent>
  • PsychicAmplifier
  • </showIfHediffsPresent> <showIfModsLoadedAny>
  • ludeon.rimworld.royalty
  • ludeon.rimworld.biotech
  • </showIfModsLoadedAny> <parts>
  • StatPart_Pain"> <factor>3</factor>
  • StatPart_GearStatOffset" MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech"> <apparelStat>PsychicEntropyRecoveryRateOffset</apparelStat> <includeWeapon>true</includeWeapon>
  • </parts>
    4000
    defName: ToxicEnvironmentResistance

    label: toxic environment resistance

    How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison. BasicsPawn
    • To String Style: PercentZero
    • Default Base Value: 0%
    • Min Value: 0%
    • Max Value: 1
    - 3450
    defName: RestFallRateFactor

    label: sleep fall rate

    A multiplier on the speed that a person's sleep need falls. BasicsPawn
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Hide At Value: 100%
    • Min Value: 0.01%
    • Show On Animals: false
    - -
    defName: EMPResistance

    label: EMP resistance

    This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP. -
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 2030
    defName: JoyFallRateFactor

    label: recreation fall rate

    A multiplier on the speed that a person's recreation need falls. BasicsPawn
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Hide At Value: 100%
    • Min Value: 0.01%
    • Show On Animals: false
    - -
    defName: NegotiationAbility

    label: negotiation ability

    How effective this person is as a negotiator.

    This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
    PawnSocial
    • Default Base Value: 100%
    • Min Value: 40%
    • To String Style: PercentTwo

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>40%</baseValue> <bonusPerLevel>7.5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Talking</capacity> <weight>90%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>90%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • </capacityFactors>
    2600
    defName: PawnBeauty

    label: beauty

    How physically attractive this person is. This affects social interactions. PawnSocial
    • Default Base Value: 0%
    • To String Style: FloatOne
    - 2000
    defName: ArrestSuccessChance

    label: Arrest success chance

    How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance. PawnSocial
    • Default Base Value: 100%
    • Min Value: 60%
    • Max Value: 1
    • Value If Missing: 0.4
    • To String Style: PercentTwo

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>60%</baseValue> <bonusPerLevel>7.5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>90%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • </capacityFactors> <parts>
  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (3, 0.05)
  • (13, 0.8)
  • (18, 1)
  • </points> </curve> </parts>
    2000
    defName: TradePriceImprovement

    label: trade price improvement

    When this person acts as a trade negotiator, buy and sell prices are improved by this percentage. PawnSocial
    • Default Base Value: 100%
    • Min Value: 0%
    • Max Value: 0.395
    • Display Max When Above Or Equal: true
    • To String Style: PercentTwo

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>0%</baseValue> <bonusPerLevel>1.5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Talking</capacity> <weight>90%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>90%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • </capacityFactors> <parts>
  • StatPart_PlayerFactionLeader"> <offset>0.02</offset>
  • </parts>
    2599
    defName: DrugSellPriceImprovement

    label: drug sell price improvement

    When this person sells non-medical drugs, prices are improved by this percentage. PawnSocial
    • Default Base Value: 0%
    • Hide At Value: 0%
    • To String Style: PercentTwo
    • Disable If Skill Disabled: Social
    - 2560
    defName: SocialImpact

    label: social impact

    A multiplier on how much other people are affected by this person's social interactions. PawnSocial
    • Default Base Value: 100%
    • Min Value: 20%
    • To String Style: PercentTwo
    • Never Disabled: true

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>82%</baseValue> <bonusPerLevel>2.75%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Talking</capacity> <weight>90%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>30%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • </capacityFactors>
    2000
    defName: TameAnimalChance

    label: tame animal chance

    The 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.
    PawnSocial
    • Default Base Value: 100%
    • Min Value: 1%
    • To String Style: PercentTwo
    • Scenario Randomizable: true

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Animals</skill> <baseValue>4%</baseValue> <bonusPerLevel>3%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Talking</capacity> <weight>90%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>30%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>50%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • </capacityFactors>
    1901
    defName: TrainAnimalChance

    label: train animal chance

    The 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.
    PawnSocial
    • Default Base Value: 100%
    • Min Value: 1%
    • To String Style: PercentTwo
    • Scenario Randomizable: true

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Animals</skill> <baseValue>10%</baseValue> <bonusPerLevel>5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Talking</capacity> <weight>70%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>30%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>50%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • </capacityFactors>
    1900
    defName: BondAnimalChanceFactor

    label: bond chance factor

    A multiplier on the chance to bond with an animal when interacting with it. PawnSocial
    • Default Base Value: 100%
    • Min Value: 0%
    • Hide At Value: 100%
    • To String Style: PercentTwo
    - 1890
    defName: WorkSpeedGlobal

    label: global work speed

    A multiplier on a character's speed at doing any kind of work. PawnWork
    • Default Base Value: 100%
    • Min Value: 30%
    • To String Style: PercentZero
    • Scenario Randomizable: true
    • Show On Player Mechanoids: true

    <parts>

  • StatPart_Glow"> <humanlikeOnly>true</humanlikeOnly> <factorFromGlowCurve> <points>
  • (0,0.80)
  • (0.30,1.00)
  • </points> </factorFromGlowCurve> <ignoreIfIncapableOfSight>true</ignoreIfIncapableOfSight> <ignoreIfPrefersDarkness>true</ignoreIfPrefersDarkness>
  • StatPart_Slave" MayRequire="Ludeon.RimWorld.Ideology"> <factor>0.85</factor>
  • StatPart_OverseerStatOffset" MayRequire="Ludeon.RimWorld.Biotech"> <stat>WorkSpeedGlobalOffsetMech</stat> label: Offset from mechanitor
  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (4,0.2)
  • (12,0.8)
  • (18,1)
  • </points> </curve> </parts>
    5000
    defName: MiningSpeed

    label: mining speed

    A speed at which this person mines away walls. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero
    • Scenario Randomizable: true

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Mining</skill> <baseValue>4%</baseValue> <bonusPerLevel>12%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>50%</weight> <max>100%</max>
  • </capacityFactors>
    4900
    defName: DeepDrillingSpeed

    label: deep drilling speed

    A speed at which this person uses a deep drill to extract underground resources. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero
    • Scenario Randomizable: true

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Mining</skill> <baseValue>4%</baseValue> <bonusPerLevel>12%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>50%</weight> <max>100%</max>
  • </capacityFactors>
    4901
    defName: MiningYield

    label: mining yield

    The 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.
    PawnWork
    • Default Base Value: 100%
    • Min Value: 0%
    • Max Value: 1.25
    • To String Style: PercentZero

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Mining</skill> <valuesPerLevel>
  • 0.6
  • 0.7
  • 0.8
  • 0.85
  • 0.9
  • 0.925
  • 0.95
  • 0.975
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.12
  • 1.13
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>30%</weight> <max>100%</max>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors>
    4902
    defName: SmoothingSpeed

    label: smoothing speed

    A multiplier on the speed at which this person smooths rough stone floors and walls. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Construction</skill> <baseValue>30%</baseValue> <bonusPerLevel>8.75%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>30%</weight> <max>100%</max>
  • </capacityFactors>
    4500
    defName: ResearchSpeed

    label: research speed

    How fast this person performs research and how quickly they can find things using scanning equipment. -
    • Min Value: 10%
    - 4500
    defName: AnimalGatherSpeed

    label: animal gather speed

    The speed at which this person milks, shears, and otherwise gathers resources from animals. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Animals</skill> <baseValue>4%</baseValue> <bonusPerLevel>12%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>50%</weight> <max>100%</max>
  • </capacityFactors>
    4501
    defName: AnimalGatherYield

    label: animal gather yield

    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.
    PawnWork
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Animals</skill> <valuesPerLevel>
  • 0.6
  • 0.7
  • 0.75
  • 0.8
  • 0.85
  • 0.90
  • 0.95
  • 0.975
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.12
  • 1.13
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>30%</weight>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors>
    4502
    defName: PlantWorkSpeed

    label: plant work speed

    The speed at which this person sows and harvests plants. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero
    • Never Disabled: true

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Plants</skill> <baseValue>8%</baseValue> <bonusPerLevel>11.5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>30%</weight> <max>100%</max>
  • </capacityFactors> <showOnPawnKind>
  • Mech_Agrihand
  • </showOnPawnKind>
    4550
    defName: PlantHarvestYield

    label: plant harvest yield

    The yield this person gets when harvesting plants.

    Low yields give a chance that this person will accidentally waste the harvest.
    PawnWork
    • Default Base Value: 100%
    • Min Value: 0%
    • Max Value: 1.5
    • To String Style: PercentZero
    • Never Disabled: true
    • Scenario Randomizable: true

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Plants</skill> <valuesPerLevel>
  • 0.6
  • 0.7
  • 0.75
  • 0.8
  • 0.85
  • 0.90
  • 0.95
  • 0.975
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.12
  • 1.13
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>30%</weight>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors>
    4551
    defName: DrugHarvestYield

    label: drug crop harvest yield

    The yield this person gets when harvesting drug crops.

    Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant.
    PawnWork
    • Default Base Value: 100%
    • Min Value: 0%
    • Max Value: 1.5
    • To String Style: PercentZero
    • Never Disabled: true
    • Scenario Randomizable: true

    <statFactors>

  • PlantHarvestYield
  • </statFactors>
    4552
    defName: HuntingStealth

    label: hunting stealth

    This stat reduces the chance of hunted animals attacking the hunter.

    A 0% score means no reduction.
    A 100% score means animals never attack.
    PawnWork
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero
    • Never Disabled: true

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Shooting</skill> <baseValue>0%</baseValue> <bonusPerLevel>5%</bonusPerLevel>
  • SkillNeed_BaseBonus"> <skill>Animals</skill> <baseValue>0%</baseValue> <bonusPerLevel>5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Moving</capacity> <weight>100%</weight>
  • </capacityFactors> <postProcessCurve> <points>
  • (0.0, 0.0)
  • (0.1, 0.5)
  • (0.2, 0.75)
  • (0.5, 0.80)
  • (1.0, 0.90)
  • </points> </postProcessCurve>
    4500
    defName: ConstructionSpeed

    label: construction speed

    The speed at which this person constructs and repairs buildings. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero
    • Scenario Randomizable: true

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Construction</skill> <baseValue>30%</baseValue> <bonusPerLevel>8.75%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors> <showOnPawnKind>
  • Mech_Constructoid
  • </showOnPawnKind>
    4602
    defName: ConstructSuccessChance

    label: construct success chance

    The chance that this person will succeed in constructing something.
    Failing means wasting time and resources.
    PawnWork
    • Default Base Value: 100%
    • Min Value: 0%
    • Max Value: 1
    • To String Style: PercentZero
    • Scenario Randomizable: true

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Construction</skill> <valuesPerLevel>
  • 0.75
  • 0.80
  • 0.85
  • 0.875
  • 0.90
  • 0.925
  • 0.95
  • 0.975
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.12
  • 1.13
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>30%</weight>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors>
    4601
    defName: FixBrokenDownBuildingSuccessChance

    label: repair success chance

    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.
    PawnWork
    • Default Base Value: 100%
    • Min Value: 0%
    • Max Value: 1
    • To String Style: PercentZero

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Construction</skill> <valuesPerLevel>
  • 0.75
  • 0.80
  • 0.85
  • 0.875
  • 0.90
  • 0.925
  • 0.95
  • 0.975
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.12
  • 1.13
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>30%</weight>
  • <capacity>Sight</capacity> <weight>20%</weight> <max>100%</max>
  • </capacityFactors>
    4600
    defName: CleaningSpeed

    label: cleaning speed multiplier

    A multiplier on how fast this cleans up filth from the ground. PawnWork
    • Default Base Value: 100%
    • Hide At Value: 100%
    • Min Value: 10%
    • Show Developmental Stage Filter: Child, Adult
    • Show On Player Mechanoids: true
    • To String Style: PercentZero

    <showOnPawnKind>

  • Mech_Cleansweeper
  • </showOnPawnKind>
    2500
    defName: ReadingSpeed

    label: reading speed

    A multiplier on how fast this person can read. PawnWork
    • Show Developmental Stage Filter: Child, Adult
    • Default Base Value: 80%
    • Min Value: 10%
    • To String Style: PercentZero

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Intellectual</skill> <baseValue>100%</baseValue> <required>false</required> <bonusPerLevel>2%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Consciousness</capacity> <weight>100%</weight>
  • <capacity>Sight</capacity> <weight>100%</weight> <max>100%</max>
  • </capacityFactors> <parts>
  • StatPart_Age" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (3,0.05)
  • (13,1)
  • </points> </curve> </parts>
    4600
    defName: MedicalTendSpeed

    label: medical tend speed

    Speed at which the character tends to wounds and illnesses. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero
    • Never Disabled: true
    • Scenario Randomizable: true

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Medicine</skill> <baseValue>40%</baseValue> <bonusPerLevel>6%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>80%</weight> <max>130%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    4650
    defName: MedicalTendQuality

    label: medical tend quality

    The base quality of tending given when tending wounds and illnesses.

    The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on.
    PawnWork
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero
    • Never Disabled: true

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Medicine</skill> <baseValue>20%</baseValue> <bonusPerLevel>10%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>70%</weight> <max>140%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight> <max>140%</max>
  • </capacityFactors> <postProcessCurve> <points>
  • (0, 0)
  • (1.0, 1.0)
  • (2.0, 1.5)
  • (4.0, 2.0)
  • </points> </postProcessCurve>
    4651
    defName: MedicalOperationSpeed

    label: medical operation speed

    The speed at which the character performs medical operations. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Medicine</skill> <baseValue>40%</baseValue> <bonusPerLevel>6%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>70%</weight> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    4652
    defName: MedicalSurgerySuccessChance

    label: medical surgery success chance

    The base chance that a character will succeed when performing a medical operation.

    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.
    PawnWork
    • Default Base Value: 100%
    • Min Value: 1%
    • To String Style: PercentZero
    • Scenario Randomizable: true

    <skillNeedFactors>

  • SkillNeed_Direct"> <skill>Medicine</skill> <valuesPerLevel>
  • 0.10
  • 0.20
  • 0.30
  • 0.40
  • 0.50
  • 0.60
  • 0.70
  • 0.75
  • 0.80
  • 0.85
  • 0.90
  • 0.92
  • 0.94
  • 0.96
  • 0.98
  • 1.00
  • 1.02
  • 1.04
  • 1.06
  • 1.08
  • 1.10
  • </valuesPerLevel> </skillNeedFactors> <capacityFactors>
  • <capacity>Sight</capacity> <weight>40%</weight> <max>100%</max>
  • <capacity>Manipulation</capacity> <weight>100%</weight>
  • </capacityFactors>
    4653
    defName: StuffPower_Armor_Sharp

    label: Armor - Sharp labelForFullStatList: Armor - Sharp (material factor)

    Armor against sharp damage like bullets, knife stabs, and animal bites. StuffStatFactors
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 4510
    defName: StuffPower_Armor_Blunt

    label: Armor - Blunt labelForFullStatList: Armor - Blunt (material factor)

    Armor against blunt damage like club impacts, rock falls, and explosions. StuffStatFactors
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 4509
    defName: StuffPower_Armor_Heat

    label: Armor - Heat labelForFullStatList: Armor - Heat (material factor)

    Armor against temperature-related damage like burns. StuffStatFactors
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 4508
    defName: StuffPower_Insulation_Cold

    label: Insulation - Cold labelForFullStatList: Insulation - Cold (material factor)

    How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn. StuffStatFactors
    • Default Base Value: 0%
    • Hide At Value: 0%
    • To String Style: TemperatureOffset
    - 4507
    defName: StuffPower_Insulation_Heat

    label: Insulation - Heat labelForFullStatList: Insulation - Heat (material factor)

    How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn. StuffStatFactors
    • Default Base Value: 0%
    • Hide At Value: 0%
    • To String Style: TemperatureOffset
    - 4506
    defName: MeleeWeapon_AverageDPS

    label: melee damage per second

    Average damage dealt per second in melee combat, if all attacks hit. Weapon_Melee
    • Worker Class: StatWorker_MeleeAverageDPS
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: FloatTwo
    • For Information Only: true
    - 5010
    defName: MeleeWeapon_AverageArmorPenetration

    label: melee armor penetration

    Average armor penetration in melee combat. Weapon_Melee
    • Worker Class: StatWorker_MeleeAverageArmorPenetration
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: PercentZero
    • For Information Only: true
    - 5009
    defName: MeleeWeapon_DamageMultiplier

    label: melee damage multiplier

    A damage multiplier applied to melee combat. Weapon_Melee
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero
    • Show If Undefined: false
    • Scenario Randomizable: true

    <parts>

  • StatPart_Quality"> <factorAwful>0.8</factorAwful> <factorPoor>0.9</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.1</factorGood> <factorExcellent>1.2</factorExcellent> <factorMasterwork>1.45</factorMasterwork> <factorLegendary>1.65</factorLegendary>
  • </parts>
    5008
    defName: MeleeWeapon_CooldownMultiplier

    label: melee cooldown

    A multiplier on attack delay for weapons made of this material. StuffStatFactors
    • Default Base Value: 100%
    • Min Value: 5%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 4504
    defName: SharpDamageMultiplier

    label: sharp damage

    A multiplier on damage from sharp-type attacks for weapons made of this material. StuffStatFactors
    • Default Base Value: 100%
    • Min Value: 5%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 4505
    defName: BluntDamageMultiplier

    label: blunt damage

    A multiplier on damage from blunt-type attacks for weapons made of this material. StuffStatFactors
    • Default Base Value: 100%
    • Min Value: 5%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 4506
    defName: AccuracyTouch

    label: Accuracy (close)

    The weapon's accuracy at a distance of 3 cells or less.

    An actual shot's chance to hit will also be affected by other factors.
    - - - 5110
    defName: AccuracyShort

    label: Accuracy (short)

    The weapon's accuracy at a distance of 12 cells.

    An actual shot's chance to hit will also be affected by other factors.
    - - - 5109
    defName: AccuracyMedium

    label: Accuracy (medium)

    The weapon's accuracy at a distance of 25 cells.

    An actual shot's chance to hit will also be affected by other factors.
    - - - 5108
    defName: AccuracyLong

    label: Accuracy (long)

    The weapon's accuracy at a distance of 40 cells or more.

    An actual shot's chance to hit will also be affected by other factors.
    - - - 5107
    defName: RangedWeapon_Cooldown

    label: ranged cooldown

    How long it takes to recover after firing this weapon. Weapon_Ranged
    • Default Base Value: 100%
    • Min Value: 1%
    • To String Style: FloatTwo
    • Format String: {0} s
    • Show If Undefined: false
    • Scenario Randomizable: true
    - 5106
    defName: RangedWeapon_DamageMultiplier

    label: damage multiplier

    A damage multiplier applied to projectiles fired from this weapon. Weapon_Ranged
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero
    • Show If Undefined: false
    • Scenario Randomizable: true

    <parts>

  • StatPart_Quality"> <factorAwful>0.9</factorAwful> <factorPoor>1</factorPoor> <factorNormal>1</factorNormal> <factorGood>1</factorGood> <factorExcellent>1</factorExcellent> <factorMasterwork>1.25</factorMasterwork> <factorLegendary>1.5</factorLegendary>
  • </parts>
    5105
    defName: JumpRange

    label: Jump range

    The maximum jump distance. Apparel
    • Min Value: 0%
    • To String Style: FloatOne
    • Format String: {0} c
    • Show If Undefined: false

    <parts>

  • StatPart_Quality"> <factorAwful>0.75</factorAwful> <factorPoor>0.9</factorPoor> <factorNormal>1</factorNormal> <factorGood>1.06</factorGood> <factorExcellent>1.13</factorExcellent> <factorMasterwork>1.19</factorMasterwork> <factorLegendary>1.25</factorLegendary>
  • </parts>
    60
    defName: MeditationPlantGrowthOffset

    label: meditation plant growth offset

    An offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artificial buildings nearby. Meditation
    • Default Base Value: 0%
    • Show If Undefined: false
    • Show Zero Base Value: false
    • Show On Default Value: false
    • To String Style: PercentZero

    <parts>

  • StatPart_ArtificialBuildingsNearbyOffset"> <radius>34.9</radius> <curve> <points>
  • (0, 0.0)
  • (5, -0.08)
  • (10, -0.15)
  • (50, -0.3)
  • </points> </curve> </parts>
    4000
    defName: PsychicEntropyGain

    label: neural heat gain

    A multiplier on neural heat gained from any source. BasicsPawn
    • Min Value: 0%
    • Hide At Value: 100%
    • Default Base Value: 100%
    • To String Style: PercentZero
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show If Mods Loaded:
    • ludeon.rimworld.royalty
    4000
    defName: SlaveSuppressionOffset

    label: slave suppression offset

    An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often. Basics
    • Default Base Value: 0%
    • Hide At Value: 0%
    • To String Style: PercentZero
    • Show On Animals: false
    • Show If Undefined: false
    • Show On Pawns: false
    - 3600
    defName: TerrorSource

    label: terror

    The intensity of terror this object induces when viewed. Basics
    • Default Base Value: 0%
    • Hide At Value: 0%
    • To String Style: Integer
    • Format String: {0}%
    • Show On Pawns: false
    • Show If Undefined: false

    <parts>

  • StatPart_Quality_Offset"> <offsetAwful>3</offsetAwful> <offsetPoor>6</offsetPoor> <offsetNormal>10</offsetNormal> <offsetGood>15</offsetGood> <offsetExcellent>20</offsetExcellent> <offsetMasterwork>30</offsetMasterwork> <offsetLegendary>40</offsetLegendary> <thingDefs>
  • SculptureTerror
  • </thingDefs>
  • StatPart_CorpseCasket"> <offsetOccupied>25</offsetOccupied> <thingDefs>
  • GibbetCage
  • </thingDefs> </parts>
    3600
    defName: BiosculpterPodSpeedFactor

    label: biosculpter pod speed factor

    A multiplier on the speed of a biosculpter pod. This is affected by the cleanliness of the room - a cleaner room will result in a quicker biosculpting cycle. Building
    • Default Base Value: 100%
    • Show If Undefined: false
    • Min Value: 0%
    • To String Style: PercentZero

    <parts>

  • StatPart_RoomStat"> <roomStat>BiosculpterPodSpeedFactor</roomStat> <customLabel>Room cleanliness</customLabel>
  • </parts>
    4100
    defName: StyleDominance

    label: style dominance

    How much this object contributes to overall style dominance in an area. BasicsNonPawn
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: FloatMaxThree
    • Hide At Value: 0%
    • Hide In Classic Mode: true

    <parts>

  • StatPart_HasRelic"> <offset>40</offset>
  • </parts>
    6000
    defName: Terror

    label: terror

    The intensity of terror this person is experiencing. BasicsPawn
    • Worker Class: StatWorker_Terror
    • Default Base Value: 0%
    • Hide At Value: 0%
    • Max Value: 100
    • To String Style: PercentZero
    • Show On Pawns: false
    • Show If Undefined: false
    - 3600
    defName: ConversionPower

    label: conversion power

    How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses. PawnSocial
    • Default Base Value: 100%
    • Min Value: 40%
    • To String Style: PercentTwo

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>30%</baseValue> <bonusPerLevel>8.75%</bonusPerLevel>
  • </skillNeedFactors> <parts>
  • StatPart_RoleConversionPower
  • </parts> <capacityFactors>
  • <capacity>Talking</capacity> <weight>90%</weight> <allowedDefect>0.05</allowedDefect> <max>100%</max>
  • <capacity>Hearing</capacity> <weight>90%</weight> <allowedDefect>0.20</allowedDefect> <max>100%</max>
  • </capacityFactors>
    1901
    defName: CertaintyLossFactor

    label: global certainty loss factor

    A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion. BasicsPawn
    • Default Base Value: 100%
    • Hide At Value: 100%
    • To String Style: PercentZero
    • Show On Animals: false
    • Show On Mechanoids: false
    • Scenario Randomizable: true
    - 1900
    defName: SocialIdeoSpreadFrequencyFactor

    label: ideoligion spread chance

    A multiplier on the chance that this person will try to convert other people to their own ideoligion. BasicsPawn
    • Default Base Value: 100%
    • Hide At Value: 100%
    • To String Style: PercentZero
    • Show On Animals: false
    • Show On Mechanoids: false
    • Scenario Randomizable: true
    - 1899
    defName: ShootingAccuracyOutdoorsDarkOffset

    label: shooting accuracy outdoors dark

    An offset on shooting accuracy if the target is outdoors at night. - - - -
    defName: ShootingAccuracyOutdoorsLitOffset

    label: shooting accuracy outdoors lit

    An offset on shooting accuracy if the target is outdoors during the day. - - - -
    defName: ShootingAccuracyIndoorsDarkOffset

    label: shooting accuracy indoors dark

    An offset on shooting accuracy if the target is indoors in the dark. - - - -
    defName: ShootingAccuracyIndoorsLitOffset

    label: shooting accuracy indoors lit

    An offset on shooting accuracy if the target is indoors and lit. - - - -
    defName: MeleeHitChanceOutdoorsDarkOffset

    label: melee hit chance outdoors dark

    An offset on melee hit chance if the target is outdoors at night. - - - -
    defName: MeleeHitChanceOutdoorsLitOffset

    label: melee hit chance outdoors lit

    An offset on melee hit chance if the target is outdoors during the day. - - - -
    defName: MeleeHitChanceIndoorsDarkOffset

    label: melee hit chance indoors dark

    An offset on melee hit chance if the target is indoors in the dark. - - - -
    defName: MeleeHitChanceIndoorsLitOffset

    label: melee hit chance indoors lit

    An offset on melee hit chance if the target is indoors and lit. - - - -
    defName: MeleeDodgeChanceOutdoorsDarkOffset

    label: melee dodge chance outdoors night

    An offset on melee dodge chance if the target is outdoors at night. - - - -
    defName: MeleeDodgeChanceOutdoorsLitOffset

    label: melee dodge chance outdoors day

    An offset on melee dodge chance if the target is outdoors during the day. - - - -
    defName: MeleeDodgeChanceIndoorsDarkOffset

    label: melee dodge chance indoors dark

    An offset on melee dodge chance if the target is indoors in the dark. - - - -
    defName: MeleeDodgeChanceIndoorsLitOffset

    label: melee dodge chance indoors lit

    An offset on melee dodge chance if the target is indoors and lit. - - - -
    defName: BiosculpterOccupantSpeed

    label: biosculpter occupant speed

    A multiplier on how quickly this person will complete a biosculpter pod cycle. PawnMisc
    • Default Base Value: 100%
    • Hide At Value: 100%
    • To String Style: PercentZero
    • Show On Animals: false
    • Show On Mechanoids: false
    • Scenario Randomizable: true

    <parts>

  • StatPart_BiosculptingSpeedFactor
  • </parts>
    1900
    defName: SlaveSuppressionFallRate

    label: slave suppression fall rate

    The rate at which slave suppression falls. PawnSocial
    • Worker Class: StatWorker_SuppressionFallRate
    • Default Base Value: 0%
    • Hide At Value: 0%
    • Min Value: 0%
    • To String Style: PercentZero
    • Format String: {0} per day
    • Format String Unfinalized: {0} per day
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Slaves Only: true
    • Scenario Randomizable: true

    <parts>

  • StatPart_Terror
  • StatPart_GearStatOffset"> <apparelStat>SlaveSuppressionOffset</apparelStat> <subtract>true</subtract>
  • StatPart_AgeOffset" MayRequire="Ludeon.RimWorld.Biotech"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (3, -0.5)
  • (13, -0.3)
  • (16, 0)
  • </points> </curve> </parts>
    2200
    defName: AnimalProductsSellImprovement

    label: animal products price improvement

    When this person sells meat, leather, or wool, prices are improved by this percentage. PawnSocial
    • Default Base Value: 0%
    • Hide At Value: 0%
    • To String Style: PercentTwo
    • Disable If Skill Disabled: Social
    - 2570
    defName: SuppressionPower

    label: suppression power

    A multiplier on a warden's ability to suppress slaves. PawnSocial
    • Default Base Value: 100%
    • Min Value: 5%
    • Max Value: 1
    • To String Style: PercentZero

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>5%</baseValue> <bonusPerLevel>2.25%</bonusPerLevel>
  • </skillNeedFactors>
    -
    defName: HackingSpeed

    label: hacking speed

    How fast this person can hack into computer terminals. PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero
    • Scenario Randomizable: true

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_BaseBonus"> <skill>Intellectual</skill> <baseValue>75%</baseValue> <bonusPerLevel>2.5%</bonusPerLevel>
  • </skillNeedFactors> <capacityFactors>
  • <capacity>Manipulation</capacity> <weight>50%</weight> <max>110%</max>
  • <capacity>Sight</capacity> <weight>50%</weight> <max>110%</max>
  • </capacityFactors>
    4510
    defName: PruningSpeed

    label: pruning speed

    A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it.

    Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.
    PawnWork
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero

    <statFactors>

  • Global Work Speed
  • </statFactors> <skillNeedFactors>
  • SkillNeed_Direct"> <skill>Plants</skill> <valuesPerLevel>
  • 0.92
  • 0.93
  • 0.94
  • 0.95
  • 0.96
  • 0.97
  • 0.98
  • 0.99
  • 1
  • 1.01
  • 1.02
  • 1.03
  • 1.04
  • 1.05
  • 1.06
  • 1.07
  • 1.08
  • 1.09
  • 1.10
  • 1.11
  • 1.12
  • </valuesPerLevel> </skillNeedFactors>
    -
    defName: BabyPlayGainFactor

    label: baby play power

    How effectively this object can be used to fulfill a baby's need for play. Building
    • Default Base Value: 100%
    • Min Value: 30%
    • To String Style: PercentZero
    • Show If Undefined: false
    - 4020
    defName: GeneticComplexityIncrease

    label: genetic complexity increase

    When placed near a gene assembler, this building increases the maximum genetic complexity that can be assembled at once. Building
    • Default Base Value: 0%
    • Min Value: 0%
    • Show On Default Value: false
    • Show If Undefined: false
    • Show On Pawns: false
    • To String Number Sense: Offset
    • Always Hide: true
    - 4200
    defName: AssemblySpeedFactor

    label: work speed factor

    The speed at which people assemble genes here is multiplied by this value. Building
    • Default Base Value: 100%
    • Min Value: 25%
    • To String Style: PercentZero
    • Show If Undefined: false

    <parts>

  • StatPart_Outdoors"> <factorIndoors>1.00</factorIndoors> <factorOutdoors>0.75</factorOutdoors>
  • StatPart_RoomStat"> <roomStat>AssemblySpeedFactor</roomStat> <customLabel>Room cleanliness</customLabel>
  • </parts>
    1000
    defName: BirthRitualQualityOffset

    label: birth quality offset

    This alters the quality of a birth when this is used as a birth place. Birth quality affects the chance of the baby being born healthy. Building
    • Default Base Value: 0%
    • Hide At Value: 0%
    • Min Value: 0%
    • To String Style: FloatOne
    - 4110
    defName: MaxInstallCount

    label: max install count

    How many times this can be installed. Each additional installation increases or upgrades the base effect. Basics
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: Integer
    • Hide At Value: 0%
    • For Information Only: true
    - 4020
    defName: MeleeDoorDamageFactor

    label: melee door damage factor

    A special multiplier on the amount of melee damage inflicted on doors. PawnCombat
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Hide At Value: 100%
    • Min Value: 0%
    • Show On Animals: false
    • Show On Humanlikes: false
    • Show On Mechanoids: true
    - 5000
    defName: ShootingAccuracyChildFactor

    label: shooting accuracy multiplier

    - PawnCombat
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Show Developmental Stage Filter: Child
    • Always Hide: true

    <parts>

  • StatPart_Age"> <useBiologicalYears>true</useBiologicalYears> <humanlikeOnly>true</humanlikeOnly> <curve> <points>
  • (4,0.95)
  • (12,0.98)
  • (13,1)
  • </points> </curve> </parts>
    -
    defName: Fertility

    label: fertility

    Fertility affects the chance of a pregnancy occurring. Pregnancy chance is dependent on the fertility of both partners. This also affects the chance of successfully implanting an embryo in a surrogate. BasicsPawn
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero
    • Show On Humanlikes: true
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show On Entities: false
    • Show Developmental Stage Filter: Adult

    <parts>

    • StatPart_FertilityByGenderAge
  • <maleFertilityAgeFactor> <points>
  • (14, 0)
  • (18, 1)
  • (50, 1)
  • (90, 0)
  • </points> </maleFertilityAgeFactor> <femaleFertilityAgeFactor> <points>
  • (14, 0)
  • (20, 1)
  • (28, 1)
  • (35, 0.5)
  • (40, 0.1)
  • (45, 0.02)
  • (50, 0)
  • </points> </femaleFertilityAgeFactor>
    • StatPart_FertilityByHediffs
    </parts>
    -
    defName: MechBandwidth

    label: mech bandwidth

    How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.

    Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
    - - - -
    defName: MechControlGroups

    label: mech control groups

    How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders. - - - -
    defName: MechRemoteRepairDistance

    label: mech remote repair distance

    How far away a mech can be during remote repair. - * Show If Undefined: false - -
    defName: MechRemoteShieldDistance

    label: mech remote shield distance

    The maximum range at which a mechanitor can place a shield on a mechanoid. - * Show If Undefined: false - -
    defName: MechRemoteShieldEnergy

    label: mech remote shield energy

    The energy a remote shield will have when created by a mechanitor. - * Show If Undefined: false - -
    defName: MechFormingSpeed

    label: mech gestation speed

    A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator. -
    • Default Base Value: 100%
    • Min Value: 10%
    • To String Style: PercentZero

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Crafting</skill> <baseValue>75%</baseValue> <bonusPerLevel>2.5%</bonusPerLevel>
  • </skillNeedFactors>
    -
    defName: MechRepairSpeed

    label: mech repair speed

    A multiplier on how fast a mechanitor can repair mechanoids. -
    • Default Base Value: 100%
    • To String Style: PercentZero

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Crafting</skill> <baseValue>80%</baseValue> <bonusPerLevel>10%</bonusPerLevel>
  • </skillNeedFactors>
    -
    defName: SubcoreEncodingSpeed

    label: subcore encoding speed

    A multiplier on how fast a mechanitor can create subcores. -
    • Default Base Value: 100%
    • To String Style: PercentZero

    <skillNeedFactors>

  • SkillNeed_BaseBonus"> <skill>Crafting</skill> <baseValue>75%</baseValue> <bonusPerLevel>10%</bonusPerLevel>
  • </skillNeedFactors>
    -
    defName: BandwidthCost

    label: bandwidth cost

    How much bandwidth this mech consumes when under mechanitor control. -
    • Default Base Value: 0%
    • Min Value: 0%
    • Show If Undefined: false
    - 2000
    defName: ControlTakingTime

    label: control taking time

    How many seconds it will take for a mechanitor to take control of this mech. -
    • Default Base Value: 1200%
    • Min Value: 0%
    • To String Style: Integer
    • Format String: {0}s
    • Show If Undefined: false
    - 2010
    defName: MechEnergyUsageFactor

    label: energy usage multiplier

    A multiplier on how fast a mechanoid consumes its energy reserves while operating. -
    • Default Base Value: 100%
    • Min Value: 0%
    • To String Style: PercentZero
    • Scenario Randomizable: true
    • Show If Undefined: false
    - 2000
    defName: WastepacksPerRecharge

    label: wastepacks per recharge

    How many toxic wastepacks this mechanoid will generate at a mech recharger when going from 0 to 100% energy. Larger mechanoids will generally create more toxic wastepacks. -
    • Default Base Value: 500%
    • Min Value: 0%
    • Show If Undefined: false

    <postProcessStatFactors>

  • BandwidthCost
  • </postProcessStatFactors> <parts>
  • StatPart_Hyperlinks"> <thingDefs>
  • Wastepack
  • </thingDefs> </parts>
    2000
    defName: MechEnergyLossPerHP

    label: repair energy cost

    The amount of energy that this mechanoid loses for every 100 damage repaired. -
    • Worker Class: StatWorker_MechEnergyLossPerHP
    • Default Base Value: 33.3%
    • Min Value: 0%
    • To String Style: Integer
    • Show If Undefined: false
    - 2020
    defName: HemogenGainFactor

    label: hemogen gain multiplier

    A multiplier on the amount of hemogen gained. BasicsPawn
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Hide At Value: 100%
    - -
    defName: RawNutritionFactor

    label: raw nutrition multiplier

    A multiplier on how nutritious raw food is for this person. Note that since meals usually have more nutrition than their raw ingredients, a boost to this stat may only mean the person gets the same nutrition from raw food as if it were cooked. BasicsPawn
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Hide At Value: 100%
    • Min Value: 0.01%
    - 1001
    defName: CancerRate

    label: cancer rate factor

    A multiplier on how likely this person is to develop cancer in any given time frame. BasicsPawn
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Hide At Value: 100%
    • Min Value: 1%
    • Show On Animals: false
    • Show On Mechanoids: false
    - 2100
    defName: LearningRateFactor

    label: learning rate factor

    A multiplier on how quickly a child's learning need is fulfilled by learning activities. BasicsPawn
    • To String Style: PercentZero
    • Default Base Value: 100%
    • Hide At Value: 100%
    • Min Value: 1%
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show Developmental Stage Filter: Child
    - 1350
    defName: GrowthVatOccupantSpeed

    label: growth vat occupant speed

    A multiplier on how quickly this person will grow when in a growth vat. PawnMisc
    • Default Base Value: 100%
    • Hide At Value: 100%
    • To String Style: PercentZero
    • Show On Animals: false
    • Show On Mechanoids: false
    • Scenario Randomizable: true
    • Cacheable: true

    <parts>

  • StatPart_GrowthVatSpeedFactor
  • </parts>
    1850
    defName: WorkSpeedGlobalOffsetMech

    label: mech work speed offset

    A work speed offset applied to a mechanitor's mechs. Mechanitor
    • Default Base Value: 0%
    • Min Value: 0%
    • Hide At Value: 0%
    • To String Style: PercentZero
    • Scenario Randomizable: true
    • Show On Mechanoids: false
    • Show On Animals: false
    - 5000
    defName: ContainmentStrength

    label: containment strength offsetLabel: containment offset

    How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures. Containment
    • Worker Class: StatWorker_ContainmentStrength
    • Show On Default Value: true
    • Default Base Value: 0%
    • Min Value: 0%
    • To String Style: FloatOne
    - -
    defName: MinimumContainmentStrength

    label: min containment strength

    The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape. Containment
    • Worker Class: StatWorker_MinimumContainmentStrength
    • Overrides Hide Stats: true
    • Show On Default Value: false
    • Default Base Value: 0%
    • To String Style: FloatOne
    - 9999
    defName: ColdContainmentBonus

    label: cold containment bonus

    This entity is less likely to escape if kept in a very cold room. Containment
    • Worker Class: StatWorker_ColdContainmentBonus
    • Overrides Hide Stats: true
    • Default Base Value: 0%
    • To String Style: PercentZero
    - -
    defName: EntityStudyRate

    label: entity study rate

    The rate at which this person generates knowledge from studying unnatural entities. -
    • Show On Default Value: false
    • Min Value: 0.1%
    • Show On Animals: false
    • Show On Mechanoids: false
    • Scenario Randomizable: true
    - 211
    defName: StudyEfficiency

    label: study efficiency

    A multiplier on how much knowledge a person gets when studying unnatural entities. PawnWork
    • Default Base Value: 100%
    • Show On Default Value: false
    • To String Style: PercentZero
    • Min Value: 0.1%
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show Developmental Stage Filter: Child, Adult
    - 210
    defName: ActivitySuppressionRate

    label: activity suppression speed

    The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity. PawnWork
    • Default Base Value: 6.5%
    • Show On Default Value: false
    • To String Style: PercentOne
    • Format String: {0} per hour
    • Min Value: 0%
    • Show On Animals: false
    • Show On Mechanoids: false
    • Show Developmental Stage Filter: Adult

    <skillNeedOffsets>

  • SkillNeed_BaseBonus"> <skill>Intellectual</skill> <baseValue>-1.5%</baseValue> <bonusPerLevel>0.75%</bonusPerLevel> <required>false</required>
  • SkillNeed_BaseBonus"> <skill>Social</skill> <baseValue>-1.5%</baseValue> <bonusPerLevel>0.75%</bonusPerLevel> <required>false</required>
  • </skillNeedOffsets> <statFactors>
  • PsychicSensitivity
  • </statFactors>
    209
    defName: PsychicRitualQuality

    label: psychic ritual quality

    How much nearby buildings improve quality of psychic rituals performed here. PsychicRituals
    • Show On Default Value: false
    • Default Base Value: 0%
    • To String Style: PercentZero
    - -
    defName: PsychicRitualQualityOffset

    label: psychic ritual quality offset

    An offset applied to psychic ritual quality when this person participates. The total quality offset is divided by the total number of participants. PsychicRituals
    • Default Base Value: 0%
    • Show On Default Value: false
    • To String Style: PercentZero
    - -

    |}

    List of Stats by defName

    • Ability_CastingTime
    • Ability_DetectChancePerEntropy
    • Ability_Duration
    • Ability_EffectRadius
    • Ability_EntropyGain
    • Ability_GoodwillImpact
    • Ability_PsyfocusCost
    • Ability_Range
    • Ability_RequiredPsylink
    • AccuracyLong
    • AccuracyMedium
    • AccuracyShort
    • AccuracyTouch
    • ActivitySuppressionRate
    • AimingDelayFactor
    • AnimalGatherSpeed
    • AnimalGatherYield
    • AnimalProductsSellImprovement
    • AnimalsLearningFactor
    • ArmorRating_Blunt
    • ArmorRating_Heat
    • ArmorRating_Sharp
    • ArrestSuccessChance
    • AssemblySpeedFactor
    • BabyPlayGainFactor
    • BandwidthCost
    • Beauty
    • BeautyOutdoors
    • BedHungerRateFactor
    • BedRestEffectiveness
    • BiosculpterOccupantSpeed
    • BiosculpterPodSpeedFactor
    • BirthRitualQualityOffset
    • BluntDamageMultiplier
    • BondAnimalChanceFactor
    • ButcheryFleshEfficiency
    • ButcheryFleshSpeed
    • ButcheryMechanoidEfficiency
    • ButcheryMechanoidSpeed
    • CancerRate
    • CaravanRidingSpeedFactor
    • CarryingCapacity
    • CertaintyLossFactor
    • CleaningSpeed
    • CleaningTimeFactor
    • Cleanliness
    • ColdContainmentBonus
    • Comfort
    • ComfyTemperatureMax
    • ComfyTemperatureMin
    • ConstructSuccessChance
    • ConstructionSpeed
    • ConstructionSpeedFactor
    • ContainmentStrength
    • ControlTakingTime
    • ConversionPower
    • CookSpeed
    • CrawlSpeed
    • DeepDrillingSpeed
    • DeteriorationRate
    • DoorOpenSpeed
    • DrugCookingSpeed
    • DrugHarvestYield
    • DrugSellPriceImprovement
    • DrugSynthesisSpeed
    • EMPResistance
    • EatingSpeed
    • EnergyShieldEnergyMax
    • EnergyShieldRechargeRate
    • EntityStudyRate
    • EquipDelay
    • Fertility
    • FilthMultiplier
    • FilthRate
    • FixBrokenDownBuildingSuccessChance
    • Flammability
    • FoodPoisonChance
    • FoodPoisonChanceFixedHuman
    • ForagedNutritionPerDay
    • GeneralLaborSpeed
    • GeneticComplexityIncrease
    • GlobalLearningFactor
    • GrowthVatOccupantSpeed
    • HackingSpeed
    • HemogenGainFactor
    • HuntingStealth
    • ImmunityGainSpeed
    • ImmunityGainSpeedFactor
    • IncomingDamageFactor
    • InjuryHealingFactor
    • Insulation_Cold
    • Insulation_Heat
    • JoyFallRateFactor
    • JoyGainFactor
    • JumpRange
    • LearningRateFactor
    • LeatherAmount
    • LifespanFactor
    • MarketValue
    • MarketValueIgnoreHp
    • Mass
    • MaxHitPoints
    • MaxInstallCount
    • MaxNutrition
    • MeatAmount
    • MechBandwidth
    • MechControlGroups
    • MechEnergyLossPerHP
    • MechEnergyUsageFactor
    • MechFormingSpeed
    • MechRemoteRepairDistance
    • MechRemoteShieldDistance
    • MechRemoteShieldEnergy
    • MechRepairSpeed
    • MedicalOperationSpeed
    • MedicalPotency
    • MedicalQualityMax
    • MedicalSurgerySuccessChance
    • MedicalTendQuality
    • MedicalTendQualityOffset
    • MedicalTendSpeed
    • MeditationFocusGain
    • MeditationFocusStrength
    • MeditationPlantGrowthOffset
    • MeleeArmorPenetration
    • MeleeCooldownFactor
    • MeleeDPS
    • MeleeDamageFactor
    • MeleeDodgeChance
    • MeleeDodgeChanceIndoorsDarkOffset
    • MeleeDodgeChanceIndoorsLitOffset
    • MeleeDodgeChanceOutdoorsDarkOffset
    • MeleeDodgeChanceOutdoorsLitOffset
    • MeleeDoorDamageFactor
    • MeleeHitChance
    • MeleeHitChanceIndoorsDarkOffset
    • MeleeHitChanceIndoorsLitOffset
    • MeleeHitChanceOutdoorsDarkOffset
    • MeleeHitChanceOutdoorsLitOffset
    • MeleeWeapon_AverageArmorPenetration
    • MeleeWeapon_AverageDPS
    • MeleeWeapon_CooldownMultiplier
    • MeleeWeapon_DamageMultiplier
    • MentalBreakThreshold
    • MinimumContainmentStrength
    • MinimumHandlingSkill
    • MiningSpeed
    • MiningYield
    • MortarMissRadiusFactor
    • MoveSpeed
    • NegotiationAbility
    • Nutrition
    • PackRadius
    • PainShockThreshold
    • PawnBeauty
    • PawnTrapSpringChance
    • PlantHarvestYield
    • PlantWorkSpeed
    • PowerPlantMaxPowerOuput
    • PruningSpeed
    • PsychicEntropyGain
    • PsychicEntropyMax
    • PsychicEntropyMaxOffset
    • PsychicEntropyRecoveryRate
    • PsychicEntropyRecoveryRateOffset
    • PsychicRitualQuality
    • PsychicRitualQualityOffset
    • PsychicSensitivity
    • PsychicSensitivityFactor
    • PsychicSensitivityOffset
    • RangedCooldownFactor
    • RangedWeapon_Cooldown
    • RangedWeapon_DamageMultiplier
    • RawNutritionFactor
    • ReadingSpeed
    • ResearchSpeed
    • ResearchSpeedFactor
    • RestFallRateFactor
    • RestRateMultiplier
    • RoomReadingBonus
    • RoyalFavorValue
    • SellPriceFactor
    • SharpDamageMultiplier
    • ShootingAccuracyChildFactor
    • ShootingAccuracyFactor_Long
    • ShootingAccuracyFactor_Medium
    • ShootingAccuracyFactor_Short
    • ShootingAccuracyFactor_Touch
    • ShootingAccuracyIndoorsDarkOffset
    • ShootingAccuracyIndoorsLitOffset
    • ShootingAccuracyOutdoorsDarkOffset
    • ShootingAccuracyOutdoorsLitOffset
    • ShootingAccuracyPawn
    • ShootingAccuracyTurret
    • SlaveSuppressionFallRate
    • SlaveSuppressionOffset
    • SmeltingSpeed
    • SmoothingSpeed
    • SocialIdeoSpreadFrequencyFactor
    • SocialImpact
    • StaggerDurationFactor
    • StudyEfficiency
    • StuffEffectMultiplierArmor
    • StuffEffectMultiplierInsulation_Cold
    • StuffEffectMultiplierInsulation_Heat
    • StuffPower_Armor_Blunt
    • StuffPower_Armor_Heat
    • StuffPower_Armor_Sharp
    • StuffPower_Insulation_Cold
    • StuffPower_Insulation_Heat
    • StyleDominance
    • SubcoreEncodingSpeed
    • SuppressionPower
    • SurgerySuccessChanceFactor
    • TameAnimalChance
    • Terror
    • TerrorSource
    • ToxicEnvironmentResistance
    • ToxicResistance
    • TradePriceImprovement
    • TrainAnimalChance
    • TrapMeleeDamage
    • TrapSpringChance
    • WastepacksPerRecharge
    • WorkSpeedGlobal
    • WorkTableEfficiencyFactor
    • WorkTableWorkSpeedFactor
    • WorkToBuild
    • WorkToMake

    Stat Statistics

    • 242 <StatDef
      • 175 <StatDef>
    • 35 <StatCategoryDef>
      • 35 <displayOrder>
      • 10 <displayAllByDefault>
    • 265 <defName>
    • 266 <label>
    • 224 <description>
    • 192 <category>
    • 193 <displayPriorityInCategory>

    Level 2

    • 61 <parts>
    • 39 <capacityFactors>
    • 38 <skillNeedFactors>
    • 20 <statFactors>
    • 8 <postProcessCurve>
    • 7 <skillNeedOffsets>
    • 5 <capacityOffsets>
    • 3 <postProcessStatFactors>
    • 3 <showOnPawnKind>

    Types

    242 Total

    • 35 Categories
    • 207 Stats

    Bases

    1. ButcherySpeedBase
    2. ButcheryEfficiencyBase
    3. ArmorRatingBase
    4. InsulationBase
    5. MarketValueBase
    6. MeditationFocusBase
    7. ShootingAccuracyFactorBase
    8. MechStatBase
    9. IntellectualSkillBase
    10. AccuracyBase
    11. DarknessCombat
    12. MechanitorStatBase

    1 Non Base Parents

    • Beauty

    Classes

    • 39 SkillNeed_BaseBonus
    • 8 SkillNeed_Direct

    Stat Parts

    • 1 StatPart_AddedBodyPartsMass
    • 9 StatPart_Age
    • 1 StatPart_AgeOffset
    • StatPart_ArtificialBuildingsNearbyOffset
    • StatPart_BedStat
    • StatPart_Biocoded
    • StatPart_BiosculptingSpeedFactor
    • StatPart_BlindPsychicSensitivityOffset
    • StatPart_BodySize
    • StatPart_ContentsBeauty
    • StatPart_CorpseCasket
    • StatPart_Deathresting
    • StatPart_Difficulty_ButcherYield
    • StatPart_EnvironmentalEffects
    • StatPart_FertilityByGenderAge
    • StatPart_FertilityByHediffs
    • StatPart_Food
    • StatPart_GearAndInventoryMass
    • 6 StatPart_GearStatOffset
    • 2 StatPart_Genes
    • 3 StatPart_Glow
    • 1 StatPart_GrowthVatSpeedFactor
    • StatPart_HasRelic
    • 1 StatPart_Health
    • StatPart_Hyperlinks
    • StatPart_IsCorpseFresh
    • StatPart_IsFlesh
    • StatPart_LifeStageMaxFood
    • StatPart_Malnutrition
    • StatPart_MaxChanceIfRotting
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_NearHarbingerTree
    • StatPart_NotCarefullySlaughtered
    • StatPart_NoxiousHaze
    • 3 StatPart_Outdoors
    • StatPart_OverseerStatOffset
    • 1 StatPart_Pain
    • StatPart_PlantGrowthNutritionFactor
    • StatPart_PlayerFactionLeader
    • StatPart_Pollution
    • StatPart_Quality
    • StatPart_Quality_Offset
    • StatPart_ReloadMarketValue
    • StatPart_Rest
    • StatPart_Resting
    • StatPart_RevenantSpeed
    • StatPart_RoleConversionPower
    • StatPart_RoomStat
    • StatPart_ShamblerCorpse
    • StatPart_ShamblerCrawling
    • StatPart_SightPsychicSensitivityOffset
    • StatPart_Slave
    • 5 StatPart_Stuff
    • StatPart_Terror
    • StatPart_ToxicFallout
    • StatPart_UnfinishedThingIngredientsMass
    • StatPart_WeaponTraitsMarketValueOffset
    • 1 StatPart_WildManOffset
    • 1 StatPart_WorkTableOutdoors
    • 2 StatPart_WorkTableTemperature
    • 1 StatPart_WorkTableUnpowered
    • 1 StatPart_WornByCorpse